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 and mental pain to fuel her intent.
Take a Severity-1 Injury 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. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. 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.
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.
...
Use up this novella (unless you succeed on 1d10, Difficulty 7) and spend an Action to arm this consumable as a trap. This trap lasts until triggered or disarmed.
The trap looks like words in odd font. 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, destroy, or attempt to disarm it. Disarming requires a cha+occult roll, Difficulty 6. If the Outcome is 4 or higher, this trap may be collected and re-deployed. Failure triggers the trap.
Any target within within 20 feet that uses the trap as words in odd font will trigger it.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
Bu Fang, preparing a meal with such delicate care, ensures its made in such a way that they have their full attention drawn to the meal, eating it with just joy and galore they don't even realize their surrounding.
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. Audiences or mobs with a singular focus count as one target. 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 Animate target within within 50 feet that uses the trap as A Fine meal will trigger it. 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 minutes. 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 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.
S0L scratches or burns something that looks like a small sun into a surface, but is actually a complex set of instructions in insanely small symbols. A complete system override for any robot or "living computer" not prepared to look at it.
Once the trap triggers, S0L is connected to the victim and may even make their circuits overheat and their bodies burn.
Anyone checking the system afterwards will find an ASCII sun prominently "burnt" into the code.
If you know that an evil copy of you is somewhere out there, you have to find a way to defeat them without giving up on your ideals.
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 until triggered or disarmed. This Effect cannot be used unless the target is an Animate Computer. Roll Perception + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking.
The trap looks like a scratched or burnt sun pictogram. 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 Computer that enters the chosen region will trigger the trap. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously. Only works on Computers.
Every hack you make leaves behind A sun on a prominent display in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
You may only use this Effect once per day.
Daisy knows she's bad luck, so why not use it to their own advantage? Touching anything within the region and imparting with her fate and chance for a brief moment, she can make the current region have a tremendously high likelihood of causing a person's luck to be seeped away and something dangerous happen. The flavor of what causes the damage is up to the GM's discretion, but it is essentially a moment of tremendous bad luck that makes this happen.
Unfortunately though, as of this moment in her journey, she cannot affect the luck of souls that do not ethereally exist in a plane from beyond, so only those that are Living in the current moment can be affected.
Exert your Mind (unless you win a coin flip) 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 day or until triggered or disarmed. Roll Perception + Alertness Difficulty 6.
The trap looks like a dim casted shadow of a black cat. 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 contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
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.
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.
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.