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Full Version: Ralinwood Houserule - Binding
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We implemented a Ralinwood houserule to govern rope binding and handcuffs last game. I just realised that I had not posted it anywhere yet. My apologies for waiting so long. I'll leave the rules here for now and we'll post them in a stickied thread somewhere soon.

Handcuffs
-Handcuffs require a phys rep approved by the plot team.
-Handcuffs must be tagged with a lock tag, and any keys must be phys repped.
-Handcuffs can be broken out of with +4 strength, as a 3 count.
-Putting handcuffs on a character is a 5 count. It can be resisted if the target is conscious. OOG the player must hold the handcuff phys rep with both their hands. For safety reasons no one can ever actually be handcuffed.

Rope Bindings
-Binding someone with rope requires a rope phys rep.
-It does not require a tag.
-Rope can be broken out of with +2 strength, as a 3 count.
-Tieing someone with rope takes a 30 seconds of roleplay. It can be resisted if the target is conscious. OOG the player must hold the rope phys rep with both their hands. For safety reasons no one can ever actually be handcuffed.
If a player is conscious but paralyzed they cannot resist, right? Perhaps a better definition would be:
A player can resist if they are conscious and are able to move their limbs.

A goblin played by Matty

How does someone acquire manacles in game. Is it just a show up with them kind of thing.
The only thing you need to acquire IG for the manacles is the lock tag. Bring something like this http://www.epicarmourycanada.com/en/Acce...cuffs.html as your phys rep, and its assumed you acquired or smithed the manacles in some way.
Who would one go to in game to get a lock tag? A locksmith? And that being the case... How many rm and pp? And does it need to be sent in as a craftsman request during prelog?
Locks are produced using the locksmith skill which can be found on page 65 of the rule book.