{"meta":{"query":"\/api\/banes\/301000000000000000","time":"0.0068 seconds","status":"success"},"success":{"value":"301000000000000000","attributes":{"Agility":3,"Fortitude":0,"Might":1,"Learning":0,"Logic":0,"Perception":0,"Will":0,"Deception":0,"Persuasion":0,"Presence":0,"Alteration":0,"Creation":0,"Energy":0,"Entropy":0,"Influence":0,"Movement":0,"Prescience":0,"Protection":0},"banes":{"Demoralized":{"name":"Demoralized","tags":["Physical","Extraordinary"],"power":[3,6,8],"attackAttributes":["Agility","Energy","Entropy","Influence","Might","Persuasion","Presence"],"validAttributes":["Agility"],"attack":["Agility vs. Resolve","Energy vs. Resolve","Entropy vs. Resolve","Influence vs. Resolve","Might vs. Resolve","Persuasion vs. Resolve","Presence vs. Resolve"],"invocationTime":"1 Major Action","duration":"Resist (minor) ends (Fail x 3 = 1 minute)","description":"Using your quick wit, intimidating presence, or even a strong display of magical power, you cause your enemies to doubt themselves. A berserker might achieve this effect by foaming at the mouth while a swashbuckling space captain might dishearten his foes simply with intimidating words.\n","effect":"The affected target has disadvantage on all action rolls.\n<ul>\n<li><strong>Power Level 3<\/strong> - Disadvantage 1.<\/li>\n<li><strong>Power Level 6<\/strong> - Disadvantage 2.<\/li>\n<li><strong>Power Level 8<\/strong> - Disadvantage 3.<\/li>\n<\/ul>\n","special":"Resisting this bane is a minor action.\nWhen inflicting this bane using Agility or Might, you may determine range using the Non-Physical Attack Range table (see Chapter 7: Combat).\n"},"Disarmed":{"name":"Disarmed","tags":["Extraordinary","Physical"],"power":[3,6],"attackAttributes":["Agility","Alteration","Energy","Entropy","Influence","Might","Movement"],"validAttributes":["Agility"],"attack":["Agility vs. Guard","Alteration vs. Guard","Energy vs. Guard","Entropy vs. Toughness","Influence vs. Resolve","Might vs. Guard","Movement vs. Guard"],"invocationTime":"1 Major Action","duration":"Instantaneous","description":"You force an opponent to lose control of an object they are holding, whether through brute force, mental compulsion, a skillful parry, heating the item to unbearable temperatures, shooting it from their hands, or some other means.\n","effect":"<ul>\n<li><strong>Power Level 3<\/strong> - The target drops an object they are holding in a space of your choosing within 15' of the target.\n<\/li>\n<li><strong>Power Level 6<\/strong> - As an alternative to moving the item, you can choose to assume control of it. If you do, you are now the wielder. For the wielder to regain control, they can react with a Disarmed bane of their own to counter the effect or make an attribute roll (typically Might) with a Challenge Rating equal to 10 + 2 x the attribute score you used to disarm the item.\n<\/li>\n<\/ul>\n"},"Forced Move":{"name":"Forced Move","tags":["Extraordinary","Physical"],"power":[2,4,6,8],"attackAttributes":["Agility","Energy","Might","Movement"],"validAttributes":["Agility"],"attack":["Agility vs. Guard","Energy vs. Guard","Might vs. Guard","Movement vs. Guard"],"invocationTime":"1 Major Action","duration":"Instantaneous","description":"With a forceful blow, magical gust of wind, or telekinetic push, you move your target against its will. This bane is favored among ogres, telekinetisists, wind mages, super soldiers, and other characters built to reshape the battlefield to their advantage.\n","effect":"The target is moved a distance against their will, as determined by the bane's power level. The ending location is chosen by the attacker.\n<ul>\n<li><strong>Power Level 2<\/strong> - The target is moved 5'.<\/li>\n<li><strong>Power Level 4<\/strong> - The target is moved 10'.<\/li>\n<li><strong>Power Level 6<\/strong> - The target is moved 15'.<\/li>\n<li><strong>Power Level 8<\/strong> - The target is moved 20'.<\/li>\n<\/ul>\n"},"Immobile":{"name":"Immobile","tags":["Extraordinary","Physical"],"power":[1],"attackAttributes":["Agility","Alteration","Creation","Energy","Entropy","Influence","Might","Movement"],"validAttributes":["Agility","Might"],"attack":["Agility vs. Guard","Alteration vs. Guard","Creation vs. Toughness","Energy vs. Toughness","Entropy vs. Toughness","Influence vs. Resolve","Might vs. Guard","Movement vs. Guard"],"invocationTime":"1 Major Action","duration":"Resist ends (special) (Fail x 3 = 1 minute)","description":"Whether through grappling, a precise nerve strike, entangling vines, mental compulsion, or a bone-numbing blast of cold, you render your foe incapable of movement. This bane is typical among martial artists, special ops agents, enchanters, and wrestlers.\n","effect":"Your target cannot move from its current space. If you invoked the bane with a Might roll and are within 5' of the target, then both you and the target are immobile in your current space for the duration of the bane (locked in a grapple). While grappling in this manner, you can attempt to inflict this bane again upon the target. If successful, you can move your speed and take the target with you. If this attack fails, you can only move by first releasing the target and ending the bane.\nIf you invoked the bane with any attribute other than Might, you can move freely while the target remains affected.\nYou can choose to release the target as a free action, immediately ending the bane.\n","special":"When an affected target succeeds at a resist roll to end this effect, they can move 15' as a free action.