Locking Joints

The Effects of Locking Joints: - 5 Strength Roll / Chance to Rolling Miss
The rolling effects of Locking Joints on a roll is a -5 when in relations to pushing, pulling or lifting heavy objects such as heavy bags of equipment, carrying people over your shoulders, or even pushing something or someone off of balance.

However, due to the nature of locking joints, it adds into the factor of Agility Oriented Perks. So there is a chance for attempted movement or strike with the afflicted part of the body to freeze up and become unable to perform the task, but at the digression of the Dungeon Master or performing a prerequisite roll, such as T.E.S.R.C.

There are some examples of locking joints that your character can inherit from their story-line or pick up in events or receive when in situations outside of events or duels.

Rolling Example:
Rolling Scheme: 50/50

Locking Joint Effect Roll Check: 49/100 | Perk Effect: -5 Strength Roll

Event Roll with Locking Joint with -5 Strength: 60-5 | Resulting Roll: 55 | Roll Successful

Locking Joint Effect Roll Check: 63/100 | Perk Effect: Missed Roll

Examples

 * Locking Wrists
 * Locking Finger Joints
 * "The Dead Man Hands"
 * Locking Shoulder Joint
 * Stiff Neck
 * "Straight Jacket Syndrome"
 * Locking Knee Joint
 * Locking Ankle Joint
 * "Drowning Ankles"