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trapper [2020/06/11 19:34]
kyle
trapper [2020/11/19 14:22] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//Of course it's a trap. Everything's a trap- this adventuring lifestyle we lead, for example. You've just got to ask yourself if you think you're good enough to get away with the bait.//
  
-Any adventurer that does their share of dungeon-delving is bound to run across a few traps, and if they have level sin Trapper they can set their own. Traps remove 1-3 Flesh from whoever stumbles into them, making them potentially deadly in combat and a surefire resource drain out of it. This also means that they are one of the few available non-weapon means of dealing direct damage.+Any adventurer that does their share of dungeon-delving is bound to run across a few traps, and if they have levels in Trapper they can set their own. Traps remove 1-3 Flesh from whoever stumbles into them, making them potentially deadly in combat and a surefire resource drain outside of it. This also means that they are one of the few available non-weapon means of dealing direct damage.
  
 ^[[#Trapper]] ^^Set traps. | ^[[#Trapper]] ^^Set traps. |
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 |{{fa>caret-right?24}} |[[#Resetting]] |They reset themselves. | |{{fa>caret-right?24}} |[[#Resetting]] |They reset themselves. |
 |{{fa>caret-right?24}} |[[#Security]] |Protect and control. | |{{fa>caret-right?24}} |[[#Security]] |Protect and control. |
-^[[#Enterprises]] ||Trapper School |+^^^
  
