a metallic disk about an inch in diameter, that pulsed electromagnetic waves when any target that enters within arm's reach of the disk, slowing it tremendously, and it has a limitless battery, allowing it to last a limitless time
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within arm's reach. This trap lasts until triggered or disarmed. Roll Brawn + Alertness at Difficulty 6.
The trap looks like A small metal disc, with subtle navy blue outlines. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any target that enters the chosen region will trigger the trap. The target may contest by Defending or Dodging.
When the trap is triggered, 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.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
Bloody and rusted chains will shoot out and turn ethereal before ensnaring the target and binding them in place.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Intellect + Crafts 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. This interrupts Concentration.
Your bindings affect intangible beings like ghosts.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see screams from the chains as its activated.
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.
...
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.
Spend an Action to activate. Select a target within 20 feet. You must use up Cigarette in order to activate this Effect. Roll Perception + Investigation 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 any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
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 contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Smoky tendrils.
This Gift's Cost is capped at 2 and cannot be increased further.
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
The user presses a button on his glasses and petrifies anyone around the person he is looking at. (reduces dice pools to zero)
Spend an Action. Select a Location within 300 feet. You must actively and obviously use Must be wearing glasses to not be petrified himself. to activate this Effect. Roll Perception + Alertness 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 any physical actions they take suffer a dice penalty equal to twice the Contested Outcome (except attempts to escape or break the binding, which only suffer half this penalty).
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 The image of medusa appears in his eyes, snakes coming out of his eyes and turning anyone who is looking at him to stone.
This Gift's Cost is capped at 2 and cannot be increased further.
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
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.