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May 23rd, 2018
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  1. The cape controls a singular, translucent minion that resembles a small child, which exudes a time dilation effect in a 15 foot radius. The minion is intangible and nearly invisible, barely noticeable without direct attention focused on them.
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  3. The time dilation effect causes nearby individuals to lose track of what they're doing - if they're doing something mindless, like reading a book, guarding a location, or having a run-of-the mill conversation, they'll happily continue to do that until the sun comes up/goes down, possibly reading the same page over and over again, or covering the same conversation topics many times.
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  5. Significant events interrupt the aura - a new individual or loud noise will break them from their stupor.
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  7. While a target is within the time dilation effect, the cape gains 1 charge each round that they can spend to cause debilitating effects to one target within the effect, at a range of 30 feet. The cape can store up to 2 charges normally, with the cap increasing to 4 after a selection below has been used. Each selection below requires a committed action.
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  9. 1 Charge: Overwhelm the targets senses, causing Blinded, Deafened, or Confusion (cape's choice) to the target for 1 round. If used again on the same target to cause the same status effect, instead apply the effect for 2 rounds.
  10. 1 Charge: Exacerbate the time dilation effect, causing the target to lose one of their actions during their next turn.
  11. 2 Charges: Slow the target's thought process, causing the target to use the lower of 2 dice for Wits, Soc, and Know rolls for the next 3 rounds.
  12. 2 Charges: Shatter the target's mind, randomly lowering 2 of the 3 of the target's Wits, Soc, or Know by 1. This can be done until the target's Wits, Soc, and Know reach 0, with recovery time varying for each point lost. Recovery time scales exponentially from 1 minute to 1 week, depending on severity of mental degradation.
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