Trap Tags Listing

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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
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

Glue Trap 3 Alchemical 10 Minutes No No Inflicts poison pin

Spreading Rot 3 Alchemical Instant No No Inflicts an arm wound

The Cleaner 3 Alchemical Instant No No Inflicts dispel alchemy

Anti-Magic Venom 4 Alchemical 10 Minutes No No Inflicts poison enfeeble

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

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.

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
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

The Porcupine 4 Physical Instant No No Inflicts an arm wound

Giant's Knife 5 Physical Instant No No Inflicts 4 slay damage

Terran Tunnel Digger 5 Physical Instant No No Inflicts 20 damage

The Piercing Lance 5 Physical Instant No No Inflicts 4 pierce damage

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
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

Grounding Trap 1 Spell 10 Minutes No No Inflicts grounding

Treasure Repellant 1 Spell 10 minute No No Inflicts disengage from the trap

Hush Puppy 2 Spell 1 minute No No Inflicts silence

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

Curse Trap 3 Spell 10 Minutes No No Inflicts curse

Eldritch Blast 3 Spell Instant No No Inflicts 3 hits for 4 magic damage each

Haze Trap 3 Spell Game Day/ Permanent No No Inflicts memory loss

Knucklecracker 3 Spell Instant No No Inflicts an arm wound

Pin Trap 3 Spell 10 Minutes No No Inflicts pin

The Inferno 3 Spell Instant No No Inflicts 3 hits for 4 nature damage each

The Kneecapper 3 Spell Instant No No Inflicts 2 leg wounds

Anti-Magic Trap 4 Spell 10 Minutes No No Inflicts enfeeble

Evasive Trap 4 Spell 10 Minutes No No Inflict banish

Magic Swarm Trap 4 Spell Instant No No Inflicts four hits of 4 magic damage

Mindkiller Trap 4 Spell 10 Minutes No No Inflicts terror

Spellbane Trap 4 Spell Instant No No Inflicts dispel

The Waiting Thief 4 Spell Instant No No Inflicts a wound to all limbs.

Eldritch Barrage 5 Spell Instant No No Inflicts five hits for 4 magic each

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

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.

Categories: Items | Trap Tags | Production Items

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Page last modified on May 23, 2022, at 07:51 PM
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