INHIBITOR COLLAR
INHIBITOR COLLAR
SOURCE: Young Justice (DC Comics), X-Men (Marvel Comics)
These steel and poly-carbonate bands are remote operated super-human detainment devices used to imprison criminals with abilities beyond that of normal humans. They function both as an advanced shock collar and a special ability suppressor. Both effects of an inhibitor collar can be remote-controlled from a central server, and the shock function can be activated by laser remotes kept by guards. The remote activator for the shock collar function can be tuned to provide an electric shock yield all the way to strong enough to electrocute an ox. Attempts to forcibly remove an inhibitor collar (picking the lock or breaking it) causes it to deliver an incapacitating shock to the wearer.
Each individual collar must be keyed to a specific prisoner, scanning their DNA and searching it for genetic markers. While the collar can function as shock collar for anyone, it can only suppress the powers of the prisoner it is keyed to, or prisoners with a similar power with the same kind of genetic source. The collar lacks any sort of artificial intelligence and cannot recognize if it has been moved from one prisoner to another, and will attempt to suppress the powers of the new prisoner as if they were still its original. For example, an inhibitor collar keyed to suppress the superhuman strength of a human who flash evolved due to a divergent gene might be able to suppress or at least disrupt the superhuman strength of an alien-human hybrid whose alien half is of a species who evolved superhuman strength over generations.
Inhibited characters are distracted and weakened by the collar, and cannot use abilities the referee rules are outside the boundaries of normal humanity. The shock collar can be tuned to deal minor damage to a nearly-lethal via the remotes carried by guards. In games where magic exists, inhibitor collars can suppress innate magical abilities, and lose their ability to inhibit anything while in anti-magic zones. This implies that in those settings the inhibiting function of inhibitor collars are based on a form of techno-sorcery.
GAME RULE INFORMATION
The collar imposes a significant penalty on all to-hit rolls, skill/ability score checks, and your system's version of a reactive defense. Depending on your system that can be a penalty die (such as CoC) or Disadvantage (5E), or a +/-5 (Fuzion, d20, GURPS, etc). If using a dice pool system, the collar may impose a few negative successes or increase the target number needs to meet to earn a successful die.
Inhibited characters may not use any special abilities that the referee decides are outside of the purview of a normal human being.
The damage dealt happens in six levels, with the lowest level being sort of a "I got my eye on you" style punch, with the highest being the equivalent of a point blank gunshot. Referees, you should note the damage scale before introducing the collar into your game. Regardless of system, however, the shock ignores the effects of any damage reducing equipment or supernatural abilities.
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