Handcuffs

Rules questions, suggestions, and discussion

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Re: Handcuffs

Postby aoffan23 » Sun Jan 13, 2013 10:36 pm

Well, shit. Maybe that's what I meant to say the first time. Or not. They're both Half Minds, so the only real difference is fudging their behaviour.

That being said, making them a Submissive creature might work better for a capture-the-slave scenario where the captive is equally unwilling to be on either team. That way, they can be treated more like an objective than an actual minifig.
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Re: Handcuffs

Postby IVhorseman » Mon Jan 14, 2013 3:18 pm

aoffan23 wrote:The only issue with this is the fact that a sniper could take a hostage from across the battlefield. Even if the captive were to notice the red laser, he wouldn't have any idea what the sniper wanted him to do. That's why I like the 2" option.


See, I think that's hilarious - I like the idea of telling a prisoner to get out there and fight or else the resident sniper is gonna do some long-distance brain surgery.

I only want to shy away from the 2" option because that's another static variable you'll have to memorize while using the handcuffs. I'd rather go with players saying "well I think my guys are probably close enough to have control" and doing a WISG roll. 2" is also pretty close - having more than 3 guys within range of a hostage means that a lot more attention is going to be focused on what they're doing, not the captive. At that point it won't really matter who "controls" him. I suppose that having more than one faction within 2" would just confuse the fig and they wouldn't know who to trust yet.
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Re: Handcuffs

Postby Brownie creeper » Mon Jan 28, 2013 10:27 am

Yeah, I like that idea better. It's alot easier to remember and and it makes sence. Thanks!
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Re: Handcuffs

Postby Kirillyos » Fri Nov 15, 2013 4:52 pm

So any options to escape the cuffs? I suppose an ally could try to damage them...
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Re: Handcuffs

Postby Zupponn » Fri Nov 15, 2013 5:01 pm

Use your imagination.
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Re: Handcuffs

Postby Battlegrinder » Fri Nov 15, 2013 5:28 pm

Kirillyos wrote:So any options to escape the cuffs? I suppose an ally could try to damage them...


I'm personally a fan of the old "chew off your hand" play, but if you had a character with gymnastics/super spy/etc, maybe you could use a feat to escape or pick the lock.
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Re: Handcuffs

Postby Voin » Fri Nov 15, 2013 5:46 pm

Battlegrinder wrote:
Kirillyos wrote:So any options to escape the cuffs? I suppose an ally could try to damage them...


I'm personally a fan of the old "chew off your hand" play, but if you had a character with gymnastics/super spy/etc, maybe you could use a feat to escape or pick the lock.


Hmm... Scouts are a good with mechanisms/devices. But a handcuffed Scout has limited use of their hands...
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