N/A
Exert your Mind and spend an Action. Select a target within your line of sight. Roll Brawn + Alertness 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 are reduced to ΒΌ 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.
You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target.
While running from the fearsome beast and knowing the others needed time to escape, Nathan turns to face his enemy. Upon shouting the spells activation, "Immobilize", and thrusting forth his wand, he watches as shimmering magic blue chains fly from the abyss and surround the target, holding them in place with tight and winding grips
Exert your Mind and spend an Action. Select a target within 20 feet. Roll Charisma + 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 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.
Both cuffs start glowing a ghostly shade of cyan soon after the chains connected to each cuff start to glow in a similar manner and a ethereal chain extends from the existing chain and wraps around the target
Spend an Action. Select a target within arm's reach. 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.
This Gift's Cost is capped at 2 and cannot be increased further.
"OH GOD CONCRETE IS POURING FROM MY EYES MY EARS MY MOUTH PLEASE HEE---"
The Brutal Hammer strikes the spot: and from thy spot, concrete shalt make thy art.
Exert your Mind and spend an Action. Select a Location within 300 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you instead are affected by this as if it were a full success: you don't get to resist. (affects anyone nearby too! sorry guys). Roll Brawn + Crafts at Difficulty 6. All targets within 20 feet of the chosen Location may contest by Defending or Dodging.
If you succeed, all affected targets 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.
The target may spend an Action and roll Brawn or Dexterity + Athletics to attempt to break free. They must accumulate a total Outcome equal to or greater than the original Contested Outcome to escape. Damage to the binding from outside sources also contributes.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see You point the hammer in a general direction and whoever's in that direction immediately gets enveloped in an encasement of concrete that envelops them as they scream: and are filled with concrete... entirely... inside & outside..
You blow a gust of icy wind and hail at your target until they freeze into place, head to toe.
Exert your Mind and spend an Action. Select a target within 45 feet. 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 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.
Tendrils from the gloves stretch and fly off to wrap around and hold the target, binding them with darkness and void energy as they are held in place, slowly and wrapping around the target and after an uninterrupted bind, are sealed in a cocoon of darkness.
Spend an Action. Select a target within 45 feet. 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 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.
You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target. This interrupts Concentration.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Coils of Void and souls come out of the ground as they attempt to latch onto their target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
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 ΒΌ 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.