Restraints are used to hold someone still or to prevent escape. They sometimes serve as a way to cause deliberate discomfort, too – whether alone or as part of more elaborate torture (see Torture, p. 131). Options range from a simple cord around the wrists to metal manacles and shackles.
Someone with his hands bound behind his back can’t perform tasks that require free use of the arms and has -1 to DX in general. He can attempt things that require only the hands, but at -4 to DX – and he must work blind if trying to manipulate something behind his back. A successful Acrobatics or Escape roll lets the prisoner bring his legs up and slip his arms around to the front.
Someone with his hands bound in front of his body suffers no general DX penalty and -1 on tasks that use only the hands. Activities that require free use of the arms (including most one-handed attacks) are still impossible, but twohanded attacks and weapons wielded with the hands close together – pistols, two-handed swords, etc. – incur no penalty. Other weapon use is at -1 to -4 to skill. Someone who’s completely trussed up is immobile. Treat him as both grappled and pinned (see p. B370).
Rope or cord (see Rope, String, and Thread, pp. 23-24) is the most common way to bind a prisoner. Divide his BL by 50 to determine the needed weight of rope in pounds. Make a Knot-Tying roll to estimate this amount and tie him up. Failure means he’ll wiggle free as soon as nobody is looking. Critical failure lets him burst out immediately!
For a successfully bound prisoner to escape, he must untie the knot, loosen the bonds so that he can wriggle free, or break the cord. If his hands are bound, then the only way to untie the rope is using the teeth. Roll a Quick Contest of Knot-Tying between captive and captor. The prisoner is at -3, and must win to free himself. If he’s gagged or unable to touch hands to mouth, this option isn’t available to him.
Loosening the bonds requires the prisoner to win a Quick Contest between his Escape and his captor’s Knot- Tying. Wet leather strips (TL0) contract while drying, giving -1 to Escape. Metallic wire (TL2) gives -2.
Breaking the bonds requires the prisoner to win a Quick Contest between his ST and the rope’s effective ST; he may use extra effort (pp. B356-357). To calculate the rope’s ST, treat its dynamic load limit as its Extra-Heavy encumbrance level, take 1/10 of this as BL, and find ST from BL (see p. B17); in one step, ST is square root of (dynamic load limit/2). Each extra coil around the prisoner (about 2 yards of rope for a normal-sized man) gives +1 to the rope’s ST. Losing means remaining bound – and if the bindings are thin wire, they bite into the skin, causing 1 point of cutting damage. Critical failure on the ST roll means a temporarily crippled arm (pulled muscle). Each try takes a minute and costs 1 FP; repeated attempts have a cumulative -1.
These work like bonds (above), with a few differences. First, shackles are metal, and cannot be broken with normal human strength – their load limit is 1,000 lbs. As well, they’re locked or riveted closed, so they can’t be untied. If they have a lock, this can be opened with the right key or by making a Lockpicking roll at the lock’s usual modifier, with an extra -3 if trying to open your own shackles. If they’re riveted shut, then only blacksmithing tools will release them. Finally, it’s possible to slip out of shackles with an unmodified Escape roll. DR 4, HP 10. $50, 2 lbs.
These are a pair of hinged wooden boards with either two holes for the ankles or three holes for the wrists and neck. The victim is thus restrained while undergoing whatever punishment is meted out. If his ankles are restrained, he sits on the ground with the soles of his feet exposed for abuse. If his wrists and neck are restrained, he’s free to walk around while being abused. Treat stocks as shackles (above) when trying to break free.
This device involves stocks (above) attached to a pole or a wooden frame so that the victim’s hands and head are restrained, and he’s forced to stand, exposed to the elements (see Cold, p. B430 and Heat, p. B434) and unable to move. The prisoner is also exposed to projectiles and filth thrown by hostile crowds, and will eventually suffer from lack of food and sleep (see pp. B426-427) . . . with possibly fatal results. Thus, the pillory was reserved for serious crimes. It was also used as a whipping post, holding a criminal in place while punishment was administered (see Torture, p. 131).
This consists of a hinged wooden barrel with a hole for the neck. One type has a solid bottom so the prisoner is forced to crouch in his own filth. The other has an open bottom, enabling the victim to walk around to face ridicule and abuse. It was commonly used to punish drunkards.
Early handcuffs were shackles – a one-size-fits-all affair. Ratcheting cuffs were invented in the 1860s. These made it possible to adjust the fit, providing a tighter and more secure hold on the wrists.
Someone with his hands cuffed behind his back can’t perform tasks that require free use of the arms and has -1 to DX in general. He can attempt things that require only the hands, but at -4 to DX – and he must work blind if trying to manipulate something behind his back. A successful Acrobatics or Escape roll lets the prisoner bring his legs up and slip his arms around to the front.
