House Rules/Traps

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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?



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.


Foot Snare

Description: A loop of rope/vine etc. designed to entangle an opponent's foot.
Materials: Rope/vine/cable/heavy cord, some form of post/stake/anchor, a weight, a locking mechanism or knot
Roll Time: 2 minutes
Trigger: Stepping into the snare.
Effect: The snare's loop tightens around the foot of the ensnared captive, hampering their movements and tightening as they pull. Snare does no damage in and of itself, but does leave target unable to move more than leg's reach in any direction. In combat, target's defense is halved and target may not take move actions.
Disarm: Cut the rope/vine/cable if ensnared. If the snare is not active, trigger it with a stick or loosen it manually (1 round).
Reset: Yes. Unless the snare's rope/cable was cut, it may be reused. Must be built from scratch using roll time above.


Small Game Snare

Description: A loop of rope/cable suspended over a path at a height appropriate to the animal being hunted. The snare tightens around the animal when triggered, killing through asphyxiation, lack of blood to the brain or the breaking of neck bones during struggles to escape. Suitable for animals Size 1-3.
Materials: Rope/vine/cable/heavy cord, some form of post/stake/anchor, a locking mechanism or knot
Roll Time: 2 minutes per roll
Trigger: Stepping into snare and moving loop.
Effect: The loop, when triggered, tightens around the animal's neck/limb. Damage will depend upon where the animal is caught.
Disarm: Cut or release the loop, depending upon how it was created.
Reset: Yes. Unless the snare's rope/cable was cut, it may be reused. Must be built from scratch using roll time above.





Magical Traps

Tangling Trousersnake

Description: A seemingly innocuous vine laid over the ground.
Materials: Trifle: House_Rules/Merits#Trousersnake
Roll Time: n/a
Trigger: The trap is triggered by stepping over the trousersnake.
Effect: Vine springs up to tangle about the ankles of victim. Victim must succeed at a Dexterity + Athletics roll to avoid falling. See entry link above for details.
Disarm: Pick the vine up and put it somewhere else, or trigger it deliberately to expend the power stored in it. It will only target legs.
Reset: n/a (once used, the trifle's power is gone)