Restraints (no ontology)

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'''Handcuffs''' are a [[Key Item|key item]] in [[Mazeworld]]. They are items used by [[Maze Guard|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|contestant]] as well if he/she manages to obtain them.
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'''Restraints''' refers to two items serving the same general purpose: the '''Handcuffs''' and the '''Cord restraints'''. Both are a [[key item]]. Handcuffs are notably used by [[Maze Guard|Maze Guards]] to tie up and detain suspects of Police Attention Level Orange or higher. It is used to restrain movement and can be used by the [[Contestant|contestant]] as well if he/she manages to obtain them. Cord restraints are a [[Crafting]]-only item and a somewhat less durable, but much cheaper and easier to acquire alternative.
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The use of handcuffs is similar to the use of a weapon, in that it requires a ''2d6'' to use, except in certain cases.
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The use of restraints is treated as an attack in its own right, and is affected by Failure Threshold.
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A Contestant may carry one each of handcuffs and cord restraints as separate key items. Any extra restraints must be carried as regular items and will impact inventory weight.
=== Restrictions of use ===
=== Restrictions of use ===
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Handcuffs can be used on creatures of the listed categories:
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Handcuffs can be used on any creature that has '''exactly 2 hands''' in the EXTREMITY body group. Any creature that doesn't exactly match this criteria cannot be cuffed.
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*The [[Contestant|contestant]]
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=== Usage ===
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*All humans
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Attmepting to use restraints on another creature is considered to be a combat action, for which the restrainer must roll. This action has a '''fixed FT of 6''' and a '''fixed IS of 0''', although the roll result is affected by [[Agility]]; the more agile the restrainer, the higher the chances of success. The roll is therefore '''2d6 + [[Agility|Agi]]'''.
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*Humanoids — EXCEPT: [[Leprechaun]], [[Goblin]], [[Gremlin]], [[Canaima]], [[Korrigan]], [[Fury]], [[Ogre]]
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*Youkai — EXCEPT: [[bakeneko cat|Bakeneko (cat)]], [[Basan]], [[Enenra]], [[Inugami]], [[Kamaitachi]], [[Kirin]], [[Kishin]], [[Komainu]], [[Komatora]], [[Kubikajiri]], [[Mizuchi]], [[Okami]], [[Raiju]], [[Ryu]]
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Any creature not listed, or shown as an exception of a listed category, cannot be affected by handcuffs.
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*'''Critical success (12)''': Cuffing automatically succeeds and the target is immobilized, putting an end to the fight if applicable.
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*'''Successful hit''' (7-11): The target must roll a '''2d6+Agi''' of its own, on the principle of opposed rolls. If the target rolls an '''equal or higher score''', the restrainer '''fails'''. If the target rolls a '''lower score''', the restrainer '''succeeds''' and the target is restrained.
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*'''Failed hit''' (3-6) or '''critical failure''' (2): Restraining automatically fails, resulting in the restrainer's turn ending.
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=== Maze Guard usage ===
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Removing restraints from another creature currently tied up takes one turn; the removal may result in either retrieving the restraints (handcuffs) or destroying them (cord).
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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.
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*'''Critical success (12)''': Cuffing automatically succeeds and the target is immobilized, putting an end to the fight if applicable.
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=== Special cases ===
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*'''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.
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It must be noted that in certain situations, making an attack roll to attempt restraining is not necessary and will automatically succeed in the following circumstances:
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*'''Failed hit''' (3-5 assuming a FT of 5) or '''critical failure''' (2): The turn is wasted, and the cuffing does not happen.
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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.
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*The target is [[secondary effect|stunned, blinded]], or incapacitated in any other way
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*The target has [[Pain|blacked out]]
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*The target is '''surrendering or coerced into compliance''', which results in automatic success; the victim doesn't roll escape dice since they simply let themselves be cuffed.
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=== Contestant usage ===
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=== Cord restraints ===
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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:
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They function exactly like handcuffs in every way, with only one difference. Handcuffs are metal, durable and '''reusable''' - once removed from a target, the Contestant re-acquires them and may use them again. Cord restraints function more like single-use zip-ties ; '''removing them also destroys them''', thus requiring a new set.
