the trap is a black mark that appears on the skin. It cannot be disarmed. And is triggered on will.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely no further than 40 feet from you and in your line of sight. This trap lasts one day or until triggered or disarmed. This Effect cannot be used unless Have to touch the opponent with my Shikai.. Choose a type of being that could trigger the trap. Roll Brawn + Alertness at Difficulty 6. Record your Outcome when the trap is placed.
The trap looks like ________. 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 25 feet of the trap with Damage equal to your Outcome + 4. Affected targets may Dodge or Defend to reduce incoming Damage by their Outcome.
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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.
Dominic withdraws the auto-injector and injects it into the target object , the machine automatically calculating the dose for him and then, he begins to speak as the target's eyes go cloudy and they answer the next question asked to them in a dazed state before devolving into a rambling state as they begin to confess their innermost traumas and secrets as well as the truth of whether or not they are mind controlled agents of the deep state.
Use up this An auto injector of nanite laced flouride (unless you succeed on 1d10, Difficulty 7) and spend an Action to turn A drink, or other consumable. into a trap. This trap lasts until triggered or disarmed. Roll 11 dice Difficulty 6, dice penalties do not apply.
The trap looks like A drink, or other consumable.. 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 within within arm's reach that uses the trap as A drink, or other consumable. 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 aloud and made publicly available.
Leon enhances his illusions with a few somber-plucked strings, energy flowing from the instrument in question as, for a moment, you can see the moon in the object's reflection. As he does so, the moon's reflection shifts from brilliant white to impossible pink; it bathes them in the magenta light that has come to him in his dreams. The morning of the hateful sun wreaths the object in question, and like a vacuum of sensation and knowledge it draws viewers in. An iota of the genuine unknown as what was is changed and twisted. The dark hunger of curiosity draws the viewer in: what is this, who is this, why is it? The pain of never knowing compels the onlooker to pursue, to ask after more, and to see to the exclusion of all else as their mind is trapped by the curse that comes with this enchantment. They have to know, and even those things with only the barest semblances of consciousness are introduced to this pain, though they cannot satiate it, doomed to pursue forever this new feeling that without the light of the moon, they will never know again.
Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 50 feet. This trap lasts one hour or until triggered or disarmed. Audiences or mobs with a singular focus count as one target. This Effect cannot be used unless you are trapping an illusion. You must actively and obviously use A musical instrument to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Charisma + Performance at Difficulty 6.
The trap looks like A slight magenta hue to the object that draws the interest and curiosity of the viewer. 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. All affected targets may resist by rolling Mind at Difficulty 7.
When the trap is triggered, the targets will keep their full attention focused on the trap for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than the trap.
The Effect ends if the trap is destroyed, or the target cannot perceive it. The Effect will continue even if 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.
Shelby's food has an ever-so-slightly unearthly aroma, nudging the enjoyer's mind and soul towards Shelby's ends.
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.
Santiago traces a drawing onto an surface. Black mist follows his finger remaining in place and slowly changing color and remaining on the surface like chalk. When activated the targets eyes go white and a childs giggling can be heard as the targets body lurches to fulfill the programmed command.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 20 feet. This trap lasts one day or until triggered or disarmed. Your target may be actively engaged in Combat. Select a command that for your trap to issue. Roll Charisma + Occult at Difficulty 6.
The trap looks like a children drawing. 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. The target may resist by rolling Mind at Difficulty 7.
When the trap is triggered, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
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 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.
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 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:
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.
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 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.