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Prisoner/Captive Shackles

Posted: Thu Jan 26, 2023 10:20 pm
by Morgy

This is an idea for a prisoner RP tool.

It would be great to have an item that you can use on other players, to prevent the use of items/weapons or spells requiring gestures. Rope is somewhat handy for mechanically defeated players, but it'd be even better if you could apply shackles to a non-injured player if they 'accept' the debuff.

Some thought would be needed for how they might be removed, but perhaps make them degrade over time in DC difficulty to pick or bash off? Though, it could be fun to have to find a good lockpicker (with an increased DC if you try to pick your own!)

Suggested new spells/items related to capture:
New Item: Shackles
Unlimited Use per day: When used on a player they get to accept the debuff, similar to the new Pacifying Shackles spell. If accepted, they are bound for one turn/level. While shackled, the subject is permitted to move at a decreased rate of speed, but may not cast spells or perform actions. Shackle is removed on death, or with a DC 60 open lock (or 80 from the player bound). Can also be removed by the Knock Spell, but only with a DC 50 spellcraft. Prisoner must have Still Spell to cast it on themselves. The shackled player also gets a '(Shackled)' after their name.

This item could also be used for longer term 'punishment' for surface cities, as a temporary sentence that would enable them to RP city-arrest or doing community service.

Thanks for reading!


Re: Prisoner/Captive Shackles

Posted: Mon Jan 30, 2023 12:28 am
by The GrumpyCat
Watchful Glare wrote:
Fri Jan 27, 2023 12:45 am

In many circumstances whether you are playing a guard, a law enforcer, a bounty hunter or anything of the sort it would be good to have a tool that can be applied to a willing or a subdualed target, which would allow them to be brought with you across teleportation through IC means.

As it stands the most effective method of capturing someone is not to capture them, it is to kill them, put them in your pocket and resurrect them in a different location where the RP can continue smoothly.

Even if there is no fighting involved, and the subject verbally agrees to surrender and go with you, unless they're dead and in your pocket they can twist a portal lens and instead of going to where they said they would go, they escape. And that is not only something that one can do, but in many circumstances you could argue that is exactly what a character should do as a part of the 'fearing death'.

To have something of that sort would bring a good tool to bridge the gap of "My character would never do that willingly, but they had no choice" IC, to avoid making murder the most effective method.

Several possibilities, maybe one will be deemed good enough, maybe none will:

  • A heavy movement speed penalty is applied to the target for the duration. They can only walk.
  • Teleportation (save for the one initiated by the captor) and magic is disabled for the duration.
  • Skill penalties are the same as when being subdualed. That is kept.
  • Tool allows your next teleportation to have the same effect and to the same place as the shackled target.

Re: Prisoner/Captive Shackles

Posted: Mon Jan 30, 2023 12:28 am
by The GrumpyCat

Approving both of these... sorta. I feel one is a little too soft and the other maybe a bit to harsh? I think some sort of middle ground may need to be set. But the principle of it - of having an item like this isn't bad, So consider a soft approval for both!

(though just to keep post numbers down, i'm moving Watchful Glare's suggestion to rejected.)


Re: Prisoner/Captive Shackles

Posted: Tue Jul 25, 2023 7:49 pm
by The GrumpyCat

We have shackles - though not quite in this fashion.