Introduces variance to cuff breaking. Fixes runtimes.

Adds a +/- 10 seconds variance to all normal (meaning, mostly, non-hulk) uncuff/unbuckle attempts. This means there's an element of unpredictability to the time it takes to break out, while preserving the mean time value and not allowing extremely fast escapes, although it's just a matter of changing the value from +100 and -100 to whatever you wish. 

Keep in mind that with cablecuffs' time being 300 by default, setting the variance to 300 or above mean there's a chance they will be broken instantly - which I guess is kinda realistic, but not very good gameplay-wise).

Spessmen being expertly trained in breaking cuffs and buckles in EXACTLY two minutes is unrealistic, provides no gameplay advantage and encourages things like alt-tabbing on the prisoner-side or checking the prisoner at exact 2 minute intevals on the captor-side.

Also, for the purposes of testing it, I've integrated the fixes of https://github.com/Baystation12/Baystation12/pull/7087

and another runtime caused by interaction of our away missions with https://github.com/Baystation12/Baystation12/pull/7033

Those are very simple one-file and one-line fixes, respectively, so if this doesn't get merged it shouldn't be much of a problem.