Snare


Type: AttackAction: Standard (active)
Range: RangedDuration: Instant
Saving Throw: Reflex (staged)Cost: 2 points per rank

You can restrain a target with bonds of ice, glue, webbing, bands of energy, and so forth (whatever suits your descriptors). Make a ranged attack roll. If successful, the target makes a Reflex saving throw. On a failed save, the target is entangled, suffering a -2 penalty to attack rolls and Defense, and a -4 penalty to Dexterity. If the Snare is anchored to an immobile object (such as the ground), the entangled character cannot move from that spot. Otherwise, he can move at half speed, but can|t move all out.

If the Reflex save fails by 5 or more, or on a second successful Snare attack, the target is bound and helpless (see Condition Summary, M&M, page 171). Each additional Snare "layered" onto a helpless target increases the Snare|s Toughness by +1, to a maximum of double its normal Toughness. A bound target gains cover from the Snare (see Cover, M&M, page 160). Entangled characters do not gain this benefit.

Targets can break out of a Snare using Strength or an effect that doesn|t require freedom of movement (this may restrict the use of some powers and devices, for example). The Snare makes Toughness saves like an inanimate object with Toughness equal to its rank. If the trapped character has an attack with a damage bonus 10 or more than the Snare|s Toughness, he can break the Snare automatically as a standard action. If the trapped character has an attack with a damage bonus greater than the Snare|s Toughness +15, he can break the snare automatically as a free action. Alternately, a Snare victim can attempt an Escape Artist check to slip free as a full-round action, with a DC of 20 + the Snare|s rank.

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