Difference between revisions of "Restraints (Action)"

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<noinclude>{{Action Power Templates}}</noinclude>
 
<noinclude>{{Action Power Templates}}</noinclude>
<noinclude>Physical restrain in [[Action]] does not completely prevent a hero from action, they only impose handicaps that can be overcome. </noinclude>
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Physical restrain in [[Action]] does not completely prevent a hero from action, they only impose handicaps that can be overcome.  
# '''Lesser Restraint'''. A palette of less restricting conditions.
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Unless otherwise indicated, roll 1d6 for a random restraint, adding +1 for each previous restraint.
##''Blinders'' restricts your field of vision without making you blind. It reduces your passive perception; you cannot take [[Recon_(Action_Powers_Technique)#Scan|Scan]] actions.
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#'''Gagging''' prevents mundane speech. Stymies all Charm and Presence checks.
##''Contortions'' locks your posture in some way. Generally involves binding the arms, upper legs, midriff, or neck in a constraining position or any constraint that involves a lot of pain. Makes concentration, positioning, and continuous maneuvers difficult, preventing [[Actions_(Action)#Stance|Stances]] from being effective.  
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#'''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 [[Items_(Action)#Small|Small]] size or smaller.
##''Gagging'' prevents mundane speech.
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#'''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 [[Actions_(Action)#Full_Move|Full Move]] action or otherwise do an action that grants extra movement..
##''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 weapons or tools of Medium size or smaller.
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# '''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 (Action)|Body]] is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
##''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 [[Actions_(Action)#Full_Move|Full Move]] action.  
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# '''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 (Action)|Move]] is reduced to 1. Swimming and flying creatures are entangled, with similar effects.  
##''Muffling'' renders you temporarily deaf - unable to hear normal speech and even the slightest amount of cover lets people [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneak]] on you.
 
# '''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 (Action)|Body]] is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you 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 (Action)|Move]] is reduced to 1. Water creatures are entangled, with similar effects. Wings are rendered unusable.
 
 
# '''Bound Arms''' prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for ([[Body (Action)|Body]] +0) damage or a Tiny [[Ranged_weapons_(Action)|Ranged Weapon]], but limited to [[Range_(Action)#Close|Close]] range.
 
# '''Bound Arms''' prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for ([[Body (Action)|Body]] +0) damage or a Tiny [[Ranged_weapons_(Action)|Ranged Weapon]], but limited to [[Range_(Action)#Close|Close]] range.
# '''Hogtie''' requires locked arms and legs; if this is not the case treat this as an arm or leg result instead (in that order). 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 [[Actions_(Action)#Trigger_Action_.28Defense.29|Defense]] actions.
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# '''Blinded''' restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your [[Mind (Action)|Mind]]; you are insensitive to things beyond this range. Everyone has enough concealment to [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneak]] on you, and against creatures beyond your perception range, you have to use [[Reflexes (Action)|Reflexes]] rather than [[Recon (Action)|Recon]] for defense  against [[Recon (Action)|Recon]] stunts.
# '''Blindfolding''' restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your [[Mind (Action)|Mind]]; you are insensitive to things beyond this range. Everyone has enough concealment to [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneak]] on you
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# '''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 [[Actions_(Action)#Trigger_Action_.28Defense.29|Defense]] actions.
 
<noinclude>Restraints can be escaped using [[Reflexes_(Action)#Contortions|Contortions]] or destroyed. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking restraints bound to a creature you do not wish to harm.</noinclude>
 
<noinclude>Restraints can be escaped using [[Reflexes_(Action)#Contortions|Contortions]] or destroyed. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking restraints bound to a creature you do not wish to harm.</noinclude>

Revision as of 15:36, 7 May 2018

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Templates for Action

Physical restrain in Action does not completely prevent a hero from action, they only impose handicaps that can be overcome. Unless otherwise indicated, roll 1d6 for a random restraint, adding +1 for each previous restraint.

  1. Gagging prevents mundane speech. Stymies all Charm and Presence checks.
  2. 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.
  3. 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..
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.

Restraints can be escaped using Contortions or destroyed. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking restraints bound to a creature you do not wish to harm.