In combat with a purely melee character today, I encountered a situation in which my torian was able to fly and shoot arrows and was able to completely outmatch her ground-bound opponent. In discussing it ICly with the character, she suggested that the NEXT time, she would remove the flying from the equation with a net! That got me thinking. Would it be possible to have a new "weapon" or two made that would be useful for such a scenario or more generally in combat or for capturing slaves. So here is my rough suggestion:
Weighted Net (takes two slots)
0 damage
Takes one full round to remove during which the snared individual can only roll defense at at 25% penalty. (Could require rolling against the opponents clophyatk to disengage from the net, but that may be too much)
Based on the design of a fishing net, large enough to cover a man, wrapping around his limbs, entangling him if thrown well. OR can be thrown at the wings of a natural flyer to render them incapable of flight (until disengaged or end of combat)
Barbed Net (takes three slots)
1damage per round that it is wrapped
Takes one full round to remove during which the snared individual can only roll defense at at 25% penalty. (Could require rolling against the opponents clophyatk to disengage from the net, but that may be too much)
A crueler (and heavier) version of the Weighted Net, this net incorporates cruel metal barbs that dig into the flesh of the victim, doing constant damage with every movement until removed. OR can be thrown at the wings of natural flyers to render them incapable of natural flight until healed.
Additionally, the whips will take a full round during which the ATTACKER may only roll defense in order to collect the net for a second throw.
Whip (mechanics tweak)
The attacker may, upon a successful ranphyatk roll "snag" or "trip" an opponent. A successful attack roll will, in addition to hindering someone from fleeing on foot or in the air, give the defender a 30% disadvantage to attack rolls for as long as the whip is held to a maximum of five rounds. The defender can sacrifice one round during which they may only roll defense to disengage from the whip. (possibly have them surpass the original ranphyatk total). The attacker may release the whip at any time, but as long as they are holding they whip, their attacks are made at a 15% disadvantage and are restricted to one-handed attacks.