<strong>Tagging:</strong>Group 3: Kyoko, Ishmael, Jon<br/><br/>The decision has been made. Ishmael and Jon begin to set the trap in a nice little opening within the mysterious floran’s territory. Bound as she is Kyoko is easy enough for the men to handle and set up as bait, though they have to use some supplies in order to make sure she won’t run in the middle of baiting.<br/><br/><strong>Adventurers. There’ll of course be a move to determine how good a trap you set up. Everyone can contribute! Floran Trap move. Trapping Floran in her territory is very serious business and requires the cooperation (though consent of cooperation is optional).<br/></strong><br/><strong><span class="bbc_u">The Bait </span></strong>- The bait tempts the Floran by being sexy and alluring. There are many ways to do this and no real hard and fast rules for a Floran is not picky. Whether by squiggling your butt or by screaming for help and demonstrating your utter inability to resist the Floran you attract and distract it. Roll Charisma.<br/><strong>*On a 10+</strong>The Floran can’t look away from you. She desires your butt and will have it! The floran takes the full brunt of the attack and party may jump on her before she has a chance to make any move!<br/><strong>*On a 7-9 </strong>Your wiggling gets her close, but she sniffs that something is off about your act. The floran is still trapped, but she also gets to make a move.<br/><strong>*On 6 or lower</strong>the Floran does not fall for your trap.<br/><strong><span class="bbc_u">Setter upper </span></strong>- Yours is the role of an artist. The Setter upper sets up the trap, arranges the little details with his hands, prepares the trap as he sees fit. You do the grunt work of the Floran entrapment operation. You may roll whatever attribute you can argue as viable for the job and what suits the description of your post the best.<br/><strong>*On a 10+ </strong>It’s perfection. The bait is beautiful and the trick of the trap hidden as perfectly as it could be. You’ve taken all the practical details into consideration. In addition you can add the sturdy tag to the trap. It’ll be very difficult to break by physical force. Pick two from the list of what your trap actually does:<br/>-Restrain<br/>-Attack 1d10 damage<br/>-Antimagic<br/><strong>*On a 7-9 </strong>Your work is beautiful. It’s getting there. It really is. It’s something. It’s alright. You may have left the bait a bit worse for wear or rushed some materials, but the trap still works. However, you’ve successfully built it!  Pick one from the list of what your trap does:<br/>-Restrain<br/>-Attack 1d10 damage<br/>-Antimagic<br/><strong>*On a 6 or lower</strong>the trap is a mess. It gains the unpredictable tag.<br/><br/>Since you have one extra you can double up as baits or as Setter uppers. This confers a +1 bonus to the roll.<br/><br/>OOC: (-1 adventuring gear from one of you spent as supplies for constructing the trap, you may take creative liberties with what these supplies were.)