Restraints (no ontology)
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=== Usage === | === Usage === | ||
- | Attmepting to use restraints on another creature is considered to be a combat action, and requires the use of an attack roll '''(2d6)'''. This action has a '''fixed FT of 6''', although the roll result is affected by [[Agility]]; the more agile the restrainer, the higher the chances of success. | + | Attmepting to use restraints on another creature is considered to be a combat action, and requires the use of an attack roll '''(one 2d6)'''. This action has a '''fixed FT of 6''', although the roll result is affected by [[Agility]]; the more agile the restrainer, the higher the chances of success. |
*'''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. |
Revision as of 11:32, 7 March 2017
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
Attmepting to use restraints on another creature is considered to be a combat action, and requires the use of an attack roll (one 2d6). This action has a fixed FT of 6, although the roll result is affected by Agility; the more agile the restrainer, the higher the chances of success.
- 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 on its own, on the principle of opposed rolls. If the restrainer rolls the highest, the target is successfully restrained. If the target rolls highest, restraining fails and the restrainer's turn ends. Equal scores are considered to be in favor of the target; it will escape.
- Failed hit (3-6) or critical failure (2): Restraining automatically fails, resulting in the restrainer's turn ending.
- 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.
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 it 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.
- Inside of combat, a Contestant may choose, as a free action, to drag the restrained creature along with them. Any action that requires a roll, however, such as taking cover or attempting to escape, require the dragged creature to also roll, as though they were an ally.
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.