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Hazards

Hacker's Folly

Level 2

commonComplexHauntTech

Stealth 15 (trained) Disable DC 16 Computers (trained) to partition the haunted code, or DC 18 Religion (trained) or Occultism (trained) to exorcise the spirit AC 15, Fort +11, Ref +5 Computer Hardness 2 HP 40 (BT 20) Immunities critical hits, object immunities, precision damage Hacker's Fixation Reaction (mental, visual) Trigger A creature touches the console directly or with a tool; --- Routine (1 action) The haunt absorbs the spirits of the living, dealing 1d10+4 spirit damage to all living creatures within 10 feet of the computer (DC 18 basic Will save). On a critical failure, a creature is additionally drained 1. This routine doesn't count as a hostile action for the purposes of ending the fascinated condition. --- Reset The trap resets after 1 hour.

Complex Hazard · Level 2

AC 15 · Fort +11 · Ref +5 · Hardness 2 · HP 40 (BT 20)

The haunt distracts the user with colorful graphics and interesting data while lowering their mental defenses. The triggering creature must attempt a DC 22 Will save. The trap then rolls initiative. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1. Critical Failure The creature is stupefied 2. Additionally, they are fascinated with the computer and can't take any actions except to passively view the data on the computer. At the end of each of their turns, they can retry this saving throw to remove the fascinated condition.

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