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*'''Critical success (12))''': Cuffing automatically succeeds and the target is immobilized, putting an end to the fight if applicable.
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=== Freeing ===
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*'''Successful hit''' (6-11 assuming a FT of 5): The target still has a chance to escape by rolling a 2d6 on its own. If the target's score is higher than the contestant's score, the cuffing is successful. Otherwise, it fails and the contestant's turn ends.
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There are various methods of freeing creatures restrained by handcuffs or cord restraints:
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*'''Failed hit''' (3-5 assuming a FT of 5) or '''critical failure''' (2): The turn is wasted, and the cuffing does not happen.
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=== Special cases ===
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* Voluntary removal:
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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…
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** Metal handcuffs: All handcuffs come with a special cuff key, which can be used to unlock the handcuffs normally. When the handcuffs are removed from the inventory after being applied to restain a creature, the cuff key remains.  All handcuffs owners have, by default, a cuff key, which cannot be lost. All cuff keys can unlock all metal handcuffs, and are considered to be a weightless 'part' of the handcuffs, thus they do not need to be really tracked in the inventory.
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** Cord restraints: These are supposed to be disposable. They can be voluntarily removed, but as explained above, doing so will destroy the cord restraints.
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* [[Lockpicking]]:
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** Metal handcuffs are considered to be a mechanical lock. A cuffed person can attempt to lockpick their way out of handcuffs if they still have a lockpicking kit in their inventory.
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** Cord restraints, of course, do not feature such a mechanism ; a lockpicking kit is useless.
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* Brute force:
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** Metal handcuffs: A successful attack from another creature that deals at least 1 [[limb damage]], on either hand of the restrained person, will destroy the handcuffs and free the restrained person ; it will also, however, hurt them in the process. Handcuffs have no LDV modifier and are essentially considered to have 1 HP.
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** Cord restraints: While the above method still functions, cord restraints can also be destroyed with another method, which can, as a bonus, be attempted by the restrainee themselves as well. If they have access to a Butchering-capable melee weapon, they can spent 1 turn to apply it to the cord restraints and destroy them without danger.
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*The target is [[secondary effects|stunned or blinded]]
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=== Rules regarding retrained creatures ===
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*The target has [[Pain|blacked out]]
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Restrained creatures may be alive and conscious, but are unable to perform any action, and are subjected to the mercy of anyone that comes to them. Most notably, a restrained creature can be '''dragged''' both as an action outside of combat and inside of combat, and their inventory can be accessed by other encounters as well. A restrained creature can thus be moved and stripped or equipped at will in any way desired.
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*The target is '''surrendering''' by itself instead of rolling the 2d6 to escape.
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'''Dragging''':
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* Outside of combat, a Contestant may drag a restrained creature as much as they want and anywhere they wish until freed or killed. The Contestant can only drag ONE creature at any given time. Any more restrained creatures must be dragged by other friendlies, such as [[ally|allies]].
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* During combat, if the Contestant is attempting to move to another side of the Battlespace, or to take cover, a Contestant may choose, as a free action, to drag the restrained creature along with him/her.
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** However, for any movement action that requires a check, such as taking [[cover]] or attempting to escape, the Contestant must roll for the dragged creature using his/her own Agility stat rather than the creature's.
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'''Accessing inventory''':
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* A Contestant may access a restrained creature's inventory exactly as if it was his/her own, with the same rules regarding time and turn spending (including having to spend a turn to drop and open the backpack)
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* Inside of combat, a Contestant may only access a restrained creature's inventory if on the same [[Battlespace|side]].
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'''Using consumables''':
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* A Contestant may use consumables on a restrained creature. This includes all food and all meds; which means that a restrained creature can be force-fed or given substances by force, should the Contestant wish to do so.
== See also ==
== See also ==
*[[Key Item|Key item]]
*[[Key Item|Key item]]

