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

Revision as of 15:46, 26 October 2015

Handcuffs are a key item in Mazeworld. They are items 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.

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.

Usage

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:

  • 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.
  • NOTE 2: A handcuffing 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.

See also