Restraints (no ontology)
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=== Restrictions of use === | === Restrictions of use === | ||
- | Handcuffs can be used on | + | 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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- | Any creature | + | |
=== Maze Guard usage === | === Maze Guard usage === |
Revision as of 17:08, 16 May 2015
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 treated as an attack in its own right, and is affected by Failure Threshold.
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 handcuffed.
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 (7-11 assuming a FT of 6): 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 on the principle of opposed rolls. If the Guard rolls 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 escapes.
- Failed hit (3-6 assuming a FT of 6) 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 (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 handcuffs, whether a Maze Guard or the Contestant, usage of handcuffs is affected by FT modifiers, as though it was a normal attack.
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.