Latest revision as of 17:46, 4 September 2018

Restraints refers to two items serving the same general purpose: the Handcuffs and the Cord restraints. Both are a key item. Handcuffs are notably used by Maze Guards to tie up and detain suspects of Police Attention 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. Cord restraints are a Crafting-only item and a somewhat less durable, but much cheaper and easier to acquire alternative.

The use of restraints is treated as an attack in its own right, and is affected by Failure Threshold.

A Contestant may carry one each of handcuffs and cord restraints as separate key items. Any extra restraints must be carried as regular items and will impact inventory weight.

Restrictions of use

Handcuffs can be used on any creature that has exactly 2 hands in the EXTREMITY body group. Any creature that doesn't exactly match this criteria cannot be cuffed.

Usage

Attmepting to use restraints on another creature is considered to be a combat action, for which the restrainer must roll. This action has a fixed FT of 6 and a fixed IS of 0, although the roll result is affected by Agility; the more agile the restrainer, the higher the chances of success. The roll is therefore 2d6 + Agi.

  • Critical success (12): Cuffing automatically succeeds and the target is immobilized, putting an end to the fight if applicable.
  • Successful hit (7-11): The target must roll a 2d6+Agi of its own, on the principle of opposed rolls. If the target rolls an equal or higher score, the restrainer fails. If the target rolls a lower score, the restrainer succeeds and the target is restrained.
  • Failed hit (3-6) or critical failure (2): Restraining automatically fails, resulting in the restrainer's turn ending.

Removing restraints from another creature currently tied up takes one turn; the removal may result in either retrieving the restraints (handcuffs) or destroying them (cord).

Special cases

It must be noted that in certain situations, making an attack roll to attempt restraining is not necessary and will automatically succeed in the following circumstances:

  • The target is stunned, blinded, or incapacitated in any other way
  • The target has blacked out
  • The target is surrendering or coerced into compliance, which results in automatic success; the victim doesn't roll escape dice since they simply let themselves be cuffed.

Cord restraints

They function exactly like handcuffs in every way, with only one difference. Handcuffs are metal, durable and reusable - once removed from a target, the Contestant re-acquires them and may use them again. Cord restraints function more like single-use zip-ties ; removing them also destroys them, thus requiring a new set.

Freeing

There are various methods of freeing creatures restrained by handcuffs or cord restraints:

  • Voluntary removal:
    • Metal handcuffs: All handcuffs come with a special cuff key, which can be used to unlock the handcuffs normally. When the handcuffs are removed from the inventory after being applied to restain a creature, the cuff key remains. All handcuffs owners have, by default, a cuff key, which cannot be lost. All cuff keys can unlock all metal handcuffs, and are considered to be a weightless 'part' of the handcuffs, thus they do not need to be really tracked in the inventory.
    • Cord restraints: These are supposed to be disposable. They can be voluntarily removed, but as explained above, doing so will destroy the cord restraints.
  • Lockpicking:
    • Metal handcuffs are considered to be a mechanical lock. A cuffed person can attempt to lockpick their way out of handcuffs if they still have a lockpicking kit in their inventory.
    • Cord restraints, of course, do not feature such a mechanism ; a lockpicking kit is useless.
  • Brute force:
    • Metal handcuffs: A successful attack from another creature that deals at least 1 limb damage, on either hand of the restrained person, will destroy the handcuffs and free the restrained person ; it will also, however, hurt them in the process. Handcuffs have no LDV modifier and are essentially considered to have 1 HP.
    • Cord restraints: While the above method still functions, cord restraints can also be destroyed with another method, which can, as a bonus, be attempted by the restrainee themselves as well. If they have access to a Butchering-capable melee weapon, they can spent 1 turn to apply it to the cord restraints and destroy them without danger.

Rules regarding retrained creatures

Restrained creatures may be alive and conscious, but are unable to perform any action, and are subjected to the mercy of anyone that comes to them. Most notably, a restrained creature can be dragged both as an action outside of combat and inside of combat, and their inventory can be accessed by other encounters as well. A restrained creature can thus be moved and stripped or equipped at will in any way desired.

Dragging:

  • Outside of combat, a Contestant may drag a restrained creature as much as they want and anywhere they wish until freed or killed. The Contestant can only drag ONE creature at any given time. Any more restrained creatures must be dragged by other friendlies, such as allies.
  • During combat, if the Contestant is attempting to move to another side of the Battlespace, or to take cover, a Contestant may choose, as a free action, to drag the restrained creature along with him/her.
    • However, for any movement action that requires a check, such as taking cover or attempting to escape, the Contestant must roll for the dragged creature using his/her own Agility stat rather than the creature's.

Accessing inventory:

  • A Contestant may access a restrained creature's inventory exactly as if it was his/her own, with the same rules regarding time and turn spending (including having to spend a turn to drop and open the backpack)
  • Inside of combat, a Contestant may only access a restrained creature's inventory if on the same side.

Using consumables:

  • A Contestant may use consumables on a restrained creature. This includes all food and all meds; which means that a restrained creature can be force-fed or given substances by force, should the Contestant wish to do so.

See also