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Spend two Actions performing the following ritual: inhaling deep into secondary lungs, exhaling at target.. Select a target within arm's reach. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Brawn + Athletics at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.
This Gift's Cost is capped at 2 and cannot be increased further.
The mare's most classic trick: with a touch, they may render a target unable to move. The target's limbs do not follow their commands; they are trapped in their own body. Blue ethereal flames surround their body, locking it in place.
Exert your Mind and spend an Action. Select a target within 20 feet. This Effect cannot be used unless the target was asleep in the past 12 hours. Roll Charisma + Occult at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They can still move their arms and use Effects, but cannot move to a new location.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the original Contested Outcome.
Your bindings affect intangible beings like ghosts.
A paralyzing glare towards anyone who dares go against Aaron's plans.
Spend an Action. Select a target within 20 feet. Roll Intellect + Alertness at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They can still move their arms and use Effects, but cannot move to a new location.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the contested Outcome on the Effect activation.
Your bindings affect intangible beings like ghosts.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: You're weak: Whenever someone attempts to tell Aaron what to do, Roll self control to resist murderous intent.
It presents itself as a physical manifestation which takes the form of a small, yellow, humanoid creature with several vertical lines around its eyes and a small amount of hair, which lies in a curl on top of its head. It has butterfly-like wings with a large halo floating behind its head.
Exert your Mind and spend an Action. Select a target within 20 feet. Roll Intellect + Occult at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.
Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury. Their movement is reduced by 10 feet until the Injury heals.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an abhorrent spirit.
"He proceeds to calmly take a large fishing net from his bag as he examines the target up and down.
Then when the time was perfect he trew it right on his opponent's face who fall to its knees soon after,struggling desperately to get it off their body"
Exert your Mind and spend an Action. Select a target within 20 feet. You must actively and obviously use fishing net/webbed net to activate this Effect. Roll Dexterity + Athletics at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.
As the user exerts their mind and activates the **Ostrich Fan**, the air swirls with sudden ferocity. With a swift motion, the fan releases a whirlwind that tears through the chosen location, the winds howling like a tempest. Those caught in the 20-foot blast are instantly ensnared by miniature tornados that rise from the ground, circling their bodies and locking them in place. These swirling vortexes of air hold them fast, reducing their movement to nothing as the roaring winds coil tighter around their legs. Arms are free, and powers may still be used, but moving to a new location becomes impossible, as if the very wind itself has anchored them. Even intangible beings like ghosts find themselves trapped in the twisting funnels of air, unable to escape the storm. The effort to control such wild forces takes its toll, and the user feels the weight of the wind dragging on their focus and energy, slowing their every move as the tornados rage.
Exert your Mind and spend an Action. Select a Location within 300 feet. Roll Dexterity + Athletics at Difficulty 6. All targets within 20 feet of the chosen Location may resist by rolling Mind at Difficulty 7.
If you succeed, all affected targets will be restricted at their location by an intangible, ethereal binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Mind divided by 2, they are encased and cannot take any physical Actions until they break free.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome equal or greater than the original Contested Outcome.
Your bindings affect intangible beings like ghosts.
The Future Soldier learned to create foam grenades in their own time period, and they still can, kinda. They look like glowing orange capsules with a rugged rubberized grip. When thrown, they burst into a splash of expanding neon orange foam. The foam hardens in seconds, severely hampering the movement of anyone unlucky enough to have been splashed. Those affected may use their hands or weapons to hack away at the foam and free themselves.
Occasionally, the fuses on these bootleg grenades fails, and they go off immediately.
Spend an Action and use up this small metallic grenade with pin (unless you succeed on 1d10, Difficulty 7). Make a thrown Attack at a Location within normal Attack range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are hit as it activates immediately at your present location. The target may roll to dodge or Defend, as normal for thrown Attacks. The Attack itself does not deal any Damage beyond the Effect.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.