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 Intellect + Occult at Difficulty 6.
The trap looks like food or drink 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 food or drink will trigger it. The target may roll Body, 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.
She throws this powder in a circle, and the circle becomes a trap of energy
Use up this Holy powder 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 A circle of powder. 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 restricted at their location by an intangible, ethereal binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Mind divided by 2, they are encased and cannot take any physical Actions until they break free.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome equal or greater than the original Contested Outcome.
Your bindings affect intangible beings like ghosts.
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 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.
Harriet places her hand against a surface and closes her eyes for 30 seconds. During this time a crack forms underneath her hand and an eyeball grows out of it. It looks around its surroundings with little interest.
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 day or until triggered or disarmed. This Effect cannot be used unless there is a corpse in its initial radius. Choose a type of being that could trigger the trap.
The trap looks like A perfectly silent, alien eyeball with a snowflake pupil. 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.
You create a hemispherical dome of Fractal Shaped Frost originating at the trap, with a radius of 60 feet, and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
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 ΒΌ 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 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.