In the real world the word trap applies very broadly. e.g. When the warrior slices the head off the Kobold he might say, “He fell in to my trap.”
In this case however, we aren’t talking about the metaphorical trap but real traps.
Generically traps are devices that have the following characteristics:
- They are set
- They have a trigger e.g. trip wire
- They have an effect e.g. explosion
Traps can be rather complicated e.g. operating in sequences or combinations or simple e.g. trip wire attached to crossbow hung in a tree. Each design will specify the exact elements of the specific trap.
Once a character has access to a design by either having your character create one or by obtaining one through game play it is assumed you can set them. There is no additional time required to master or learn a trap design once you have obtained it.
Items can be acquired through purchase or scrounging.
Purchasing them requires finding a vendor (not to hard in most cities)
Scrounging them requires finding a place where they can be found.
Scrounging is a skill that the Trap Masters often develop. The general rule of scrounging will be as follows:
1. Character finds a place to scrounge in e.g. alchemists lab.
2. They identify the item they are trying to find/scrounge
3. They identify any secondary skills that might aid them. E.g. Alchemist (For mixing together other chemicals to make the explosive powder.)
4. They make the appropriate skill rolls and determine the level of success which will then get them items for their traps.
Sometimes you don’t have what you quite need to set a trap. But you can Macqyver your way out of the situation with some duct tape and bailing wire. Improvising components is tricky though. Generally speaking the mechanics will be to change the difficulty of the trap setting very significantly. The difference is determined the following ways:
- Using a element from the same category (setting the trap is 5 harder than normal)
- Using an element from one lower category (setting the trap is 10 harder than normal)
- Using an element from two or more lower (setting the trap is 15 harder and the player must describe to the GMs satisfaction the manor in which this is done.)
Some characters are better improvisors than others. Characters can purchase additional levels in the Mechanics skill with a limitation (only to offset Improvising Components penalty -1/2)
No matter what though the player must describe how this improvisation is done. It can be outlandish as long as the logic sticks together. The GM can’t be expected to extend his suspension of disbelief to far.
Trap Master Feats
Trap Genius: A master of improvisation with materials at hand.
Your character can ignore certain component needs of a trap. The exact components that can be ignored is dependent upon the trap. A suitable replacement is expected to be readily available and at hand. Access to some obvious replacement is still required. So being tied up or in an empty room with your gear means this cannot be applied.
Naked advantage: reduce component limitation value Active Points = Max Action Points of traps that can improvised * Limitation Offset) Limitations: OAF Must have suitable replacement handy (-1) RP = Active Points / 2
Speed Setter: A master as setting traps faster.
Your character can reduce the time it takes to set a trap.
Naked advantage: reduce extra time limitation. Active Points = Max Action Points of traps that can set faster * Limitation Offset) Real Points = Active Points
NOTE: Suitable Limitations: Not in Combat (-1/4) To a Minimum time of 10 min (-1/4)