Through the use of this skill, the character can build a trap designed to snatch and hold various creatures or beings. There are three basic types of trap that is at the disposal of the character exercising this skill: snares, pits, and dead falls. Though the examples are given pretty much in terms of wilderness applications, Assassins, Knaves, and especially Artificer-Craftsmen will by no means be restricted to only those uses. Many creative adaptations of these types of traps can be constructed from the detritus of the alleys and byways of the city for use in the more civilized surroundings to which the Assassin and Knave skills are restricted. Huntsman characters is restricted to using primarily natural found-materials described here for application in their preferred wilderness setting.
- Snares require a goodly length of twine, wire, or rope and the use of a sapling, bush, or similar flexible spring to create tension. Each snare will only catch a single creature’, and is generally kept small, used only to trap small game by the neck, for which it is hung out like a noose over a run or game trail. The character can also deploy snares for larger creatures, up to man-sized, but for this purpose the snare will only catch one or a pair of limbs, and for this purpose must be laid out flat upon the ground on the path or run. The player must be sure to tell the GM which method he is using to deploy his snare, and also the maximum BP’s of the limbs he expects to catch, which will determine the heaviness of the line used to make the operative noose-part of the snare, and the maximum weight of the prey, which will determine how strong the spring-beam of the snare is, how much weight it can lift to keep the prey off the ground and the noose tight.
- IF the character is, using the snare to catch game for the pot or for the fur, he must be sure to tell the GM the game he is going after, as this determines where he puts his traps and exactly how he places them.
- Pit traps are far less discerning than snares, generally used for larger creatures. They require digging tools and a reasonable amount of camouflage for cover to make. The PC must decide what size prey he is after when digging pit traps and state not only the dimensions in length and width of the opening, but also set the depth. The deeper the hole the less likely the prey is able to get out, and the more damage the prey will take when falling, according to the rules for falling damage (see GM).
- Dead falls require some sort of trip line or wire strong enough to withstand the weight and force of the swinging leg(s) of the prospective prey without breaking, and an object big and heavy enough to be tripped by and pin only prey of the desired size. There is no guarantee as to what, or whom, the character may catch – the GM rolls on an appropriate encounter table for the area to find a suitable result. Traps made of rough materials in the wilds may be reset (l per 4 SL’s) times before one or more of the critical working parts breaks down and need to be repaired or replaced.
Before he may set a trap in the wilds for the purpose of taking down any sort of game, the PC must specify the prey he is seeking, for the trap must be scented and baited to suit it. The Huntsman is able to deploy and maintain up to (AWA + SL) traps at a time. The GM should make Encounter checks for each trap.
The AV for each trap’s success is [(Trapper SL) + (CRD att. mod.)].
- The base DV can be determined by using the “Degrees of Difficulty” table first, according to the GM’s perception of the local population of the prey sought, relative to their use of the path or area at which the trap(s) are set. This should be altered according to the season, summer being easiest, Spring and Fall being equivalent and roughly 1/2 more difficult, and Winter being twice as difficult as Summer.
- IF a trap succeeds, the Huntsman has trapped one of the creatures he set the trap for. The GM should consult the notes on livestock and carcasses in the Victuals Notes and the description of the beast(s) in the Bestiary of the GHB II. to see how far these animals go towards feeding the party.
The Huntsman may choose to smoke or salt the game after trapping and cleaning so that it can be taken on the road without danger of spoiling.
Though all of the above types involve catching and restraining a victim, traps may be constructed to simply lash out and abuse the unwary passersby. These traps will conform to the types described above, but is modified so that the victim will take [(1D5 per 4 SL’s) + (SL)] points of damage from it. The larger of these two numbers will always be treated as the impact damage for deadfall traps, for purposes of interacting with armor. Damage for pit traps can be enhanced by placing various sharp implements on their floors, business ends pointing upwards. The character must state whether his snare traps is designed to grab the victim by a limb and hurl him into some pointed/jagged/hard object for the damage or trigger some spring-loaded weapon to whip out at the character to strike him directly. Those snares that hurl the victim will also use his own weight against him, adding a (l per 3 points STA) bonus to the impact damage.
When combined with the Conceal or Disguise skills, the Traps skill can become truly subtle and very dangerous. When combined with skills of an Engineer of the appropriate specialty, there are no end to this skill’s uses.
The character is not considered sufficiently versed or sophisticated in the designing or deploying of structural traps by his peers to design and/or install them on his own, without the prior review and approval of a more skilled master or the local guild, for clients in a professional capacity until he reaches SL10 and is recognized as a Warden in guild.
The Trapper skill also enables the character to search out the location of traps. Each d100 check made to search for traps can cover a square surface area of up to roughly (AWA + SL) feet on a side, divided between walls, floor, or ceiling as the player deems fit, but beginning at the point designated by the player and proceeding from there through the area as he desires.
