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==IMMOBILIZE== Class: Beta Cost: 1 Verve Dice Pool: Dexterity + (Athletics) + Immobilize - target's Defense + Power Level Action: Instant Range: (Power Level + Immobilize) x 5 yards Area: N/A Duration: See below Effect: The character is able to hinder his opponents' movement with layers of ice, quick-drying glue, zero-point energy fields or some other means. This power has two main uses: restricting another character's body movements and reducing her ability to perform physical tasks, or anchoring another character to a solid object and stopping her from moving around. If used to impede physical performance, the target takes a penalty to all rolls involving physical action (including attack rolls and most superpower activation rolls) equal to the number of successes gained on the character's Immobilize activation roll; if used to anchor the target, a successful activation roll reduces the target's Speed to 0, effectively pinning her in place (note that there must be a solid object present to anchor the target to, or else this technique cannot be used). In either case, the target's Defense is reduced by one for every success gained on the activation roll. If the activation roll is an exceptional success, the target suffers ''both'' effects: her Speed is reduced to 0, and she takes the penalty to physical actions (as well as to Defense). In order for the target character to escape from an Immobilize power, she must succeed on a Strength + Stamina roll, with a negative modifier equal to the number of successes gained on the activation roll; if Immobilize was used to impede the character's physical actions, that penalty does not stack with the penalty to escape the Immobilize power. Another character may attempt to aid the Immobilized character's escape, using the rules for Teamwork as described in the World of Darkness core rulebook (with the Immobilized character as the primary actor). The immobilizing agent may also be damaged to reduce its effectiveness, either by the immobilized character (if possible) or by an ally. The immobilizing agent has an effective Durability equal to the activating character's dots in Immobilize, and each level of damage dealt to it reduces the penalty to physical actions, the penalty to Defense, and the penalty to the escape roll by one; if the penalty is reduced below zero, the target is able to escape without making a roll. Extras: Ephemeral - The immobilizing agent cannot be attacked to reduce its effectiveness. Radius - The effect has a blast radius, effecting all viable targets in a sphere with a radius of 2 yards + 1 yard per additional point of Verve spent in the activation. Each target requires a separate activation roll. The character may not spend more Verve to increase the radius than his dots in Immobilize. Constriction - By spending 1 Verve, the character can deal one point of bashing damage (this cannot be negated by armor, but can be negated by Invulnerability if the source of the immobilization matches the immunity) to a target that he has immobilized. By spending 2 Verve, he can deal one point of lethal damage to a target he has immobilized. This is a reflexive action, but can only be done on the character's turn and once per turn per target. Weaknesses: Limited Means - Only effects biologic creatures, robots/machines, sinners (Morality 5-), the undead, etc.
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