Handcuffs
Function: Police-grade handcuffs, made of stainless steel and connected by a small but stalwart chain, are difficult to break, especially when a character finds herself in their metal grip. Breaking a pair of cuffs requires an extended Strength + Stamina roll (made with a –4 penalty). Each roll takes one turn. A total of four successes must be achieved to break the chain; each success diminishes the chain’s Structure by one. Failure means the handcuffs take no damage. Dramatic failure at any point means that the character suffers a muscle cramp or bruised wrist, and may not try to break the cuffs for the rest of the scene. The character takes one point of bashing damage upon a dramatic failure. Note that many supernatural creatures can enhance their Physical Attributes in a number of ways that may help them break handcuffs more easily. Breaking the chain still means that the character has unconnected cuffs adorning her wrists.
Characters may also try to slip out of the cuffs in a feat of escapology but to do so, they must succeed on a Dexterity + Athletics roll, made at a –4 penalty. One success allows the character to escape, but she takes one point of bashing damage to her hands. An exceptional success allows her to avoid this damage.
Picking the lock on a pair of cuffs requires four successes on an extended Lockpicking roll (see p. 75, the World of Darkness Rulebook), with each roll being equal to one turn’s worth of work.
A character wearing handcuffs behind her back may be subject to a number of other penalties. Any rolls involving manual dexterity (firing a weapon, climbing, throwing an object, picking the lock on a pair of handcuffs) are done with a –4 penalty. At the Storyteller’s discretion, some actions may not even be possible. Hands cuffed together in front inflict only a –2 penalty. Unless a character can conceal the fact that she is handcuffed (with a Wits + Steath roll), she will likely invoke a –3 Social penalty at the Storyteller’s discretion for looking like a convict.
Some police (or serial killers) prefer to bind their targets with zip ties instead of handcuffs. Zip ties are reinforced plastic bands that tighten and lock in place, and are in some ways harder to break than handcuffs, because the tightness allows for zero movement of the hands. Mechanically, handcuffs and zip ties function similarly, except the latter are Durability 2, Size 1 and Structure 3, and, where handcuff penalties are –4 and –2, zip tie penalties are –5 and –3. Unlike handcuffs, zip ties have no lock to pick, but are vulnerable to a quick knife cut or other sudden friction.
Characters may also try to slip out of the cuffs in a feat of escapology but to do so, they must succeed on a Dexterity + Athletics roll, made at a –4 penalty. One success allows the character to escape, but she takes one point of bashing damage to her hands. An exceptional success allows her to avoid this damage.
Picking the lock on a pair of cuffs requires four successes on an extended Lockpicking roll (see p. 75, the World of Darkness Rulebook), with each roll being equal to one turn’s worth of work.
A character wearing handcuffs behind her back may be subject to a number of other penalties. Any rolls involving manual dexterity (firing a weapon, climbing, throwing an object, picking the lock on a pair of handcuffs) are done with a –4 penalty. At the Storyteller’s discretion, some actions may not even be possible. Hands cuffed together in front inflict only a –2 penalty. Unless a character can conceal the fact that she is handcuffed (with a Wits + Steath roll), she will likely invoke a –3 Social penalty at the Storyteller’s discretion for looking like a convict.
Some police (or serial killers) prefer to bind their targets with zip ties instead of handcuffs. Zip ties are reinforced plastic bands that tighten and lock in place, and are in some ways harder to break than handcuffs, because the tightness allows for zero movement of the hands. Mechanically, handcuffs and zip ties function similarly, except the latter are Durability 2, Size 1 and Structure 3, and, where handcuff penalties are –4 and –2, zip tie penalties are –5 and –3. Unlike handcuffs, zip ties have no lock to pick, but are vulnerable to a quick knife cut or other sudden friction.
Item type
Miscellaneous
Weight
Durability: 3
Dimensions
Size: 1
Base Price
Cost: •