Strangle:
Grabbing the throat of the victim and squeezing it so that air can not pass through to the lungs. The attacker must succeed in a STR roll to grip the neck firmly and exert pressure. Failure means the attack ends.

If the attack succeeds then the victim has two options now, try and break the strangle hold or hit the attacker.

To try and break the strangle hold takes an opposed STR vs STR roll. If the victim wins they have pulled the fingers away from the neck but must succeed in another STR Vs STR roll to push the hands away from their neck. If the attacker wins they have a good grip and cause suffocation to the victim. The victim must Save Vs Hitting or take 4D10 - (STA ÷ 10) P.O.D. to MIND every round the strangle continues. When MIND reaches 0 the character dies.

Alternatively the victim can hit the attacker, assuming at least one hand or leg is free. They may use any attack they wish (pertinent to the available limbs free to make the attack) but must first make a Save Vs Paralysis to overcome their fear at the loss of air. Failure means they try and break free and follow the directions above, but they may attempt to hit again (with a Save Vs Paralysis) each round they have over half their MIND remaining. Success allows them make a hit, but they suffer a -10 penalty to the first round attack. The second round the penalty is doubled and so on each consecutive round, until half their MIND has been damaged where they can then only try and break free.

If the victim manages to successfully hit the attacker then the attacker must let go if they fail a STA roll with a penalty pertinent to the type of attack and the damage taken from the hit.

Once the victim reaches half MIND they clearly are beginning to suffer the effects of the strangle. Any failed Save Vs Hitting after this point causes the victim to make an immediate Save Vs Poisons or fall unconscious.