Restraints (no ontology)
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It must be noted that in certain situations, rolling a 2d6 to attempt cuffing is not necessary and will be considered successful by default, if… | It must be noted that in certain situations, rolling a 2d6 to attempt cuffing is not necessary and will be considered successful by default, if… | ||
- | *The target is [[secondary | + | *The target is [[secondary effect|stunned or blinded]] |
*The target has [[Pain|blacked out]] | *The target has [[Pain|blacked out]] | ||
*The target is '''surrendering''' by itself instead of rolling the 2d6 to escape. | *The target is '''surrendering''' by itself instead of rolling the 2d6 to escape. |
Revision as of 06:17, 10 November 2012
Handcuffs are a key item in Mazeworld. They are items used by Maze Guards to tie up and detain suspects of wanted level Orange or higher. It is used to restrain movement and can be used by the contestant as well if he/she manages to obtain them.
The use of handcuffs is similar to the use of a weapon, in that it requires a 2d6 to use, except in certain cases.
Restrictions of use
Handcuffs can be used on creatures of the listed categories:
- The contestant
- All humans
- Humanoids — EXCEPT: Leprechaun, Goblin, Gremlin, Canaima, Korrigan, Fury, Ogre
- Youkai — EXCEPT: Bakeneko (cat), Basan, Enenra, Inugami, Kamaitachi, Kirin, Kishin, Komainu, Komatora, Kubikajiri, Mizuchi, Okami, Raiju, Ryu
Any creature not listed, or shown as an exception of a listed category, cannot be affected by handcuffs.
Maze Guard usage
When used by Maze Guards, their attempt of using handcuffs will function like an attack and takes an entire turn, and their level of success depends on the dice score.
- Critical success (12): Cuffing automatically succeeds and the target is immobilized, putting an end to the fight if applicable.
- Successful hit (6-11 assuming a FT of 5): If the perpetrator is the contestant or an ally, they will be prompted that the Guard wants to arrest them, but still have a chance to escape by rolling a 2d6 on its own. The Guard's and the target's rolls will be compared; if the Guard has the highest one, the cuffing is successful, but if the target has the highest one, the cuffing fails and the turn ends. In case of equal scores, the target escapes.
- Failed hit (3-5 assuming a FT of 5) or critical failure (2): The turn is wasted, and the cuffing does not happen.
It must be noted that if the perpetrator is neither the contestant nor an ally, and the Guard's roll succeeds, then the Guard will cuff and detain that encounter.
Contestant usage
The contestant can pick up and use handcuffs for his/her own use. It can be used to immobilize enemies. To use the handcuffs, a 2d6 must be rolled just as in the case of Maze Guards. Doing so is considered an attack and takes the turn. Depending on the dice roll:
- Critical success (12)): Cuffing automatically succeeds and the target is immobilized, putting an end to the fight if applicable.
- Successful hit (6-11 assuming a FT of 5): The target still has a chance to escape by rolling a 2d6 on its own. The contestant's and the target's rolls will be compared; if the contestant has the highest one, the cuffing is successful, but if the target has the highest one, the cuffing fails and the turn ends. In case of equal scores, the target escapes.
- Failed hit (3-5 assuming a FT of 5) or critical failure (2): The turn is wasted, and the cuffing does not happen.
Special cases
It must be noted that in certain situations, rolling a 2d6 to attempt cuffing is not necessary and will be considered successful by default, if…
- The target is stunned or blinded
- The target has blacked out
- The target is surrendering by itself instead of rolling the 2d6 to escape.