 ====== Trapper ====== ====== Trapper ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Dungeon Classic:** As an action, you can set a trap in any adjacent space. When any other creature (or object, or whatever- traps can be sprung just by throwing junk onto them) enters that space, the trap is sprung on them. \\ \\ {{fa>plus-circle?24&align=left}}**Guaranteed Pain:** When a trap is sprung on a creature, that creature loses 1 Flesh. Traps completely bypass Attention and Energy and are unaffected by combat ratings (Melee, Remote, Whelm) of either the trapper or the trapped. \\ \\ {{fa>plus-circle?24&align=left}}**Hidden:** If you didn't see a trap being set, then it can be hard to spot. When creatures come within detection distance of a trap (10 meters or the same room, whichever is less) roll a trigger die. If the result is 5+, the creature does not sense the trap. A given creature has only one chance to sense any given trap- if they fail they are permanently ignorant to the trap's existence unless they ascertain its presence in some other way. Roll a maximum of once per round no matter how many creatures come in contact with your trap or how many traps you've clustered in an area. \\ \\ {{fa>plus-circle?24&align=left}}**Elemental Boost:** If you have a level in one or more elemental-wielding classes (such as [[Firebug]] or [[Poisoner]]) that add elemental conditions to attacks, your traps also automatically inflict those conditions to whoever they hit. \\ \\ {{fa>minus-circle?24&align=left}}**Saw That:** Any creature that is observing you when you lay a trap knows that the trap is there automatically with no need to roll a trigger die. \\ \\ {{fa>minus-circle?24&align=left}}**One and Done:** Once a trap's been sprung, it becomes useless and cannot be sprung again. Unsprung traps disappear at the end of the session. \\ \\ {{fa>minus-circle?24&align=left}}**Under Pressure:** Traps require a creature to exert some amount of pressure on their space in order to be sprung- jumping, flying or hovering creatures do not spring traps. \\ \\ {{fa>minus-circle?24&align=left}}**Size Troubles:** If the creature setting off your trap is a different size category than you are, roll a trigger die when they do it. Traps have a failure chance against such targets of 3 per difference in category, just like weapon attacks. Traps that fail to harm their springer are still considered sprung. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when setting a trap- if the result is 1-3, then doing so costs 1 Supplies. You cannot set traps if you have no Supplies remaining. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Dungeon Classic:** As an action, you can set a trap in any adjacent space. When any other creature (or object, or whatever- traps can be sprung just by throwing junk onto them) enters that space, the trap is sprung on them. \\ \\ {{fa>plus-circle?24&align=left}}**Guaranteed Pain:** When a trap is sprung on a creature, that creature loses 1 Flesh. Traps completely bypass Attention and Energy and are unaffected by combat ratings (Melee, Remote, Whelm) of either the trapper or the trapped. \\ \\ {{fa>plus-circle?24&align=left}}**Hidden:** If you didn't see a trap being set, then it can be hard to spot. When creatures come within detection distance of a trap (10 meters or the same room, whichever is less) roll a trigger die. If the result is 5+, the creature does not sense the trap. A given creature has only one chance to sense any given trap- if they fail they are permanently ignorant to the trap's existence unless they ascertain its presence in some other way. Roll a maximum of once per round no matter how many creatures come in contact with your trap or how many traps you've clustered in an area. \\ \\ {{fa>plus-circle?24&align=left}}**Elemental Boost:** If you have a level in one or more elemental archetypes (such as [[Firebug]] or [[Poisoner]]) that add elemental conditions to attacks, your traps also automatically inflict those conditions to whoever they hit. \\ \\ {{fa>minus-circle?24&align=left}}**Saw That:** Any creature that is observing you when you lay a trap knows that the trap is there automatically with no need to roll a trigger die. \\ \\ {{fa>minus-circle?24&align=left}}**One and Done:** Once a trap's been sprung, it becomes useless and cannot be sprung again. Unsprung traps disappear at the end of the session. \\ \\ {{fa>minus-circle?24&align=left}}**Under Pressure:** Traps require a creature to exert some amount of pressure on their space in order to be sprung- jumping, flying or hovering creatures do not spring traps. \\ \\ {{fa>minus-circle?24&align=left}}**Size Troubles:** If the creature setting off your trap is a different size category than you are, roll a trigger die when they do it. Traps have a failure chance against such targets of 3 per difference in category, just like weapon attacks. Traps that fail to harm their springer are still considered sprung. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when setting a trap- if the result is 1-3, then doing so costs 1 Supplies. You cannot set traps if you have no Supplies remaining. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Real Twisted:** You can choose to lay traps that remove 2 or 3 points of Flesh from whoever triggers them instead of the normal 1. \\ \\ {{fa>minus-circle?24&align=left}}**Pricier:** Traps that remove 2 Flesh cost Supplies on a trigger die roll of 1-6. Traps that remove 3 Flesh always cost supplies with no trigger die roll required. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Real Twisted:** You can choose to lay traps that remove 2 or 3 points of Flesh from whoever triggers them instead of the normal 1. \\ \\ {{fa>minus-circle?24&align=left}}**Pricier:** Traps that remove 2 Flesh cost Supplies on a trigger die roll of 1-6. Traps that remove 3 Flesh always cost supplies with no trigger die roll required. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Long-Range Setup:** You can deploy your traps to anywhere within throwing range (0-10 meters) instead of only into adjacent spaces. \\ \\ {{fa>minus-circle?24&align=left}}**Hard Work:** Throwing out a trap instead of just setting it down causes you to lose 1 Energy. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Long-Range Setup:** You can deploy your traps to anywhere within throwing range (0-10 meters) instead of only into adjacent spaces. \\ \\ {{fa>minus-circle?24&align=left}}**Hard Work:** Throwing out a trap instead of just setting it down causes you to lose 1 Energy. |
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 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Bypass:** Instead of disarming a trap, you can bypass it. A bypassed trap becomes harmless to you and any of your allies you care to explain your tricks to, but remains fully operational and dangerous to anyone or anything else. \\ \\ {{fa>minus-circle?24&align=left}}**Longer Process:** Bypassing a trap instead of simply disarming it takes a procedure instead of a single action. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Bypass:** Instead of disarming a trap, you can bypass it. A bypassed trap becomes harmless to you and any of your allies you care to explain your tricks to, but remains fully operational and dangerous to anyone or anything else. \\ \\ {{fa>minus-circle?24&align=left}}**Longer Process:** Bypassing a trap instead of simply disarming it takes a procedure instead of a single action. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Trapper School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
  
trapper.1591925650.txt.gz ยท Last modified: 2020/06/11 19:34 by kyle