You are able to bind a target in place so they are unable to move. The target is fixed to their location but they may still move their limbs, mouth, and even attack things, as well as attempt to break free of their bonds.
Spend an Action, Exert your Mind, and roll [[activation-roll]] to Restrict a target within [[range]]. The target may contest this by rolling [[defensive-roll]]. Success fixes the target in place at their location, although they still can move their arms, use Powers, etc.
The target may attempt to break free by making an attack against their bonds at +1 difficulty. Breaking the binding requires an amount of damage equal to double the initial Outcome. Damage from multiple attacks is cumulative and stacks linearly. Other individuals may also damage the binding by attacking it at +1 difficulty.
Default Level: 0
Seasoned Threshold: 2
Veteran Threshold: 3
The Future Soldier has access to an arsenal of specialized foam grenades. These look like glowing orange capsules with a rugged rubberized grip. When thrown, they burst into splash of expanding neon orange foam. Initially this is no more than a mess, but the foam hardens in seconds, severely hampering the movement of anyone unlucky enough to have been splashed. Those affected may use their hands or weapons to hack away at the foam and free themselves.
An activated foam grenade will immediately explode if it travels more than 20 feet from the Future Soldier.
Spend an Action and make a Difficulty 5 Dexterity + Athletics roll to toss a foam grenade within 20 feet. The grenade immediately bursts, splashing everyone within a ten-foot radius of your target area. On your initiative in the next Round of combat (about three seconds later), the expanding foam hardens. Any affected individual moves at one quarter of their normal speed.
You start each Game with three foam grenades. You may obtain one per day, but there can never be more than three in existence.
Targets may attempt to break free by making an attack against the foam. Attacks against the binding are made at +1 Difficulty. Breaking the binding requires an amount of damage equal to the successes on your initial roll. Damage from multiple attacks is cumulative and stacks linearly. Prior to hardening, any attempt to remove the foam from their body counts as a successful attack with damage equal to their successes on their roll.
This Power is a good example of choosing Enhancements and Drawbacks for flavor before considering balance. The "Slow Crawl" Drawback was added to bring this Power's Gift cost down to 1 and would be a prime candidate to remove with a future Gift. Note also the justification for the range limitation in the Power's description. It may still not feel great, but it's better than just ignoring the fact that one could easily throw a grenade more than 20 feet. Investing Gifts to increase the range and the potency of the foam can make this Power more flavorful and useful.