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d20 v2.2
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SNARE

Effect: Attack

Action: Standard

Range: Ranged

Duration: Instant

Cost: 2 points per rank

Saving Throw: Reflex

Optional: Fatigue

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. The target is unable to move, loses his defense bonus, and suffers a further –5 modifier to Defense. 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, 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 5 or more greater 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 +10, 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.

POWER FEATS

• Alternate Powers: If you want to use your snare to form objects, acquire Create Object as an Alternate Power feat.

• Reversible: You can remove your snare from a target at will as a free action.

• Tether: You have a tether attached to your snare, allowing you to reel in or otherwise exert your strength against the target. Its maximum length is rank × 100 feet.

EXTRAS

• Backlash (+1): Your snare reflects any internal attack that fails to destroy it back on the ensnared character (who saves against it normally). Attacks that destroy the snare are not reflected.

• Blocks Sense (+1): The snare blocks one of a bound target’s senses of a particular type. It may cover the eyes or ears, for example. This has no effect on targets that are only entangled. Each additional sense blocked increases the modifier by +1, for a +4 modifier, the snare blocks all of a bound target’s senses.

• Engulf (+0): You “snare” targets by grappling them. This includes creatures that swallow opponents whole or characteres able to engulf targets in an animated cloak. Your snare has no range and requires a melee attack roll. However, your target is rendered bound and helpless on a failed save, rather than entangled. Once you have engulfed the target, the snare has a Sustained duration. You suffer Feedback (see page 115) from any attacks against the snare, since you are the snare! If you are stunned, any engulfed victims are freed.

• Regenerating (+1): Any damage that does not break the snare disappears on the start of each of your rounds, making it difficult to wear it down.

• Transparent (+1): The snare can’t be broken from the outside, only the inside. Attacks on the snared target do not affect the snare in any way, and it offers the target no cover.

FLAWS

• Entangle (–1): Your snare cannot inflict more than an entangle result and cannot be layered.
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Seth Blevins