Difference between revisions of "House Rules/Traps"
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|- | |- | ||
| style="vertical-align:top;" | '''Roll Time:''' | | style="vertical-align:top;" | '''Roll Time:''' | ||
− | | | + | | 10 minutes per roll |
|- | |- | ||
| style="vertical-align:top;" | '''Trigger:''' | | style="vertical-align:top;" | '''Trigger:''' | ||
− | | | + | | Stepping onto the trap. |
|- | |- | ||
| style="vertical-align:top;" | '''Effect:''' | | style="vertical-align:top;" | '''Effect:''' | ||
− | | | + | | Impalation upon spikes. +0L damage (+roll 1+3+1 [Str+Weap+Equip]) |
+ | |||
+ | If impalation does 2+ Lethal to target, apply Leg Wrack Tilt until at least one Lethal damage has been downgraded to Bashing. | ||
|- | |- | ||
| style="vertical-align:top;" | '''Disarm:''' | | style="vertical-align:top;" | '''Disarm:''' | ||
− | | | + | | Disturb the concealment or walk around the trap. |
|- | |- | ||
| style="vertical-align:top;" | '''Reset:''' | | style="vertical-align:top;" | '''Reset:''' | ||
− | | | + | | Yes. Cover the top of the trap again. This takes at least two combat rounds. Roll '''Dexterity + Stealth''' to create its new concealment value. |
|} | |} | ||
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|- | |- | ||
| style="vertical-align:top;" | '''Roll Time:''' | | style="vertical-align:top;" | '''Roll Time:''' | ||
− | | | + | | 15 minutes per roll |
|- | |- | ||
| style="vertical-align:top;" | '''Trigger:''' | | style="vertical-align:top;" | '''Trigger:''' | ||
− | | | + | | Stepping onto the trap. |
|- | |- | ||
| style="vertical-align:top;" | '''Effect:''' | | style="vertical-align:top;" | '''Effect:''' | ||
− | | | + | | Impalation upon spikes. +1L damage (+roll 3+4+2 [Str+Weap+Equip]) |
+ | |||
+ | If impalation does 2+ Lethal to target, apply Leg Wrack Tilt until at least one Lethal damage has been downgraded to Bashing. | ||
|- | |- | ||
| style="vertical-align:top;" | '''Disarm:''' | | style="vertical-align:top;" | '''Disarm:''' | ||
− | | | + | | Disturb the concealment or walk around the trap. |
|- | |- | ||
| style="vertical-align:top;" | '''Reset:''' | | style="vertical-align:top;" | '''Reset:''' | ||
− | | | + | | Yes. Cover the top of the trap again. This takes at least two combat rounds. Roll '''Dexterity + Stealth''' to create its new concealment value. |
|} | |} | ||
Line 78: | Line 82: | ||
|- | |- | ||
| style="vertical-align:top;" | '''Roll Time:''' | | style="vertical-align:top;" | '''Roll Time:''' | ||
− | | | + | | 20 minutes per roll |
|- | |- | ||
| style="vertical-align:top;" | '''Trigger:''' | | style="vertical-align:top;" | '''Trigger:''' | ||
− | | | + | | Stepping onto the trap. |
|- | |- | ||
| style="vertical-align:top;" | '''Effect:''' | | style="vertical-align:top;" | '''Effect:''' | ||
− | | | + | | Impalation upon spikes. +2L damage (+roll 5+5+3 [Str+Weap+Equip]) |
+ | |||
+ | If impalation does 2+ Lethal to target, apply Leg Wrack Tilt until at least one Lethal damage has been downgraded to Bashing. | ||
|- | |- | ||
| style="vertical-align:top;" | '''Disarm:''' | | style="vertical-align:top;" | '''Disarm:''' | ||
− | | | + | | Disturb the concealment or walk around the trap. |
|- | |- | ||
| style="vertical-align:top;" | '''Reset:''' | | style="vertical-align:top;" | '''Reset:''' | ||
− | | | + | | Yes. Cover the top of the trap again. This takes at least two combat rounds. Roll '''Dexterity + Stealth''' to create its new concealment value. |
|} | |} | ||
Revision as of 21:08, 12 July 2016
Sample Traps
This page is devoted to detailed examples and samples of pre-approved traps for you to use in your RP. To see the basic house rules, please visit the Traps section of the House Rules page.
All trap entries will list the following:
- Description: What is this trap like/for?
- Materials: What do you need to make it?
- Trigger: What is the trap's trigger?
- Effect: What mechanical effect does the trap have when sprung?
- Disarming: How can this trap be disarmed?
- Reset: Can this trap be reset?
Contents
Mundane Traps
Pit Trap (Small)
Description: | A concealed pit in the ground filled with sharp stakes. This pit is suitable for catching and impaling creatures of Sizes 1-3. Examples: squirrels, rabbits, cats, small dogs. |
Materials: | Shovel, stakes, disguise materials (netting/brush, pebbles, dirt, leaves, etc.) |
Roll Time: | 10 minutes per roll |
Trigger: | Stepping onto the trap. |
Effect: | Impalation upon spikes. +0L damage (+roll 1+3+1 [Str+Weap+Equip])
If impalation does 2+ Lethal to target, apply Leg Wrack Tilt until at least one Lethal damage has been downgraded to Bashing. |
Disarm: | Disturb the concealment or walk around the trap. |
Reset: | Yes. Cover the top of the trap again. This takes at least two combat rounds. Roll Dexterity + Stealth to create its new concealment value. |
Pit Trap (Medium)
Description: | A concealed pit in the ground filled with sharp stakes. This pit is suitable for catching and impaling creatures of Sizes 4-5. Examples: humans, large dogs.
The spaces between stakes are too great to easily injure creatures of Sizes 1-3. |
Materials: | Shovel, stakes, disguise materials (netting/brush, pebbles, dirt, leaves, etc.) |
Roll Time: | 15 minutes per roll |
Trigger: | Stepping onto the trap. |
Effect: | Impalation upon spikes. +1L damage (+roll 3+4+2 [Str+Weap+Equip])
If impalation does 2+ Lethal to target, apply Leg Wrack Tilt until at least one Lethal damage has been downgraded to Bashing. |
Disarm: | Disturb the concealment or walk around the trap. |
Reset: | Yes. Cover the top of the trap again. This takes at least two combat rounds. Roll Dexterity + Stealth to create its new concealment value. |
Pit Trap (Large)
Description: | A concealed pit in the ground filled with sharp stakes. This pit is suitable for catching and impaling creatures of Sizes 6-8. Examples: deer, horses.
The spaces between stakes are too great to easily injure creatures of Sizes 1-3. |
Materials: | Shovel, stakes, disguise materials (netting/brush, pebbles, dirt, leaves, etc.) |
Roll Time: | 20 minutes per roll |
Trigger: | Stepping onto the trap. |
Effect: | Impalation upon spikes. +2L damage (+roll 5+5+3 [Str+Weap+Equip])
If impalation does 2+ Lethal to target, apply Leg Wrack Tilt until at least one Lethal damage has been downgraded to Bashing. |
Disarm: | Disturb the concealment or walk around the trap. |
Reset: | Yes. Cover the top of the trap again. This takes at least two combat rounds. Roll Dexterity + Stealth to create its new concealment value. |