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Handcuffing

Technique

Martial Arts · p.72

Open source p.72
Average Default Binding, DX-2, Judo-1, or Wrestling-2; cannot

Average

Defaults: Binding, DX-2, Judo-1, or Wrestling-2; cannot
exceed Binding, DX, Judo, or Wrestling.
This is a limited, realistic version of Binding (pp. 82-83)
for handcuffing a target quickly. It only works in close com-
bat – and only if you grappled your target on a previous turn
or parried his melee attack immediately prior to your turn.
On your turn, roll a Quick Contest: Handcuffing vs. the
higher of your victim’s DX or best grappling skill. This
counts as an attack. Victory means you’ve handcuffed a limb
of your choice. On later turns, you can repeat the process to
cuff another limb or make an uncontested Handcuffing roll
to attach the cuff to an inanimate object (pole, car door,
bomb . . .) within a yard.
You can handcuff a pinned opponent automatically in
seconds. A successful, unopposed Handcuffing roll reduces
this to two seconds (one second on a critical success).
Escape attempts use the Escape skill (p. B192) or Slip
Handcuffs technique (p. B233). This takes a minute. Time
reductions give the usual penalties; see Time Spent
(p. B346). The GM may permit cinematic heroes one
attempt at -10 to escape in a turn – effectively instantly.