Subj: Handcuffs Revisited Date: 4/7/2003 7:10:29 PM Central Standard Time From: Stainless Steel Rat
I finally did get around to a complete write-up of handcuffs using Strength
instead of Entangle:
30 Strength (Standard Effect Rule applies)
Reduced Endurance (0 END;+1/2)
OAF (-1), No Figured Characteristics (-1/2)
Must follow Grab (or target must be willing or incapacitated) (-1/2)
Only to Grab and Hold (cannot strike, squeeze, or throw) (-1)
Does not prevent use of Accessible Foci (-1)
Active Cost 60
Real Cost 12. Independent reduces Real Cost to 8.
The Standard Effect Rule means that these cuffs will always roll 6 Body to
resist escapes, which is sufficient to hold most humans. They have 6 DEF (not
12 based on Active Cost); this is worth no Limitation Bonus. The Power is
deactivated by the use of the appropriate key, a successful Lockpicking Skill
Roll, or a successful Contortionist Skill roll (at -3 or -4; see C5).
If placed in a Power Framework, the No Figured Characteristics Limitation goes
away; Real Costs become 13 and 9.
Subj: Re: Handcuffs Revisited Date: 4/11/2003 3:28:17 AM Central Standard Time From: filksinger
I find your write-up incomplete. In fact, I haven't found a way to make
it complete. The Limitation Independent does not reduce the cost, according to
your original post. Interesting, but I definitely think Entangle works better.
You use a very broad Limitation on STR to limit it only to Grabs, and then limit the Grabs as
well, to make it look like your method has fewer Limitations than it does.
You try to hide the fact that you are actually claiming that STR, not Grab, is
a better Power for handcuffs than Entangle, since that is, in fact, the base
Power. You use a STOP Sign Advantage to overcome problems that Entangle does
not have, which does not argue well for your claim that your construct actually
fits better than Entangle. However, even ignoring these problems, your
construct simply doesn't work.
There is no method for owning two pairs of handcuffs using the Grab method.
With Entangle, you simply purchase more charges.
If I Escape from the Grab, the rules state that I do no damage. Therefore, the
handcuffs would still be intact. I can now pick them up and put them on you.
This doesn't happen with the Entangle.
If I put handcuffs on you, but don't let go, I should have a 30 STR for hanging
onto you, preventing you from walking away, or allowing me to be dragged along
if you move off anyway. This is true even if I only have a 5 STR. You forgot to
remove this quality from your construct. This doesn't happen with Entangle.
Independent does a poor job of fitting the desired power. Firstly, I don't
think your use of Independent in this fashion is quite legal. Regardless, it
doesn't work correctly anyway. Because they are Independent, they cannot
readily be part of a VPP. By taking the primary weakness of Independent away
from Independent, you have given it the advantages of Independent without the
disadvantages, making it more of an unusual Advantage than a Limitation.
Additionally, it is, IMHO, ridiculous to use it in this fashion. Even though a
sword, gun, or billy club can be easily replaceable by generic counterparts,
none of them are written up as Independent when they are part of a hero's
Powers. Yet these handcuffs must have the Independent Limitation, even if they are super-powered and completely
unique. None of this is necessary with Entangle.
There are other problems, but this covers the basics. Frankly, I don't
see any way of making Grab work 100% for handcuffs. Can you, using your method, think
of a workable way to create multiple handcuffs?
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In most cases, each Stronghold cell is designed to hold the appropriate
prisoner(s). This usually includes some sort of power suppression or negation,
or other (more specific) measures. Suppression is also sometimes accomplished
through drugs or the employment of specialized operatives, sometimes called
"Leeches" (derogatory slang), as they have "anti-" powers
capable of rendering supers powerless.
Power suppressors are also needed outside Strongholds, especially for
transporting supervillains. These are generally in the form of handcuffs,
anklets, or belts. Each is fine-tuned for the prisoner, according to his
individual powers, but they are available by Type. The following write-up is
for Mutants, which could just as easily be Aliens, drug-induced, et.al.
Power Suppression Units in bracers or anklets form have connecting latches to
double as restrictive cuffs when conjoined. In these cases, you can use an Elemental Control to handle handcuffs (as Entangle): 25 EC: Power Suppression Restraints - 0 END (+½)