Someone who has his hands cuffed in front of his body suffers no general DX penalty and a mere -1 on tasks that use only the hands. Activities that require free use of the arms (including most one-handed strikes) are still impossible, but two-handed strikes and weapons wielded with the hands close together – pistols, two-handed swords, etc. – incur no penalty. Other weapon use is at -1 to -4 to skill.
Shackles (TL5). Crudely fitted metal wrist restraints. Make an unmodified Escape roll to get free. DR 4, HP 10. $50, 2 lbs. LC4.
Handcuffs (TL6). Metal, key-locking cuffs give -5 to Escape. DR 4, HP 6. $50, 0.5 lb. LC4.
Flex Cuffs (TL7). Flexible plastic loops give -1 to Escape. DR 1, HP 2. Pack of 10: $5, 0.25 lb. LC4.
Law officers often put criminals in leg irons when transporting them. Someone in leg irons suffers effects identical to Crippled Legs (p. B141). Activities that require free use of the legs (e.g., kicking) are impossible. Getting free requires an Escape roll against non-ratcheting leg irons (TL5), an Escape roll at -5 for ratcheting models (TL6-8). Triple cost to add a 50-lb. iron ball on a 6’ chain; the prisoner must carry the ball, which is a hefty bit of extra encumbrance! DR 4, HP 10. $40, 2 lbs. LC4.
The straitjacket (or strait waistcoat) was first used in England in the 1700s for restraining violent prisoners and mental patients – known then as “lunatics.” By the 1950s, most institutions had eliminated it. More recent models are generally props or novelties.
A straitjacket is a heavy canvas or leather coat with long sleeves that are wrapped around the body and buckled or tied behind the back. Someone restrained this way is in the same predicament as if he were handcuffed behind his back (see Handcuffs, see left), with two additional restrictions. First, he cannot use his hands; they’re encased in the sleeves. Second, because the sleeves are buckled tightly against the body, there’s no possibility of slipping the arms around to the front.
Ease of escape from a straitjacket depends greatly on the competence of those who strapped it on; magicians and escape artists use an oversized model, applied by a novice. On average, Escape rolls are at -10. $100, 3 lbs. LC4.
This equipment is used by security forces to restrain individuals, or to control and disperse crowds of demonstrators or rioters. Other useful equipment includes:
Barricades: Construction foam, construction swarms, slipspray, and wards allow quick erection of barricades to channel crowds and block streets. Holoprojectors may create illusionary barriers to divert an unwary mob.
Dispersion: Techniques useful for scattering crowds without leaving a field of stunned, injured, or dead bodies are microwave pain beams (MAD) and sonic nauseators. Launchers or sprays may deliver riot gas, sonic nauseators, or warbler warheads. Shock clubs and neurolashes let an officer defend himself, and can be a painful but nonlethal deterrent.
Shields: Riot shields, or force shields can be used not only as defenses, but also to push or slam rioters.
This looks like duct tape, but the sticky side is a memory polymer that tightens if the prisoner struggles. A two-foot-long strip has ST 20, and is sufficient to restrain arms or legs. Each failure to escape does one point of damage to the taped area. Cufftape has DR 1; six points of cutting, corrosion, or burning damage severs it. $10, 0.5 lb. per 100- foot spool. LC3.
This cufftape has a thin strand of sharp wire embedded in it. On a successful attempt to break free using brute force (a Quick Contest of ST), the wire does thrust cutting damage using the escapee’s own ST. $40, 0.5 lb. per 100-foot spool. LC2.
Monowire Razortape (TL9^): As razortape, but it costs twice as much and does +1d damage. The damage has an armor divisor of (10).
This is a rigid pair of handcuffs or leg irons, padded to avoid abrasions and used for restraining people or animals. It is controlled by an embedded remote-controlled microcommunicator, and incorporates a homing beacon (p. 105) for tracking the prisoner.
To break free of the restraints, win a Quick Contest of ST or make an Escape roll at -6 (-8 if both arms and legs are cuffed). The first try takes one second; further attempts require 10 minutes of struggle. Also available with collar and 10’ leash (same weight) for animals, slaves, etc. It may incorporate neuronic restraints or a neural pacifier (p. 108).
Electronic Cuffs (TL9): This has ST 20 and DR 10. $40, 0.25 lbs., A/1 wk. LC4.
Heavy-Duty Electronic Cuffs (TL9): ST 40 and DR 15. Uncomfortable to wear. $100, 0.5 lbs., A/1 wk. LC3.
At higher TLs: Add +5 to DR and ST per TL over TL9.
This locked, plastic-alloy collar attaches around a prisoner’s neck. It contains an inertial compass, secure radio, and a tiny computer (p. 22) – none of them usable by the wearer – along with explosives equivalent to a 15mm HE warhead (p. 154). The radio and computer constantly broadcast the prisoner’s exact coordinates.
