Traps

Traps have two distinct mechanics. One of which is for gathering food, hides, & feathers. The other is for use versus an opponent. An opponent is any sentient race or animal. Traps requires a minimum Crude tools to perform.

Trapping used for gathering

Each Traps roll is vs environment & each roll is 1 daily task for trapping.

The roll for Traps is: [Trap + Presence + 1d20] vs [that Zone’s target number]. For each number rolled over the target number, the trapper will gain 1 unit of food, 5 feathers (see “Bowyer”), & 1 cloth fragment (see “Tailor”).

When trapping within a city or on any tile that has a road or trail on it; the Environmental Roll will be 20 & will not change unless GM specified.

For each Zone traveled away from a city or road; the difficulty will lower by 1, to a minimum of 1. A Zone is a [1000 tile x 1000 tile area] & is commonly referred to as “1 square mile”.

Out in the wilderness zones, for each successful day using the Traps skill the difficulty will increase by 1 for that Zone. Regeneration of small game caught with Trapping occurs each month – all Zones will reduce their difficulty by 1 each month until they have returned to baseline.

While the rolls remain the same, when this skill is used with Basic tools; double the amount of food & cloth fragments obtained on any successful roll. Traps do not get a workshop bonus.

Trapping versus Opponents

When setting traps for an opponent, for each trap roll: [Traps + Presence + 1d20]. That number is the difficulty value of that trap for as long as it remains active. Whenever a person (or thing) travels near that trap later, they will roll [Traps + Presence + 1d20] to contest the trap. A character may set a number of traps this way equal to their Traps skill in traps set each day. This is not considered a Daily Task. They must note difficulty value & location of each.

If the opponent wins, they discover the trap or did not get close enough to it for it to be discovered nor triggered (GM choice). If they discovered the trap, they may disarm it as a non-contested action.

If the trapper wins the contested roll, the trap triggers dealing damage to the opponent equal to the roll difference (unless the trapper set it to not deal damage – yes! That is an option.) & immobilizing them for the Trapper’s level in their Trapping skill in combat rounds. This damage ignores armor & shield bonuses.

The damage and immobilization from an opponent triggering a trap constructed with the use of Basic tools is doubled.

Immobilizing a character only keeps them from moving off of the tile they currently occupy. They may still attack & defend as normal.

To break out of the immobilizing effect of a trap, a character may perform a contested action by rolling: [Any Stat + Traps skill + 1d20] vs [that Trap’s assigned difficulty value]. This means you can outsmart it (Mind), force it apart (Body), slip out (Reflex), or dismantle it (Presence).

Traps may be used in combat only if you cannot be seen setting them, usually by terrain that blocks vision (but not simply with the Stealth skill – as to remain in Stealth requires a contested action). Each trap set up in combat requires 3 (three) actions. The first action is “get gear ready to set up trap” (non-contested). The second action is “setting & hiding the trap” (contested). The third action is “put gear away & hide unwanted evidence” (non-contested). Any person that sees you during any step of setting up the trap, they will be aware of it. The daily limit of Traps vs opponents must be respected for any Traps set during combat.