Restraints (no ontology)

From Mazeworld

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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 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.
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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 treated as an attack in its own right, and is affected by Failure Threshold.
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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 both cuffs and cord restraints as two separate key items.
=== Restrictions of use ===
=== Restrictions of use ===
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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 handcuffed.
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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.
=== Usage ===
=== Usage ===
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When used by Maze Guards, their attempt of using handcuffs will function like an attack and takes an entire turn The contestant can also 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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When used by Maze Guards, their attempt of using restraints will function like an attack and takes an entire turn The contestant can also pick up and use restraints for his/her own use. It can be used to immobilize enemies. To use the restraints, 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.
*'''Critical success (12)''': Cuffing automatically succeeds and the target is immobilized, putting an end to the fight if applicable.
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*'''Failed hit''' (3-6 assuming a FT of 6) or '''critical failure''' (2): The turn is wasted, and the cuffing does not happen.
*'''Failed hit''' (3-6 assuming a FT of 6) or '''critical failure''' (2): The turn is wasted, and the cuffing does not happen.
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* '''NOTE''': Regardless of who uses handcuffs, whether a Maze Guard or the Contestant, usage of handcuffs is affected by FT modifiers, as though it was a normal attack.
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* '''NOTE''': Regardless of who uses restraints, whether a Maze Guard or the Contestant, usage is affected by FT modifiers, as though it was a normal attack.
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* '''NOTE 2''': A handcuffing target that manages to escape may still act during the turn ; meaning the target has the possibility to fight back.
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* '''NOTE 2''': A target that manages to escape may still act during the turn ; meaning the target has the possibility to fight back.
=== Special cases ===
=== Special cases ===
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*The target has [[Pain|blacked out]]
*The target has [[Pain|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.
*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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=== Cord restraints ===
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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 zip-ties ; '''removing them also destroys them''', thus requiring a new set.
== See also ==
== See also ==
*[[Key Item|Key item]]
*[[Key Item|Key item]]

Revision as of 16:49, 6 March 2016

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 both cuffs and cord restraints as two separate key items.

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

When used by Maze Guards, their attempt of using restraints will function like an attack and takes an entire turn The contestant can also pick up and use restraints for his/her own use. It can be used to immobilize enemies. To use the restraints, 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 (7-11 assuming a FT of 6): The target must roll a 2d6 on its own, on the principle of opposed rolls. If the contestant rolls the highest, the cuffing is successful, but if the target rolls highest, the cuffing fails and the turn ends. In case of equal scores, the target prevails and escapes.
  • Failed hit (3-6 assuming a FT of 6) or critical failure (2): The turn is wasted, and the cuffing does not happen.
  • NOTE: Regardless of who uses restraints, whether a Maze Guard or the Contestant, usage is affected by FT modifiers, as though it was a normal attack.
  • NOTE 2: A target that manages to escape may still act during the turn ; meaning the target has the possibility to fight back.

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, 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 zip-ties ; removing them also destroys them, thus requiring a new set.

See also