A coded signal can detonate the explosive liner, decapitating the wearer. The collar can also be broken (it has DR 10 and 2 HP), but any attempt to damage it that fails to immediately remove it results in detonation next to the subject’s neck. Disarming the explosives requires appropriate tools and a Traps-4 roll; failure means the collar explodes. $200, 0.25 lbs., B/100 hr. LC2.
A neural-feedback device that is designed to restrain people with psionic powers, or possibly another type of biologically-based super power; each origin may require a different device. It prevents the subject consciously using an advantage associated with that power origin.
The subject can attempt to overcome the device by deliberately pushing himself: each time he tries to use an advantage that would be impeded by the device, he must win a Quick Contest of Will against the device’s Will. He may add his relevant Talent, if any. If he succeeds, he overloads the device, which burns out. If he fails, he cannot try again for hours equal to the margin of failure.
A power damper may be combined with neuronic restraints (below), triggering a “punishment circuit.” This activates the neurolash after any attempt to overcome the damper.
Power-Damper Band (TL9^): A small headband. The damper can also be built into electronic cuffs, a collar, or a sensory restraint. It has an effective Will 18. $2,000, 0.1 lb., B/100 hr. LC3.
Power-Damping Field (TL9^): This covers a 2-yard radius; it is usually built into a cell, giant test tube, or similar small prison. Effective Will 20. $20,000, 70 lbs., E/100 hr. LC3.
Add +2 to the device’s effective Will for every TL after TL9^.
A single-piece device containing a video visor and ear muffs designed to control the reality perceived by the wearer. It can also see and hear what the prisoner does (and if desired, record it). The visor can blank out the prisoner’s vision or hearing, restore it, or let the controller overlay false sounds and images. It can be controlled by any external interface with the proper codes. It includes a tiny computer, and at high TLs could even have its own AI. It has DR 6.
Smart Blindfold (TL9): Locks onto the head, covering eyes and ears. Gives a +1 (quality) bonus to Interrogation skill against the wearer. $100, 1.5 lbs. C/100 hr. LC2.
Restraint Mask (TL9): A flexible helmet that covers the entire head and locks into place; it takes six seconds to attach or remove. It blocks the senses of smell and taste, and also includes a removable gag/feeding tube and respirator tube. Gives a +2 (quality) bonus to Interrogation rolls against the wearer. $500, 2 lbs. 2C/100 hr. LC2.
Sensory Deprivation Tank (TL9): Completely removes all sensation except that permitted by the operator by suspending the subject in a sense-deadening liquid medium (or a contragravity field, at TL10^). Treat as a restraint mask, but the bonus to Interrogation rolls increases to +3 after the subject has been in the tank for an hour. Long stays may require Fright Checks: use the Size and Speed/Range Table, reading “yards” as “hours” and rolling every time an interval passes at the listed penalty. The tank includes a restraint mask, a respirator, and feeding tubes. $10,000, 200 lbs., D/100 hr. LC3.
At higher TLs, a combination of neural interfaces and either sensie or total virtual reality technology are used for sensory control.
An add-on for electronic cuffs or collars, these use a tailored electrical impulse to deliver a neurolash effect if tampered with, or if triggered by communicator. They are available in all standard neurolash settings, although the seizure, pain, paralysis, and ecstasy effects are the most common (the latter is sometimes also purchased for recreational purposes). The effect is identical to a neurolash strike (roll vs. HT-5 to resist). However, since the victim is restrained and the effect can be continued each turn, neuronic restraints are very effective!
This option can also be built into sensory restraints (above). A neurolash delivering pain or pleasure in a sensory deprivation tank is especially effective; add an extra -1 to the roll to resist. $200, 0.25 lbs., B/100 sec. LC2. Tunable versions are +50% per setting.
Used legally by police, prison guards and hospitals, this restraint band projects a soothing hypnagogic field into the wearer’s brain, keeping him sedated and compliant without risking drugs or injury.
The neural pacifier has two settings: sleep and control. On “sleep,” it places the wearer into a deep slumber. He cannot be awakened until the device is removed or turned off. On “control,” the headband projects frequencies that allow the user to retain consciousness while suppressing aggressive tendencies, making the subject easily led. It effectively gives him the Slave Mentality disadvantage.
The device can be resisted. After it is activated, the wearer gets a roll against the higher of HT-3 or Will-3 each second to avoid succumbing to the effects. Once a roll is failed, the effects persist for as long as the device remains on. $500, 0.25 lbs., B/100 hr. LC3. This option can also be built into sensory restraints.
If correction is not important, stasis technology can provide the ultimate prison!