Traps - Using and Encountering Traps

Site Index | > Item Rules | > Traps

Traps - Using and Encountering Traps

There are three types of traps in the game: Single step mechanisms, contraptions and "zero-level" traps.

The most common type of trap is a single step mechanism, which is a prop with some kind of tripwire type activator and a noisemaker. Trigger the noisemaker and you spring the traps effect, which should be noted somewhere on the trap. Trap effects are automatically assumed to hit the torso.

When a noisemaker goes off players should make a good inspection of the item for trap information before assuming the trap was simply a noisemaker. Only someone with the tinkerer skill may set or disarm a trap.

Contraptions are like single step mechanisms but designed to be more portable.

Zero-Level traps are extremely basic traps that can be "disarmed" even if a character does not have the tinkerer skill. Examples of zero-level traps include pit traps or buckets of acid.

The Full Rules

  1. Traps come in three categories: Single step mechanisms, contraptions, and zero-level traps.
    1. A single step mechanism has a single tripwire, button, lever, or other mechanism that must be bypassed to disarm a trap.
    2. A trap with a single step mechanism must include a noisemaker.
    3. A trap with a single step mechanism must include a valid Trap Tag, a GM written tag, or otherwise be clearly labeled with the trap’s effect.
    4. Only one tag or effect is allowed for each independent single step mechanism.
    5. Once a single step mechanism trap is discharged its trap tag is considered consumed and should be destroyed.
    6. The responsibility to place the tag belongs to the player setting the trap, not to the Game Masters or Logistics officials.
    7. Any single step mechanism without a valid label will be assumed to be an Alarm Trap.
    8. Players must make an honest effort find the label before assuming that any trap is an Alarm Trap.
    9. In no event should it take longer than 30 seconds of honest search to locate a label.
    10. A time stop may be called while conducting a quick search for a label.
    11. Only a someone with the Tinkerer skill may set or disarm a trap.
    12. Unskilled players automatically trigger the trap when attempting to set or disarm a trap themselves.
    13. Unskilled players may assist only in a non-technical manner such as holding a light
    14. A player who sets off a trap receives the effect of trap’s label.
    15. Any player discharging a trap is assumed to have been struck in the torso by the label’s effect.
    16. In no way can a discharging player claim that they are an invalid target of the trap’s effect; no amount of rationalization will avoid these effects.
    17. Normal defenses and magical protections still apply for players that discharge a trap.
    18. Traps may not be damaged or destroyed while being disarmed.
    19. At no time may a player break or cut any component of an in-play trap.
    20. Valid methods of disarming a trap may include but are not limited to: removing the battery, wedging or jamming a lever or switch, spanning a gap between electrical conducts with a conductive material, or cutting a tripwire.
    21. Cutting a tripwire is a specific exception to the trap destruction rule.
    22. All player created traps must be submitted to logistics for approval.
    23. All traps submitted to logistics must be constructed in such a way that they may be disarmed with standard Novitas-style tools.
    24. It is the responsibility of the player to prove that a trap meets this qualification.
    25. Traps that meet logistics approval will be assigned a number as per the item creation rules.
    26. The Heroic Safety Rule does not apply to traps.
      1. Discharging a trap while attempting to set, disarm, move, or transport a trap results in you receiving the effect of the trap normally including the expenditure of the trap tag.
    27. A Tinkerer may only arm a trap with an approved trap tag.
      1. Trap tags are loot-able.
    28. All single step mechanism traps with item numbers are loot-able.
    29. All single step mechanism traps without item numbers are not loot-able.
    30. The three types of single step mechanism trap are Alarm Traps, Magic Traps, and Alchemical Traps.
      1. An Alarm Trap is a single step mechanism that does nothing when triggered but make a noise.
      2. Alarm Traps never cause damage.
      3. Alarm Traps can be freely re-armed by a Tinkerer after they go off.
    31. A Magic Trap is a single step mechanism that has been charged with magical energy.
      1. The generic form of the Magic Trap deals 4 Magic damage to the torso.
      2. Magic Traps may be set with other effects of the Magic type.
      3. Magic Traps may only be armed with Magic Trap Tags.
      4. A Tinkerer does not need to know a Trap’s spell to arm it; they only need to have a valid matching Trap Tag to use.
    32. An Alchemical Trap is a single step mechanism that has been loaded with an alchemical compound or amalgam.
      1. The generic form of the Alchemical Trap deals 4 Poison damage to the torso.
      2. Alchemical Traps may be set with other effects of the Alchemy type.
      3. Alchemical Traps may only be armed with Alchemical Trap Tags.
      4. A Tinkerer does not need to know a Trap’s Alchemical effect to arm it; they only need to have a valid matching Trap Tag to use.
  2. Contraptions are special items which allow a player to carry a specially modified single step mechanism with them.
    1. Contraptions take up the Accessory slot when determining slots for Ornamented Items.
    2. Contraptions act as single step mechanism traps in all ways but the following exceptions:
    3. Contraptions are meant to be mobile and are not required to attached to anything immovable.
    4. Contraptions may only carry beneficial alchemical and spell effects.
    5. Contraptions must have their entire single step mechanism enclosed within a logistics approved box or other container.
    6. The box or container must not fall below a minimum of 4 cubic inches in size. An example would be a container that is effectively 2”x2”x1”, or the size of a large ring box.
    7. The box or container may have no dimension of less than 1”.
  3. Zero Level Traps are simple hazards that can be avoided by any players even if they do not have the skill Tinkerer.
    1. Zero-Level Traps are Game Master created traps.
    2. Examples of zero level traps could include open pits (see below) or buckets of acid (water, confetti) propped over a half open door.
    3. Players may avoid these hazards with common sense. Examples may include placing a board over the pit, or removing the bucket from the door.
    4. A Game Master should be consulted if players are unsure if a trap is zero level or not.
    5. Pit traps are zero level traps.
    6. Open pit traps are represented in game by black plastic sheets or tarps.
    7. Players who see any such obstacle should inquire to a Game Master as to its nature.
    8. At times, tarps may be used for mundane reasons, such as the walls of a tunnel, and may be mistaken for pits, so it is always better to be safe than sorry.
    9. If at any time, the player touches the plastic representing the pit with any part of their body, they fall in.
    10. Pits may inflict damage from the fall and also from secondary sources such as spikes, or may simply trap a character until rescued.
    11. This can cause any number of points of damage, or even deliver poison or magic attacks.
    12. Pits can also kill instantly with no recourse.
    13. Players who fall into pits and don’t die will be stuck there unless the Game Master allows them to climb out. Often this is roleplayed by another player lowering a rope and hauling them out.

Categories: Crafting and Production Rules | Traps | Combat Rules | Item Rules | Integration Needed

<< Blade Poisons | Combat Rules | Pit Traps >>

<< Tomes | Item Rules | Pit Traps >>

Page last modified on April 13, 2017, at 05:51 PM
Powered by PmWiki