MankQuest

Traps

Version 1.55


Traps: Traps are hidden (must be found by Searching). They can only be sprung once, but some effects are permanent. Players with the Trapping skill can make traps.

Triggering Traps: Traps can be triggered by stepping on a trapped square or opening a trapped door or chest. Once a trap is triggered, it rolls a number of attack dice against it's victim's Defense or Resistance, depending on the type of trap. Successful hits may deal damage, apply condition counters, or both.

Disarming Traps: (Primary Action) You must have a Trap Kit in your inventory to attempt to disarm a trap. Attempting to disarm a trap does not expend a Trap Kit. If you roll no successes in an attempt to disarm a trap, the trap goes off on you.

Making Traps: (usually a primary action) Making Traps always requires the use of a Trap Kit, and usually a few other items. When used to construct a Trap, a Trap kit is expended, along with any other items required to make that trap. When making a trap, decide what type of trap you will be making, and roll a Trapping Skill check and expend the required items to make the trap. Each success will add 1 attack dice to your trap, provided that you have sufficient materials to make such a trap.

Upgrading Traps: You may roll additional Trapping Skill Checks to improve on any existing trap, by adding more materials and stacking on more attack dice. The danger in this is that if you don't roll any successes in your trapping skill check, the trap goes off on you.

Types of Traps:

Snare Traps: The most harmless type of traps, these are designed to catch victims alive by ensnaring and binding them with rope.  Use 5 feet of rope for each dice rolled to bind or ensnare a victim. These types of traps deal no damage and roll against the victim's resistance.

Spike Traps: Use 1 spike for each attack dice the trap has. Spike Trap attacks are rolled against the victim's Defense. Spikes can be improvised - arrow/bolt/quarrel/ = 1 spike. blade weapons - 1 spike per attack dice of weapon.

Fire Traps: Use 1 flask of oil for each attack dice of a Fire Trap. 1 Match is also needed to ignite any size of fire trap. Fire traps are against the victim's Resistance.

Immolation Traps: A more deadly version of a fire a trap, this soaks the victim in oil and then sets him on fire. Uses 2 flasks of oil for each attack dice, each hit deals 1 damage and adds 1 engulf counter. 1 Match is also needed to ignite any size of immolation trap. Requires 1 additional success on a Trapping Skill Check to make.

Pit: pits can be added to Spike and Fire traps, or serve as traps themselves. Digging pits requires the use of a shovel. Damage is dealt by the victim falling. The victim must also climb out of the pit. Digging a Pit takes 1 hour, Each successful trapping roll digs the pit down 1 level.

Trap Add-ons:

Poison: add a vial of poison to a spike or fire trap, Each damage done by the trap also adds 1 poison counter. Requires 1 additional success on a Trapping Skill Check to make.

Tranquilizer: add a vial of tranquilizer to a spike or fire trap, each damage done by the trap also adds 1 sleep counter. Requires 1 additional success on a Trapping Skill Check to make.

Well hidden: By default, all traps have 1 hidden counter. If you wish, you may spend Trapping Skill Check Successes to add additional hidden counters to your trap.


Sample Traps:

Weak Snare Trap: 3 dice vs. resistance, each hit adds 1 ensnared counter (no damage). To Make: trap kit, 15 feet of rope, 3successes on Trapping Skill Check.

Weak Spike Trap: 3 attack dice vs. defense. To Make: trap kit, 3 spikes, 3 successes on Trapping Skill Check.

Poison Weak Spike Trap: 3 attack dice vs. defense, each hit also adds 1 poison counter. To Make: Trap Kit, 3 spikes, vial of poison 4 successes on Trapping Skill Check

Tranquilizing Weak Spike Trap: 3 attack dice vs. defense, each hit also adds 1 sleep counter. To Make: Trap Kit, 3 spikes, vial of tranquilizer, 4 successes on Trapping Skill Check

Weak Fire Trap: 3 attack dice vs. Resistance. To Make: trap kit, match, 3 flasks of oil, 3 successes on Trapping Skill Check.

Poison Weak Fire Trap: 3 attack dice vs. Resistance, each hit adds 1 poison counter. To Make: trap kit, match, 3 flasks of oil, 1 vial of poison, 4 successes on Trapping Skill Check.

Tranquilizing Weak Fire Trap: 3 attack dice vs. Resistance, each hit adds 1 sleep counter. To Make: trap kit, match, 3 flasks of oil, vial of tranquilizer, 4 successes on Trapping Skill Check.

Weak Immolation Trap: 3 attack dice vs. Resistance, each hit adds 1 engulf counter, To Make: Trap Kit, match, 6 flasks of oil. 4 successes on Trapping Skill Check.