Ghoul Fever Wip

1
A trap that will afflict a target with a debilitating illness, poison, or malady of some kind when triggered.
Used by Edgar Stokes, Created by Strazhari.
(The trap looks like a sticky fluid coating a surface and can only be discovered as a trap by those with preexisting knowledge of such traps. )

Wip


Use up this transparent ichor and spend an Action to turn a sticky fluid coating a surface into a trap. This trap lasts until triggered or disarmed. This Effect cannot be used unless skin contact is made. Roll Brawn + Occult at Difficulty 6. Choose one of the following symptoms:

  • Psychotic Episodes: The target’s neural pathways begin to decay. At any time, the GM may call for a Mind roll from the target, with the Difficulty equal to 5 + 1 for each day they have been sick (rounded up). Failure causes them to undergo a break from reality. A botch will also grant a new Trauma.

The trap looks like a sticky fluid coating a surface and can only be discovered 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 Living target within within arm’s reach that uses the trap as a sticky fluid coating a surface will trigger it. Your target may resist by rolling Body at Difficulty 7.

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 contagious and will spread to new targets. Anyone who comes into direct contact an afflicted person must roll Body, Difficulty 7, and if their outcome is lower than your initial Outcome, they become afflicted.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by consuming at least a pound of flesh from a cadaver more than 24 hours old.

  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • This consumable is destroyed when used and cannot be used again.
  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities.

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Community Trap Gifts

Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 20 feet. This trap lasts until triggered or disarmed. Roll Intellect + Influence Difficulty 6.

The trap looks like a 1 inch (min) peace symbol engraved/embossed. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid or destroy it.

When setting the trap, specify the condition under which it will trigger. The trap can trigger against a target in the trapped region. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.

When the trap is triggered, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.

these Traumas cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.

Possession of this Power grants the following Trauma at all times: Pacifism: You are morally against causing Injury to anyone and anything, except in defense.

  • Mundane animals have a Mind score of 1 or 2 at the GM’s discretion.
  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.
  • The trap's triggering condition, once set, is final. The trap cannot be manually triggered or made to fire on a selected target at will.

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.

  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.

Exert your Mind and spend 30 seconds to turn food into a trap. This trap lasts one day or until triggered or disarmed. Roll Charisma + Drive at Difficulty 6.

The trap looks like food and can only be discovered 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 Living target within within 45 feet that uses the trap as food will trigger it. Affected targets can resist by rolling Mind at Difficulty 6.

If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities.

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.

  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities.

Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 65 feet. This trap lasts until triggered or disarmed. Choose a type of being that could trigger the trap. Roll Intellect + Alertness at Difficulty 6. Record your Outcome when the trap is placed.

The trap looks like red orb. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid or destroy it.

When setting the trap, specify the condition under which it will trigger. The trap can trigger against a target in the trapped region.

If the Outcome is positive, your blast hits everything within 50 feet of the trap with Damage equal to your Outcome + 8. Affected targets may Dodge or Defend to reduce incoming Damage by their Outcome.

Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled. For the next 3 Rounds following the initial blast, this Effect will deal a new blast of damage to any targets remaining within range of the trap. The damage decays by 2 each Round.

If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • Any visual cues from the initial blast which indicate imminent danger will remain in place during the following three waves of new blasts.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.
  • The trap's triggering condition, once set, is final. The trap cannot be manually triggered or made to fire on a selected target at will.

Stock Trap Gifts

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 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. 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:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.

All alterations you make must turn the target into a llama.

The Battle Scars you inflict manifest over the course of the next minute.

  • They take on the stats of the chosen species, ala the Creature Transformation Effect. If these Battle Scars are cured, they are returned to their original species over the course of the next 24 hours.
  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • This consumable is destroyed when used and cannot be used again.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.

Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 45 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 4. The target's material 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.

  • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.
  • The area you choose where the trap can be triggered may be just a single location, similar to a tripwire or a pressure plate, or it can be a proximity trigger which hits anyone who comes within the specified range of the trap. This is defined by you when you place the trap and cannot be changed once the trap is placed.

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 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.

  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • The target is aware than the secret information about you which was revealed in their dream is true, even if the rest of the dream may be written off as just a dream.
  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • This consumable is destroyed when used and cannot be used again.
  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.