Webbing [power]

Cost: 4CP
Activate: 1PP per 50 ft. (By CL); standard action
Range: special

This power allows you to spontaneously create natural, silken fibres, usually directly from your body, like a spider or silk-worm. You can project this webbing out, as if it were a liquid under great pressure. Once it dries, it forms organic rope. You buy this power in two steps: first, the range increment, and second, strength.

You can, in one round, produce a single strand of Webbing that is up to three times the length of your range increment and you can continue to do so indefinitely, creating one continuous strand. This costs 2PPs per round, unlike projecting Webbing at range. After about a half hour, Webbing dissolves on its own; it turns wispy and floats away on the breeze. It also tastes awful, so we don’t recommend getting it in your mouth. Webbing isinitially quite sticky, but after just a few moments, it dries in the air and becomes as smooth as silk. In fact, for all intents and purposes, it is silk.

Shooting Webbing is a ranged touch attack, and you can apply feats that enhance attack rolls, like Weapon Specialization. Any enhancements to damage would be wasted on Webbing.

 

Range Increment

The range increment starts at 10 feet and every additional 10 feet costs 1CP. This is not the maximum length of webbing you can create, but the range increment for projecting it at range, either offensively or out of utility. The maximum range increment is 50 feet (see table, above).

Range Increment Cost
10 feet Free
20 feet 1CP
30 feet 2CP
40 feet 3CP
50 feet 4CP

 

Strand Strength

The strength of your Webbing is expressed as an actual Strength score which doubles as the Escape Artist DC to escape it. A Strength of 16 means that you would need a 16 or more to escape entanglement. Webbing Strength starts at 10 and every additional +2 costs 1CP. The maximum Strength for your Webbing is 30 (see table, below).

This number also determines the maximum drop, swing, and still strength of a single strand of Webbing (see table). “Drop strength” is how much weight the webbing can take without snapping if that weight were dropped from a height of 10 feet or more. “Swing strength” is the maximum load that a strand can support while swinging. “Still strength” is the maximum weight a rope can withstand while hanging still or dropped from less than 5 feet. The still strength is four times the drop strength, the swing strength is twice the drop strength, and the drop strength equals the heavy load of the Webbing‘sStrength score. Thus, webbing with a strength of 16 has a drop strength of 230lbs, a swing strength of 460lbs, and a still strength of just under 1000lbs. Rope strengths start at 10 (for free) and cost 1CP per 2 points thereafter (1CP for a score of 12, 2CP for 14, and so on). You will rarely need to know these weight allowances, but if it comes up, just look up this table.

Webbing can be used, generally speaking, for three purposes: Climbing and Swinging, Tripping and Entangling, and Disarming and Snagging Objects. You can use it any way you like. It’s just organic rope, after all, but these three are the most common.

Strength Score / Escape DC Still Strength Swing Strength Drop Strength CP Cost
10 400lb. 200lb. 100lb. free
12 520lb. 260lb. 130lb. 1CP
14 700lb. 350lb. 175lb. 2CP
16 920lb. 460lb. 230lb. 3CP
18 1200lb. 600lb. 300lb. 4CP
20 1600lb. 800lb. 400lb. 5CP
22 2080lb. 1040lb. 520lb. 6CP
24 2800lb. 1400lb. 700lb. 7CP

 

Climbing and Swinging

You can fire your Webbing at any solid surface and the far end will stick fast with a strength equal to the rope’s Strength score. This requires a move action. Remember, though, that the wall itself might not be all that strong. Drywall won’t support your weight, for example. Hitting something as large as a building does not normally require an attack roll. You do need to make a touch attack to hit something any smaller than a major piece of architecture, or to hit a large edifice while falling.

Large, fixed points generally have a natural Defence of 10, and that score rises as the target gets smaller. If the target is moving, it effectively gains a dodge bonus (determined by the GM). If you are falling in a controlled dive while making the attempt (i.e., you jump on purpose), you take a -4 to hit. If you are falling in an uncontrolled dive (i.e., you were pushed or thrown), then you take a -6. Any and all other penalties or bonuses to hit apply as normal. GMs have the ultimate say in the Defence score of the target (see Swinging Attacks for more information).

 

Tripping and Entangling

You can shoot your Webbing at opponents. This allows you to make ranged Trip attacks as if you were using a rope-like weapon, such as a whip. Making this kind of attack requires a standard action. The stickiness of the Webbing grants a +4 on your opposed test to Trip or Disarm. All rules for Trips and Disarms apply normally.

You can also attempt to entangle people by covering them with so much Webbing that it hampers their movement. This requires a ranged touch attack. If the attack succeeds, target then get a Reflex save against your attack roll. Large targets get a +4 on their saving throws, and Huge targets get a +8. Targets larger than Huge are too big to be entangled by Webbing. Small targets get a -4 on their saving throws, and Fine creatures get a -8, but smaller than fine creatures simply slip between the threads of Webbing, so they cannot be entangled by it. Targets who succeed at their saving throw avoid being entangled, and targets who fail are entangled.

Entangled people move at half speed, cannot run or charge, take a -2 penalty on attack rolls, and a -4 penalty on their Dexterity scores.

