Mothman concentrates, and seems to almost vibrate. An unnerving hum emanates from his skin for several minutes as he increases in intensity. After a moment he jolts forward, shedding a seeming copy of himself out of his back.
Looking at or addressing it in range will trigger it, as the image looks up at them and smiles, its eyes glowing red before vanishing into thin air. The instant this happens, reality itself seems to shift to a darker, more ominous version. The targets mind knows this, and the panic is disorienting.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 60 feet of you. This trap lasts one hour or until triggered or disarmed. Choose a type of being that could trigger the trap.
The trap looks like an Afterimage of himself, seemingly waiting on something and looking very vulnerable.. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any being of the chosen type that enters the chosen region will trigger the trap.
You create a hemispherical dome of lengthening, ominous shadows. originating at the trap, with a radius of 60 feet, and lasting for 5 minutes. The area inside your zone is affected in the following ways:
Bu fang, within the kitchen set by his knife, feels as if he is empowered by the surrounding. Taking this opportunity, he takes out his ingredients and tosses them into the air, with quick movements, he prepares them in moments, faster than possible for the average man. Creating a meal so tantalizing even the undead are fascinated by it, keeping their attention on it, wishing for every second to be prolonged so that they can just enjoy the thought of eating this meal.
Edit: This power has been totally reconfigured. The two-step conditional is weird anyway, & fascinating things that don't eat w/ food is lame. Rather than be a highly leveraged pseudo stun lock, this power NOW serves a much more interesting role & relies on you doing what you do best - making people food.
As a Sabotaged item, it only works when people eat the meal - it can effect as many people as can sit down & eat that meal within 5ft. All of them stay fixated until the meal is complete & are at penalty for ALL your other effects while eating.
Even better, previously created fine meals could be stored for later use, so the 30 second cast time is irrelevant
Exert your Mind and spend 30 seconds to turn a fine meal into a trap. This trap lasts one day or until triggered or disarmed. Roll Charisma + Crafts at Difficulty 6.
The trap looks like a fine meal. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Sapient, Living target within within 5 feet that uses the trap as a fine meal will trigger it. All affected targets may resist by rolling Mind at Difficulty 6.
When the trap is triggered, the targets will keep their full attention focused on the trap for contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than the trap. If they cannot perceive the trap through Smell for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of the trap or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on the trap. Fascinated targets cannot Concentrate.
Fascinated targets are at a -2 dice penalty to any rolls they make to resist any other Effects that you attempt to use on them.
The Witch prepares a vial of green fluid that can be used to poison any food or drink. Anyone who consumes the poison will grow drowsy and then fall into a deep sleep. While unconscious, the victim dreams of the witch and learns a secret about them.
Use up this vial of red liquid and spend an Action to trap a region of any shape that contains your current location and fits entirely within arm's reach. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap.
When the trap is triggered, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.
While cooking, Pen uses her nails to pierce the base of her palm and allows a drop of her blood to join with whatever she's making, focusing her mind on people that have hurt her in the past and using that physical pain, as well as a simple incantation, to fuel her intent.
A simple ritual that Pen learned which causes angry spirits of the target's ancestors to immediately begin to haunt and affect the target. Her blood ties her to all of her ancestors by her DNA, and upon consumption by a target mingles with theirs to cause anyone in their family tree that might be angry with them to make that anger known. Most of the time, this is a spurned relative who died relatively recently - however the curse goes as far back as it needs to find an angry spirit. If you go far back enough, everyone has a connection to someone that died bitter and alone.
Increase your sacrificial Injury's Severity by 1 and spend 30 seconds to turn food into a trap. This trap lasts one day or until triggered or disarmed. This Effect cannot be used unless Pen prepared the food herself. Roll Charisma + Occult at Difficulty 6. Choose any number of the following symptoms:
The trap looks like food. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food will trigger it. Your target may resist by rolling Body at Difficulty 8.
When the trap is triggered, the target is afflicted with a Condition that causes the chosen symptoms. Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bloodletting into a ritual circle while a priest performs an exorcism.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
You may only use this Effect once per day.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
a metallic disk about an inch in diameter, that pulsed electromagnetic waves when any target that enters within arm's reach of the disk, slowing it tremendously, and it has a limitless battery, allowing it to last a limitless time
Exert your Mind and spend 30 seconds to place a trap at your current location. This trap lasts until triggered or disarmed. Roll Brawn + Alertness at Difficulty 6.
The trap looks like ________. It can only be spotted as a trap by those with preexisting knowledge of such traps. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any target that enters within arm's reach will trigger the trap. The target] may contest by Defending or Dodging.
When the trap is triggered, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
the bartender finishes polishes, a drinking glass, then offers to pour his patron a drink, asking them what is ailing them right now, and the target lifts up the drinking glass and begins to take a drink, before setting it down and giving an honest answer.
Exert your Mind (unless you win a coin flip) and spend an Action to turn a drinking glass into a trap. This trap lasts one day or until triggered or disarmed. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
The trap looks like a drinking glass. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Sapient target or a Creature within within arm's reach that uses the trap as a drinking glass will trigger it.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken and made publicly available.
You cannot investigate the same target more than once per day.
The Witch prepares a vial of green fluid that can be used to poison any food or drink. Anyone who consumes the poison will grow drowsy and then fall into a deep sleep. While unconscious, the victim dreams of the witch and learns a secret about them.
Use up this vial of green liquid and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food or drink will trigger it. Affected targets may resist by rolling Mind at Difficulty 6.
When the trap is triggered, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.
If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if a kiss from someone who's attracted to them.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
After consuming the tainted food or drink, the target transforms into a llama!
Use up this vial of extract of llama and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 11 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food or drink will trigger it. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives two new Battle Scars of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
All alterations you make must turn the target into a llama.
The Battle Scars you inflict manifest over the course of the next minute.