Attercap's Web

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Attercap’s Web  - Starmetal Powerbow ***Attunement Bonus: The arrows of Attercap’s Web trail invisible strings, binding their targets to the bow. Whenever an enemy is struck by an attack, they may be bound. You may have at most (Essence, minimum 3) bound enemies at a time, which lasts until the end of the scene. You always know the rough location of bound enemies (not enough they aren’t considered hidden from you, but enough to know where they are in terms of range bands), and you gain +2 dice on all rolls to disengage from them, rush them, or to resist their rushes and disengages.
 Limb-Catching Threads
Cost: 4m; Mins: Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant 
Prerequisites:
While the strings of Attercap’s Web cannot be felt, they can slow and mislead. Supplements an attack. If the attack hits, they suffer a -2 penalty to all actions until the end of their next turn. If the attack crashes them, it lasts until they escape from crash. If it deals decisive damage, it lasts until the end of the scene.
 Web-Shaking Shot
Cost: 3m, 1wp; Mins: Essence 2
Type: Simple
Keywords: Decisive-Only
Duration: Instant 
Prerequisites: 
Make a single decisive attack against all bound enemies. If it hits any of them, divide your initiative as evenly as possible between all hit enemies, with a base damage of (Perception)
 Tracing Lines of Fate
Cost: 1m, 1wp; Mins: Essence 2
Type: Reflexive
Keywords: Resonant, Dissonant
Duration: Instant 
Prerequisites: Web-Shaking Shot
This allows you to reflexively aim at a bound enemy. If you do, at the end of the turn they stop being bound.
Dissonant: This can be used only once per scene, reset by incapacitating a bound enemy.
Resonant: You also may reduce the value of any cover they are in by 1, ignoring light cover and allowing attacks against enemies in full cover as if they were in heavy cover.
 Bind in Unseen Threads
Cost: 3m; Mins: Essence 2
Type: Simple
Keywords: Decisive-Only
Duration: Instant 
Prerequisites: Limb-Catching Threads
Make a grapple gambit using Archery to attack and for the control roll. During this grapple, you may savage and throw using Archery. You may move, as long as you do not move to be more distant from the target. If you restrain and drag the victim, you move the victim one range band without moving yourself.
 Cocoon of Fate
Cost: - ; Mins: Essence 3
Type: Permanent
Keywords: Resonant
Duration: Permanent 
Prerequisites:
At the end of a scene in which one or more enemies are bound, you may keep one such person bound indefinitely. Only one person may be bound indefinitely at a time in this fashion. While someone is bound with cocoon of fate, you gain 2 bonus dice on attempts to track or follow them, or to prevent them from tracking you. 
Resonant: The strings of fate binding the enemy act as a conduit. You may use social influence and fate-altering magic on the indefinitely bound target as if they were before you. Each time you do, if they successfully resist the social influence or magic, they may spend 1wp to suppress the connection for the scene. Once they have spent (your essence) willpower in this fashion, the connection breaks.
 Tower-Toppling Pull
Cost: - (+4m) ; Mins: Essence 3
Type: Permanent
Keywords: Dissonant, Resonant
Duration: Permanent 
Prerequisites: Bind In Unseen Threads
Weight makes things hard to lift, but everything falls at the same speed. This upgrades the prerequisite, for a 4m surcharge, allowing you to grapple enemies of Legendary Size. Add bonus dice to the attack and control rolls equal to the enemy’s strength. 
Dissonant - This does not all grappling an enemy of legendary size
Resonant: If the enemy is already bound, the dice on the control roll are non-charm.

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