Restraint (Action)
Heroic Action Role-Play |
This is a Method for using Powers in Action. Methods are a part of Traditions and define how Powers are used in each campaign.
Restraint
Physical activity can hinder magical ability; energies that could have been channeled into the mystical are used for base physical body needs. By applying restraint, the distractions of the physical body are eliminated, which frees the mind for power.
Restraint in an extended sense can be considered costume as well.
Limitation
You must be physically restrained in some way or your powers become weaker. You cannot use Limit Break or Trigger Action powers when not bound. Being bound involves at least one of the conditions below. You must be restrained in such a way that you cannot quickly free yourself; it should take at least 15 minutes for you to get free on your own, someone else can free you with a stunt. Note that it is possible, even encouraged, to use powers to overcome these handicaps. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.
- Gagging prevents mundane speech. Stymies all Charm and Impress checks.
- Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
- Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
- Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
- Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
- Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
- Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
- (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.
When bound, someone else who has bound you or manipulated your bonds since you were last restrained cannot be affected by your powers unless willing, and can prevent any use of your powers as a Trigger Action.
Focus Condition
Trigger Action (Focus)
You can focus when bound, but if you are not fully restrained, there is a chance the focus will fail. Roll 1d6 when you use this power. If you lack the type of restraint indicated for the roll, focusing fails and you wasted some time but can try again. A roll of 6 always succeeds, but you have to have some restraint to make the roll.
Trying to focus this way outside of action scenes takes 5 minutes.
Pyrotesse has hands and legs bound uses this power. Since she lacks some kinds of restraint, she rolls 1d6, rolling 1. 5 indicates leashing, which she lacks. She just wasted a shot, but can immediately try again.