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Trap Tags Listing
This is the master list of trap tags that can be produced by players. Other more rare traps exist as well.
Alchemical Traps
These traps are treated like drinking an alchemical with the listed effects. Anything that would stop a harmful alchemical will stop these traps.
Alchemical Traps | ||||||
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Name | Level | Type | Duration | Scarce | Fragile | Description |
Hemlock Extract | 1 | Alchemical | Instant | No | No | Inflicts 4 Poison damage |
Kazvak Tranquilizer | 1 | Alchemical | 10 Minutes | No | No | Inflicts poison weaken
|
Minotaur Bile | 1 | Alchemical | Instant | No | No | Inflicts 4 acid damage
|
Anesthesia Trap | 2 | Alchemical | 1 Hour | No | No | Knocks the victim unconscious
|
Goblin Gas | 2 | Alchemical | Until cured | No | No | Inflicts the poisoned condition automatically
|
Ratcatcher Trap | 2 | Alchemical | 1 Hour | No | No | Poisons the victim, they will die in an hour
|
The Caustic Splash Trap | 3 | Alchemical | Instant | No | No | Inflicts 2 leg wounds
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Glue Trap | 3 | Alchemical | 10 Minutes | No | No | Inflicts poison pin
|
Spreading Rot | 3 | Alchemical | Instant | No | No | Inflicts an arm wound
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The Cleaner | 3 | Alchemical | Instant | No | No | Inflicts dispel alchemy
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Anti-Magic Venom | 4 | Alchemical | 10 Minutes | No | No | Inflicts poison enfeeble
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Corrosive Blast | 4 | Alchemical | Instant | No | No | Inflicts 4 hits of 4 acid damage
|
Lie Detector Trap | 4 | Alchemical | 10 Minute | No | No | Puts the victim under a truth serum
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Nerve Toxin Trap | 4 | Alchemical | Instant | No | No | Inflicts a wound to all limbs.
|
Red Rage Trap | 4 | Alchemical | 10 Minutes | No | No | The victim attacks the first person they see.
|
Healer's Bane | 5 | Alchemical | Game Day | No | No | Coats the victim in ethereal sealant.
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Nightwidow Venom Trap | 5 | Alchemical | Instant | No | No | Inflict a torso wound
|
Physical Traps
These traps are treated like getting hit by a weapon making the same call. If a physical trap doesn't make a call or damage, it can't be prevented, it simply does its effect.
Physical Traps | ||||||
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Name | Level | Type | Duration | Scarce | Fragile | Description
|
Slicing Blade Trap | 1 | Physical | Instant | No | No | Inflicts 4 damage
|
Ogre Punch Trap | 2 | Physical | Instant | No | No | Inflicts 8 damage
|
Scattershot Trap | 2 | Physical | Instant | No | No | Inflicts 1 damage 2 times
|
The Powder Keg | 3 | Physical | Instant | No | No | Inflicts 12 damage
|
Slag Trap | 3 | Physical | Instant | No | No | Destroys the contents of a container
|
Former Adventurer Trap | 4 | Physical | Instant | No | No | Inflicts 2 leg wounds
|
The Impaler | 4 | Physical | Instant | No | No | Inflicts 16 damage
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The Porcupine | 4 | Physical | Instant | No | No | Inflicts an arm wound
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Giant's Knife | 5 | Physical | Instant | No | No | Inflicts 4 slay damage
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Terran Tunnel Digger | 5 | Physical | Instant | No | No | Inflicts 20 damage
|
The Piercing Lance | 5 | Physical | Instant | No | No | Inflicts 4 pierce damage
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The Shatterer | 5 | Physical | Instant | No | No | Inflicts a wound to all limbs.
|
Spell Traps
These traps are treated like getting hit by a spell tag bag. Anything that would stop a spell will stop these traps.
Spell Traps | ||||||
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Name | Level | Type | Duration | Scarce | Fragile | Description
|
Burning Dart Trap | 1 | Spell | Instant | No | No | Inflicts 4 nature damage
|
Eldritch Bolt Trap | 1 | Spell | Instant | No | No | Inflicts 4 magic damage
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Grounding Trap | 1 | Spell | 10 Minutes | No | No | Inflicts grounding
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Treasure Repellant | 1 | Spell | 10 minute | No | No | Inflicts disengage from the trap
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Hush Puppy | 2 | Spell | 1 minute | No | No | Inflicts silence
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Spitfire Trap | 2 | Spell | Instant | No | No | Inflicts 2 hits of 4 nature damage
|
Starburn Trap | 2 | Spell | Instant | No | No | Inflicts 2 hits for 4 magic damage each
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Curse Trap | 3 | Spell | 10 Minutes | No | No | Inflicts curse
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Eldritch Blast | 3 | Spell | Instant | No | No | Inflicts 3 hits for 4 magic damage each
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Haze Trap | 3 | Spell | Game Day/ Permanent | No | No | Inflicts memory loss
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Knucklecracker | 3 | Spell | Instant | No | No | Inflicts an arm wound
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Pin Trap | 3 | Spell | 10 Minutes | No | No | Inflicts pin
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The Inferno | 3 | Spell | Instant | No | No | Inflicts 3 hits for 4 nature damage each
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The Kneecapper | 3 | Spell | Instant | No | No | Inflicts 2 leg wounds
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Anti-Magic Trap | 4 | Spell | 10 Minutes | No | No | Inflicts enfeeble
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Evasive Trap | 4 | Spell | 10 Minutes | No | No | Inflict banish
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Magic Swarm Trap | 4 | Spell | Instant | No | No | Inflicts four hits of 4 magic damage
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Mindkiller Trap | 4 | Spell | 10 Minutes | No | No | Inflicts terror
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Spellbane Trap | 4 | Spell | Instant | No | No | Inflicts dispel
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The Waiting Thief | 4 | Spell | Instant | No | No | Inflicts a wound to all limbs.
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Eldritch Barrage | 5 | Spell | Instant | No | No | Inflicts five hits for 4 magic each
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The Great Betrayal | 5 | Spell | 10 Minutes | No | No | Dominates the victim to attack everyone around them.
|
The Heart Stopper | 5 | Spell | Instant | No | No | Inflict a torso wound
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Related Rules
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.
Trap Tag Production
Characters with levels of the tinkering skill can produce trap tags of the same level or lower as their tinkering skill using production points. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system.
To produce trap tags it costs 1 production point and 1 coin per level of the tag.
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.
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