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Trap - Level Five | |
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Tinkering Level: | 5 |
Crafting Points Required: | 20 crafting points, |
Coin Cost: | 100 coin |
Encampment Item: | No |
Lootable: | No |
Brief Description: | A trap that can be armed with up to 5 trap tags |
Tinkering Item: Trap - Level Five
A level five trap is a type of level based trap. The trap is a reusable object that can be loaded with up to five trap tags. If no trap tags are loaded into the trap it is an alarm trap.
Appearance depends on the trap type. Modern electronics should be hidden to the best of ability and at minimum out of plain sight.
Traps can be free standing objects (like trip wires), or built into another item such as a container.
When building a trap your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.
What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"
Related Rules
Traps - Using and Encountering Traps
There are three types of traps in the game: level based traps, "zero-level" traps, and contraptions.
Zero-level traps are stationary, simple traps such as a pit trap. They can't be armed or disarmed, they simply exist. Each zero-level trap has a fixed effect on anyone who is impacted by it. If someone falls into a pit trap they take two leg wounds and cannot leave the pit, for example. Players can't normally create zero-level traps.
Level based traps may or may not be stationary depending no the trap, and are armed with a trap tag. A level based trap typically has a buzzer in it that indicates when the trap has been sprung. Other traps could potentially exist with rules and plot approval on a case by case basis. These traps must be created to be disarmable in some fashion. Any character can attempt to disarm a trap - prevent the buzzer or triggering mechanism from functioning. If the buzzer doesn't go off the trap has been avoided.
Level based traps are each armed with trap tags indicating what the trap does if the trigger is hit. A level based trap can be armed with a number of trap tags equal to or less than it's level. When the trap is sprung, each of these tags take effect going from front to back, then the trap tags should be destroyed. Only the player who triggers the trap is affected by any trap tags included. It is helpful if traps have a clothes pin inside of them to hold the trap tags, but this is not a requirement. When a trap has been disarmed, trap tags can be removed and even kept for later use. The exception to this is if the trap tag say it is "fragile". Fragile trap tags can be disarmed but should be destroyed immediately whether the trap went off or not.
Level based traps that are in containers can be armed and moved, but the person carrying the trap is the one affected by it if the buzzer goes off for any reason. Those which take the form of trip wires, pressure plates, etc should are stationary once armed and should only be moved if disarmed.
Contraptions function like level based traps in that they have a trigger, typically a buzzer that indicates when they are activated. Instead of being armed with trap tags though, a contraption is armed with a single beneficial scroll, potion or alchemical. The item is consumed when the contraption is triggered.
Contraptions are always personal items. When triggered, regardless of how they are triggered, the effect contained in the contraption affects the person who owns and is wearing the contraption.
Traps never inflict killing blows unless they explicitly say that they do.
Trap Tags
A trap tag is a one use consumable item. They are placed in traps to arm them causing negative effects on anyone who triggers the trap, and consuming any trap tags in the trap.
Each trap tag will have on it what type of tag it is. Either Alchemical, Physical, or Spell. Alchemical trap tags are stopped by any effect that prevents alchemicals (such as spirit shield, or poison immunity). Spell trap tags are prevented by any effect which prevents spells (such as anti-magic shield or anti-magic aura). Physical traps are just like getting hit with an attack to the torso, any relevant armor or body applies.
Some trap tags are hexes. A hex is a type of debuff that comes from traps that lasts for the game day, even if the effect is normally shorter. Hexes can only be removed by effects that specifically remove hexes. So if you are affected by a trap tag that is a Spell, which inflicts a Curse hex, unless you have an effect that prevents a spell from affecting you, your body will be reduced to one for the game day.
When a trap has been disarmed, trap tags can be removed and even kept for later use. The exception to this is if the trap tag say it is "fragile". Fragile trap tags can be disarmed but should be destroyed immediately whether the trap went off or not.
Categories: Tinkering Items | Traps | Rank Five Tinkering