Traps

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Creating Triggers and Traps: Triggers and traps are items, and are created as such.

Trap Triggers

Statistics

Detection Method: How the trigger detects a victim.

Stealth: How well the trigger is hidden. Triggers roll two Sneak checks per minute, and get the results for the entire minute.

Cost: The amount of copper the trigger is worth. By doubling the price and making a DC 12 Legerdemain check, you can give the trigger +2 Stealth.

Trigger List

Pressure Plate:

Detection Method: The pressure plate is set to a specific weight. When a creature or object weighing at least that much is placed upon it, it triggers.
Stealth: 3
Cost: 200 copper

Tripwire: Once a tripwire is tripped, it is broken.

Detection Method: The tripwire is pulled by creatures moving past it. When the creature starts to move past it, it can attempt a DC 9 Acrobatics check as an immediate action to pull back before the tripwire is tripped.
Stealth: 2
Cost: 5 copper

Lever:

Detection Method: The lever is intentionally pulled, as a standard action.
Stealth: 0
Cost: 5 copper.

Glyph:

Detection Method: A creature reads and understands the Glyph.
Stealth: 4 or less, determined upon creation. Detecting the glyph involves reading it.
Cost: 500 copper. Creation fails unless the creator has an implanted purple gem and succeeds on a DC 8 Arcana check.

Trap Effects

Statistics

Stealth: How well the trap is hidden. Traps roll two Sneak checks per minute, and get the results for the entire minute.

Cost: The amount of copper the trap is worth. By doubling the price and making a DC 8 Legerdemain check, you can give the trap +2 Stealth. By doubling the price, you can give the trap +3 to attack bonusl; this bonus may be obtained any number of times.

Trap List

Trapdoor: This opens to drop victims into a hazard below, then closes again after 1 round.

Stealth: 2
Cost: 100 copper per square meter

Concealed Spikes: These spikes suddenly spring forward, making a 1 meter reach melee attack with an attack bonus of +2 for 1d6+2 Physical damage. The spikes retract after 1 round. Spikes can be coated with poison or disease.

Stealth: 1
Cost: 100 copper

Springloaded Weapon: A weapon is set to attack the nearest creature in a specific line, with an attack bonus of +1. The weapon rearms after 1 round.

Stealth: 1
Cost: 100 copper, plus weapon.

Springloaded Wand: A wand is set to cast a spell on the nearest target(s) in specific line(s), with an attack bonus of +1, if relevant.

Stealth: 1
Cost: 500 copper, plus wand with gem. Creation fails unless the creator succeeds on a DC 8 Arcana check.

Crusher: The ceiling falls down, making an attack with a +2 bonus for 1d6+4 Physical damage against each creature and unattended object in the area. Targets more than 1 meter from the edge are hit automatically. It takes 5 rounds to lift all the way up again.

Stealth: 2
Cost: 500 copper per square meter.

Snare: A rope grabs the centermost creature in a 1 meter space if it hits them with an attack against GD using an attack bonus of +3. Upon successfully grabbing the creature, the creature is hoisted into the air and paralyzed. The rope has 1 HP and 5 Toughness.

Stealth: 1
Cost: 1 copper per kilogram of lifting capacity. 1 copper per meter of lifting distance.

Trap Monsters

Some monsters are generally too stationary to function except as traps.

Slaughterpine

Slaughterpine.jpg

A slaughterpine is a majestic evergreen tree, roughly 20 meters in height, with remarkably sharp pine cones, that looks like a more conventional tree as a Poor Disguise. It has no hands.

The slaughterpine is not particularly smart, and can only speak Vine languages.

Slaughterpine
Common   —   16 points
AD  1     GD 2     Will 1     HP  3     Toughness 5
Muscle 2     Accuracy  1     Save DC 5     Magic Power 0
Stealth 1     Perception 1     Agility -2
Descriptors  [ Blooded ], [ Living ]
Movement  None, and it can't gain any.
Size  1 meter     Reach 1 meter
Carrying Capacity 40 kilograms      Weight 6000 Kilograms
Basic Specialties  Stubborn, Offensive, Well-Rounded, Brutal, Sturdy
Extras  Strong

The slaughterpine has a ranged Muscle-Damage Pine Cone Fling weapon, which deals 1d6+3 Physical damage (Muscle included) and has a range of 80m/240m. If a creature is knocked unconscious by the slaughterpine's pine cone, the pine cone immediately begins to sprout from their body, dealing 1d6+3 Physical damage (Muscle included) to the creature each turn: after 1 week, the pine cone has grown into a full slaughterpine tree. While in sprout form, pine cones have 1 HP, 5 AD, and 5 Toughness.

Advancement

If the slaughterpine is given either of the following advancements, it becomes Elite tier.

Ultrafast Sprouts (5 points): The slaughterpine gains an Advanced Specialty, and its Pine cones only take 4 rounds to grow into full (unadvanced) slaughterpine trees.

Wise Tree (5 points): The slaughterpine gains a longer, Heavy pine cone flinging attack which deals 1d6+3 Physical damage (Muscle included) and has a range of 140m/420m. The slaughterpine can learn to speak, and gains an Advanced Specialty.