Distracting Holo Ad
Level 1
Stealth +7 (trained), or DC 20 (expert) to notice the holoprojector, or Detect Magic Disable DC 17 Computers (trained) to deactivate the ad, or DC 20 Crafting (trained) or Thievery (trained) to disable the projector AC 16, Fort +4, Ref +11 Projector Hardness 5 Projector HP 24 (BT 12) Immunities critical hits, object immunities, precision damage Buy! Buy! Buy! Reaction (incapacitation, mental) Trigger A creature in the area finishes an action; --- Routine (1 action) The hazard plays a new ad each round, forcing all creatures that can sense it to attempt a new save. --- Reset The trap deactivates and resets after 1 minute.
Complex Hazard · Level 1
AC 16 · Fort +4 · Ref +11 · Hardness 5 · HP 24 (BT 12)
The trap launches a targeted ad enticing viewers to spend credits on a product or service. All creatures within 30 feet who can see, hear, or sense the ad must attempt a DC 17 Will save. The trap rolls initiative. Critical Success The target is unaffected. Success The target is dazzled. Failure The target is dazzled and slowed 1. Critical Failure The target is fascinated for 1 round and can't take any actions except to access the nearest computer or comm unit and make purchases as directed by the ad.
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