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trapper [2020/10/07 10:09]
kyle
trapper [2020/11/19 14:22] (current)
kyle
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 ^ ^^^ ^ ^^^
-^{{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. |
trapper.1602086984.txt.gz ยท Last modified: 2020/10/07 10:09 by kyle