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.
Handcuffs
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- aoffan23
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Re: Handcuffs
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Tzan wrote:I agree with Warhead.Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.
- IVhorseman
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Re: Handcuffs
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.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.
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.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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- Battlefield General
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Re: Handcuffs
Yeah, I like that idea better. It's <a href='http://tinyurl.com/y42zurt'>alot</a> easier to remember and and it makes sence. Thanks!
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Re: Handcuffs
So any options to escape the cuffs? I suppose an ally could try to damage them...
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- Zupponn
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Re: Handcuffs
Use your imagination.
- Battlegrinder
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Re: Handcuffs
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.Kirillyos wrote:So any options to escape the cuffs? I suppose an ally could try to damage them...