
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.
