Traps: Prime : Mind | Uses : Active | Awareness : Noticeable
Traps are used to make an opponent easier to handle. Traps take up special assets called trap parts. They have varying degrees of usefulness, and better parts have a more profound effect on the maximum threshold, the drain on an enemy's endurance, and the assets required to keep them. Anyone affected by a trap suffers a penalty to endurance and endurance-based skills.

Traps parts come in variety of types. Each trap has its own potency and uses up a certain quantity of parts from your trap kit. A native with a trap skill of 5 and 2 unused base assets would be able to possess 7 trap parts. Thus, they could carry around up to 3 Simple parts (2 assets each), or carry 2 simple parts (2 assets each) and one basic part (3 assets each), or carry a single Improved part (7 assets each). The threshold of any of these would only be 5 (the trapper's skill), but the basic or improved parts, if they take hold, would be more detrimental to their victim than simple parts.

Trap Rules
Traps can be placed to inflict a detrimental effect upon an opponent, making them more vulnerable. Anyone affected by a trap suffers a penalty to endurance and endurance-based skills based on the kind of trap. Each trap that has been placed is considered to be "stalking" at an ability equal to your trap skill or the trap's max skill, whichever is lower. Those that trip a trap get a competence check using their athletics skill vs. a threshold of the trap's stalking.

A trap's effectiveness and how well it is hidden are based on either the trapper's skill or the trap type's max skill, whichever is lower. Simplistic traps (a stick and a shell with bait underneath) tend to be conspicuous. Keep in mind that it is possible to set a trap that you cannot later find. Setting or dismantling a trap costs 2 knack and is a noticeable action. Setting one uses a number of parts, based on what kind of trap it is.

Disarming a trap can give you a number of parts equal to the parts needed to make it, but attempting to dismantle a trap comes at a risk. Making a competence check using your own trap skill, you must beat the threshold of the trap you are dismantling. Failure results in triggering the trap and automatically failing the competence roll normally given for a triggered trap.

Tripping Traps
Traps tend to bungle up, injure, or otherwise wear down any unlucky enough to trip them. Traps will remain in place until tripped or taken down. Traps are tripped when a creature steps into a space where a trap is laid and elicits a competence check. The check is the tripper's agility against a threshold of the trapper's trap skill or the trap type's maximum skill (whichever is lower). Failing this check reduces the tripper's endurance and endurance-based skills by the amount denoted by the trap type. This means that particularly intricate traps are very detrimental to endurance-based skills.

Part Type Max Threshold Drain Materials
Simple 9 1 2
Basic 12 2 3
Standard 15 3 5
Improved 18 4 7
Advanced 21 5 9
Difficult 24 6 12
Tricky 27 7 15
Expert 30 8 18
Master 33 9 21
Perfect 36 10 24

You may improve the Traps skill with Trapper.

The page you are viewing was last modified: 26APR2011