\n"},"Knockdown":{"name":"Knockdown","tags":["Extraordinary","Physical"],"power":[1],"attackAttributes":["Agility","Energy","Might","Movement"],"validAttributes":["Agility","Might"],"attack":["Agility vs. Guard","Energy vs. Guard","Might vs. Guard","Movement vs. Guard"],"invocationTime":"1 Major Action","duration":"Instantaneous","description":"Whether via a thunderous blow from a great axe, an earth shattering bolt of supernatural energy, or a well aimed shove in a direction where the enemy's balance is weak, you knock the target off their feet. Knockdown is a favorite of hulking brutes, telekinetisists, martial artists, and earth elementalists.\n","effect":"The target falls prone. Prone targets have disadvantage 1 on all attacks they make. Characters that are prone due to the <em>knockdown<\/em> bane (or any other reason) get +2 to Guard versus Ranged attacks and -2 Guard versus Melee attacks. Standing up from prone requires a move action and costs a character half (round down) of their speed for the round.\n"},"Persistent Damage":{"name":"Persistent Damage","tags":["Extraordinary","Physical"],"power":[2,4,6,8,9],"attackAttributes":["Agility","Energy","Entropy"],"validAttributes":["Agility"],"attack":["Agility vs. Guard","Energy vs. Guard","Entropy vs. Toughness"],"invocationTime":"1 Major Action","duration":"Resist ends (Fail x 3 = 1 minute)","description":"Whether by setting the target ablaze, covering them in acid, slicing an artery, or cursing them with a wasting disease, you inflict your foe with a lasting and recurring source of damage. Persistent damage is a favorite among assassins, mad scientists, and elementalists.\n","effect":"At the beginning of the target's turn, before they take any actions, they suffer damage determined by the power level of the bane. This damage automatically bypasses the afflicted character's defenses but it can be reduced by any resistance to damage of a certain type (see the resistance boon). Like all dice rolls, these dice explode.\n<ul>\n  <li><strong>Power Level 2<\/strong> - 1d4 damage per round.<\/li>\n  <li><strong>Power Level 4<\/strong> - 1d6 damage per round.<\/li>\n  <li><strong>Power Level 6<\/strong> - 1d8 damage per round.<\/li>\n  <li><strong>Power Level 8<\/strong> - 1d10 damage per round.<\/li>\n  <li><strong>Power Level 9<\/strong> - 2d6 damage per round.<\/li>\n<\/ul>\n","special":"Persistent damage comes in a number of different variations: physical damage (bleeding from a vital strike), energy damage (lightning, fire, cold, acid, etc.) and entropic damage (necromantic energy), among others. Each variation has its own cure. When that cure is applied with a major action (either by the afflicted character or another), the target receives a resist roll (as a free action) with advantage 1 to end the effect. The GM has the final word on whether a proposed cure can help a given type of persistent damage, but the  following examples can help with arbitration:\n<ul>\n  <li>Bleeding damage is cured with a successful roll using Learning, Logic, or Creation.<\/li>\n  <li>Lightning damage is cured by a discharge or grounding of the current.<\/li>\n  <li>Cold damage is countered with warmth, heat, or fire.<\/li>\n  <li>Acid damage is neutralized with alkalizing agents (powder, milk, etc.).<\/li>\n  <li>Fire damage is neutralized with water or smothering.<\/li>\n  <li>Entropic damage is neutralized with extraordinary or magical healing.<\/li>\n<\/ul>\nThis bane may still be resisted in the usual way of using the resist banes action.\n"},"Silenced":{"name":"Silenced","tags":["Extraordinary","Physical"],"power":[2],"attackAttributes":["Agility","Alteration","Entropy","Might"],"validAttributes":["Agility"],"attack":["Agility vs. Toughness","Alteration vs. Toughness","Entropy vs. Toughness","Might vs. Toughness"],"invocationTime":"1 Major Action","duration":"Resist ends (Fail x 3 = 1 minute)","description":"Silence overcomes the target, whether from the warping of sound around the target, or from a physical effect like strangulation or suffocation. The silence bane is a favorite among assassins, sorcerers, engineers, and mad scientists.\n","effect":"If Might, Agility, or Entropy is used to inflict this bane, then the character is suffering strangulation and unable to speak. If the bane is inflicted using Alteration, then all sound within 5' of the target is suppressed through extraordinary means, making their footsteps and the usual clank of belongings they are carrying inaudible.\n"},"Slowed":{"name":"Slowed","tags":["Extraordinary","Physical"],"power":[1],"attackAttributes":["Agility","Energy","Entropy","Might","Movement"],"validAttributes":["Agility","Might"],"attack":["Agility vs. Guard","Energy vs. Guard","Entropy vs. Toughness","Might vs. Guard","Movement vs. Guard"],"invocationTime":"1 Major Action","duration":"Resist ends (Fail x 3 = 1 minute)","description":"The target's movement is impaired, either by extreme cold, prolonged heat, poison, or injury to one or both legs. This bane is a favored attack among rogues, ice mages, telekinetisists, and gunslingers.\n","effect":"The afflicted target's speed is reduced to half its current speed, rounded down to the nearest 5' increment. This applies to all movement that is physical (flight, walking, climbing, etc.). If the target is currently under a magical effect that increases speed, the two effects are canceled for the duration that both affect the target.\n"}}}}