On the targets’ turn(s), they can use a standard action to attempt to break out of the Webbing, just the same as if they were grappled (i.e., either a Strength or an Escape Artist check).  The DC of both checks equals your Webbing‘s Strength score (i.e., this is not an opposed Strength test). They can attempt to escape on every round in which they are entangled (see Swinging Attacks for more information).

 

Disarming and Snagging Objects

You can use Webbing to snag and retrieve objects that weigh up to half of your light load (yours, not your Webbing‘s). If your Webbing‘sdrop strength is less than half your light load, then the strand will snap when you yank on it. In this case, your Webbing isn’t as strong as you are. You can perform a Disarm in combat as per the standard rules (i.e., you and the target make opposed attack rolls). If you succeed, you now have your opponent’s weapon on the end of your strand, and you can, as a move action, use a ranged touch attack against yourself to flip it into your hand. To snag an unattended object requires basically the same sequence: an attack roll (standard action) against the object and a ranged touch attack against yourself (move action) to catch it.

You can leave an object on the end of the Webbing and use it as a make-shift sling, swinging the object on the end of the strand and letting go. This doubles the range increment of the object in question as a thrown weapon. You can also hit someone with whatever is on the end of the rope by swinging it into them. Your range is 15′. You cannot attack anyone further away or closer, and you have no threatened range (because the strand is just too slow). The damage is determined just like you would with any improvised weapon. In both cases, you must be proficient with some kind of rope/chain based weapon (spiked chain, whip, lasso, etc.) or else you take the standard penalty for non-proficiency (i.e., -4 to hit).

Enhancements

Enhancement: Improved Entangling

Cost: 3CP per rank
Activate: free; use-activated (attack)
Save: Reflex vs. Attack Roll (negates)

Anyone you Entangle using your Webbing now takes -4 to attack, -8 to their Dexterity score, and can move only 5 feet per round. You can take this enhancement a second time, which increases the penalties again to -8 to attack, -16 to Dexterity, and renders the target unable to move at all, although they can still take move actions.

 

Enhancement: Expanded Entangling
Cost: 2CP
Activate: free; use-activated (attack)
Save: Reflex vs. Attack Roll

When you make an entangling attack with your Webbing and your primary target fails their save, everyone in an adjacent squares must make Reflex saves, the DC of which are half your attack roll, and with the same results as your normal entangling attack. Because entangled targets are not actually anchored to anything but each other, they are effectively in one big involuntary grapple. The results of this arrangement can be damn funny.

 

Enhancement: Voluminous Entangling
Cost: 2CP
Prerequisite: Improved Entangling
Activate: 1PP per 10-foot cube; standard action
Save: Reflex vs. Attack Roll

You can now spew out so much Webbing that you can fill an area in a single standard action. The volume equals one 10-foot cube per 10 feet of your range increment (NB: this is not the same as your range increment cubed). Every person in that area must save or be entangled.

 

Enhancement: Standard-Action Snag
Cost: 2CP
Activate: free; use-activated (attack)

You can snag objects in a single standard action. You must still roll to hit the object and then roll to hit yourself to catch it, as normal, but both of these rolls happen within a single standard action. You are encouraged but not required to say “yoink!” when you perform this manoeuvre.

 

Enhancement: Snag and Sling
Prerequisite: Standard-Action Snag
Cost: 2CP

You can now snag thrown objects and sling them back at your opponents in a single attack of opportunity. When someone throws a weapon/object at you, you automatically gain an optional disarm attempt, as an attack of opportunity. If you win the disarm, the weapon/object is now swinging on the end of your strand and you can sling it at anyone in your range using the same roll as you did for your disarm because it’s all part of one, fluid motion. You can also choose to retain the weapon/object and not sling it at anyone, just swinging in on the end of your strand, but you need to make the standard touch attack against yourself if you want to catch it.

 

Enhancement: Web Net
Cost: 3CP
Activate: 1PP; use-activated (attack)

You can now shoot out a wide cone of Webbing that spreads laterally, sticking fast to its surroundings, which forms a springy net to catch your, or someone else’s, fall. This net has a maximum surface area of four 5-by-5-foot squares, but the shape will conform to the space in which it’s thrown. It can be as thin as 5 feet on a side. You must have at least three anchor points or two wide surfaces to throw a net. For example, a Thrown Net between three trees would make a triangle, and one thrown into a tight alley (two walls) would make a rough square. Thus the area of the net depends partially on the surfaces to which it’s stuck.

You must actually hit the appropriate surfaces, just like shooting Webbing while falling. The Strength of your Webbing must be sufficient to catch whomever might fall onto it.  If their weight exceeds the drop strength, then the net will snap into tatters. Finally, the surfaces to which the net is stuck must have the strength to take the weight (i.e., a sapling won’t do). Anyone falling into your Web Net from more than 10 feet incurs its drop strength. Finally, once it springs into shape, the individual strands are no longer sticky, so people who fall into your Web Net are not entangled.

 

Enhancement: Large Web Net
Cost: 3CP
Prerequisite: Web Net
Activate: 1PP per full-round action; full-round action

You can quickly spin and throw a Large Web Net. This requires more time (a full-round action), but covers an area equal  to one 10-by-10-foot square for every 10 feet of your range increment (NB: this not the same as your range increment squared). If your range increment were 30 feet, for example, you could make three 10-by-10-feet squares. In all other respects, a Large Web Net functions just like a normal Web Net.

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