Top mounted tow chain launchers were something Cleatus initially got laughed at in the halls of his old MTF unit, but hey, they didn't laugh when they took that griffon out of the air allowing them to down and bag it after a week or missing tranquilizer pot shots now did they?
Exert your Mind and spend an Action. Select a target within 300 feet. Roll Dexterity + Firearms at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be pushed or pulled towards a surface within 300 feet and is restricted at that 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.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: "We die in the dark so that you may live in the light" Roll self control to avoid containing potentially dangerous anomalous objects or people. If you fail you may exert to face your fear.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Story lines appear in a circular pattern around the target and attempt to prevent them from escaping. If read, the story lines will dictate the events that would have happened had the target been allowed to continue as normal.
Words are power. That much is certain. Causal Diction utilizes this power to effect reality and bend it towards the user's will. This includes the prevention of action by others. If the user believes they are not meant to be there or take useful action, they simply will not be permitted to.
Spend an Action. Select a target within 45 feet. You must use up Bottle of Ink in order to activate this Effect. Roll Charisma + Influence at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be pushed or pulled towards a surface within 45 feet and is restricted at that 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.
You may end this Effect prematurely as a Free Action.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
A writhing mass of metal chains rises out of the floor at Grayson’s call…when the revenant spirit of Leyding is in the mood. It is a fickle thing, and knows not whether to trust his potential. Right now, it does not always come when he beckons.
This mass of winding, rusted, broken chains fires off a few links at his target, interrupting or binding them in a spectral embrace.
Leyding…one of the two chains broken attempting to bind Fenrir. When Leyding broke, its ghost carried on. A ghost without a home. A ghost with failed purpose. Thousands of years later…in the unlikeliest of places, its spirit latched on to a young rocker on the streets of Seattle. He had a gift for convincing people. And Leyding learned from its successor Gleipnir—that the trick to trapping someone is often in convincing them there is no escape.
Exert your Mind and spend an Action. Select a target within 20 feet. Roll Dexterity + Influence 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 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.
You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target.
Your bindings affect intangible beings like ghosts.
Victor aims his gun at them and states the following: "Freeze! Hands up and stand against the hall!"
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within arm's reach. You must actively and obviously use Firearms to activate this Effect. Roll Dexterity + Firearms at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be pushed or pulled towards a surface within arm's reach and is restricted at that 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.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
As Lincoln stares at his target, their eyes meet, looking into the endless void that is Lincoln's eyes. Entranced by staring into the abyss, both he and they cannot move until one breaks contact.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Perception + 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 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.
You become fully restricted by this Effect, and are unable to resist it, though you may still attack or attempt to escape the binding as normal.
German while looking at his target through his gold rimmed glasses sends fear into the target, like a prey facing a predator, they just freeze in their place
Spend an Action. Select a target within 20 feet. You must actively and obviously use glasses to activate this Effect. Roll Dexterity + 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 original Contested Outcome.
Your bindings affect intangible beings like ghosts.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift's Cost is capped at 2 and cannot be increased further.
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.