- IF the d100 roll is successful, the first trap in the path dictated by the player in the area is found, BUT none others if there are any within that area which he has not gotten to, according to the path dictated by the player. When the path dictated by the player arrives at the location of one or more traps, a new d100 check is required for each, so long as the player stipulates that he is continuing to look, until all have been found or the PC is satisfied and moves on. The player is certainly free to check an area more than once – up to no less than three times, as desired, although this will take the same amount of time spent originally in going over the area again, each time.
The player can always stipulate a smaller area to search than his skill would otherwise allow, reducing the amount of time required to make the search accordingly.
This facet of the Trapper’s skill assumes a very painstaking, thorough and methodical search, in the same manner described in the Search skill. The more heavily decorated or furnished or ornamented the area the longer the search will take to complete with any confidence. The character must be very careful in searching for traps, as he may trigger any that may be present in the process of his search, that is the greatest danger if he should Bumble his search check and a trap indeed be present in that location.
Obviously, one can only successfully find a trap when there is actually a trap present to find.
Once located, the character may attempt to either disable a trap he has found temporarily or disarm it permanently. Disabling will render a trap harmless for up to (CRD att. mod.) + (SL) Actions, as defined by the character’s RoA, BUT there is an element of chance in this as even the Trapper cannot know exactly how long the measures he installs will remain effective against the force generated by the trap. The GM will roll d100 to determine how much of this time those measures will endure, adding the character’s AV to the result. This will yield a percentage from 1-100 to be applied to the amount of time granted.
A temporary disabling can be undone quickly on the way past (one Action) before the time it is effective has expired, at the PC’s option.
Disarming actually jams or breaks a trap’s mechanism purposefully and in such a manner that it is prohibited from functioning again without maintenance or actual repair, though this is more difficult, more dangerous, and will take longer to effect. The player must state whether he is jamming or breaking the mechanism he has discovered, as applicable, for this determines whether simple maintenance will get it functioning again or the trap will need to be disassembled (even if only in part) for actual repairs.
Setting and resetting traps can be hazardous to his character’s health, as they may go off in his face if the roll is missed badly enough, this would be the danger to be feared in the event of a Bumble, if the GM is using the Heroic Effect rules.
Working with traps to disable or disarm requires the proper tools, described in detail in the equipment notes in Appendix D.1.
The time required for the informal use of this skill to set traps in the field is equal to the POT of the trap, as chosen by the PC, in minutes. If it is to be Concealed or disguised by the use of the Masquer skill, the DV supplied by the successful use of either of those skills is added to the time required to construct the trap, also in minutes.
For more formal uses of this skill, for constructing mechanical traps with the knowledge of the Craftsman-Builder/Smith/Carpenter trade (depending on the materials used), the time required is equal to the POT of the trap and read in hours for design, and the same in days for building. Here again, for the use of the Conceal and/or Masquer skill to hide the trap, the DV provided by the skills incorporated is added in hours to the planning AND construction aspects of the project equally.
- The time required to locate a trap is equal to the size of the area searched in feet, (length + width), in minutes, minimum 2 minutes
- To temporarily disable a trap temporarily, the time required is equal to the POT of the trap, read in CS’s.
- To jam one so that it requires manual restoration will take the same amount of time, but to permanently disarm it in such a way as to break or remove a vital part of the mechanism is equal to the POT of the trap, read in minutes.
- To reset a trap that has been jammed will require the same amount of time quoted to temporarily disable a trap.
For making a trap out of the materials at hand the att. mod. is based upon the character’s CRD and STR scores.
The att. mod. for locating traps is based upon the character’s AWA, plus the character’s Questor/Searcher Perception SL (as applicable).
To disarm a trap, or to reset any trap that has been triggered, whether of his own design and/or construction or one that he has located, the att. mod. is based upon the character’s CRD score.
If the PC wants to disarm a trap found by another, he must first have to make a successful d100 check with an att. mod. based on his AWA to determine whether he too can find the important parts of the mechanism first.
If the victim of a trap does not succumb to Surprise (q.v.), he is allowed an Acrobat/AGL check on d100 to lessen any damage inflicted. This is handled in the same manner as a P-RES roll, according to how well the player rolls (see pg _). The best the victim is able to do in these cases is reduce the damage to 1/4 normal.
- The DV for making a trap is equal to the complexity rating or Potence (POT) of the trap, which is up to the player’s discretion – but restricted to no greater than the character’s SL at the time it is built.
- The DV for finding a trap is equal to either the Craftsman’s AV to build it or the Craftsman’s SL with the Masquer OR Conceal Stealth skill (as applicable), whichever is less. IF the Craftsman does not have the Conceal skill developed, his effective SL for the purposes of concealing his traps is reduced to 1/4th normal.
- The DV for disarming or resetting a trap will also be equal to the complexity rating or POT of the trap.
To repair a trap that has been disarmed so it no longer works has a DV equal to the AV of the one who disarmed it to begin with + (POT of the trap), and will take the same amount of time to effect as it took to be disarmed in the first place.