Rejuvenating Projector
Hazard 2
Complexity Complex
Stealth +10 (trained)
Description Hardlight scamps spawn from this antique projector and harass nearby living creatures.
Disable DC 20
Arcana (trained) to depower the magical circuits, DC 20
Computers (trained) to reprogram the projector, or DC 20
Athletics (trained) to rip the projector out of the wall.
Projector Hardness 10
Projector HP 42 (BT 21)
Generate Scamp
[free-action]
Trigger Two or more living creatures enter area; Effect The projector creates two hardlight scamps. This projector can manifest only two scamps at a time. The scamps roll initiative. The scamps disappear when slain, or if their projector is deactivated or destroyed.
Infuse Scamp [reaction] Trigger A hardlight scamp is critically hit but not destroyed; Effect The affected hardlight scamp regains 1d8 Hit Points.
Reset The trap deactivates after 6 rounds and resets after 1 hour.