Difference between revisions of "Traps (Cybergems)"
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'''Stealth:''' How well the trigger is hidden. Some triggers can't be simply found at a glance and are instead hidden. By default, this makes them poorly-hidden, although you may choose to make them immediately obvious if you wish. | '''Stealth:''' How well the trigger is hidden. Some triggers can't be simply found at a glance and are instead hidden. By default, this makes them poorly-hidden, although you may choose to make them immediately obvious if you wish. | ||
− | '''Cost:''' The number of | + | '''Cost:''' The number of coins the trigger is worth. By doubling the price and making a DC 9 [[Legerdemain]] check, you can give the trigger +2 Stealth or improve it from poorly-hidden to decently-hidden. |
− | '''Disarm:''' The [[Items]] check DC to break the trigger without triggering it, with 3 rounds of [[concentration]]. +2 to the DC brings it down to 2 rounds, or + | + | '''Disarm:''' The [[Items]] check DC to break the trigger without triggering it, with 3 rounds of [[concentration]]. +2 to the DC brings it down to 2 rounds, or +4 to the DC brings it down to 1 round. +3 to the DC disables the trigger without breaking it. Failing the check triggers the trap. |
==== Trigger List ==== | ==== Trigger List ==== | ||
'''Triplaser:''' | '''Triplaser:''' | ||
− | :Detection Method: The triplaser detects when the path to the sensor on the other wall is obscured. When the creature starts to move past it, it can attempt a DC | + | :Detection Method: The triplaser detects when the path to the sensor on the other wall is obscured. When the creature starts to move past it, it can attempt a DC 8 [[Agility]] check as an [[immediate action]] to pull back before the triplaser is tripped. |
:Stealth: 2 | :Stealth: 2 | ||
− | :Disarm: | + | :Disarm: 3 |
− | :Cost: | + | :Cost: 1 coin |
'''Button:''' | '''Button:''' | ||
− | :Detection Method: The button is intentionally pressed, as a [[ | + | :Detection Method: The button is intentionally pressed, as a [[lesser action]]. |
:Stealth: Hidden | :Stealth: Hidden | ||
− | :Disarm: | + | :Disarm: 3 |
− | :Cost: | + | :Cost: 1 coin |
− | '''Computer:''' This is a [[personal computer]], carefully placed. | + | '''{{Anchor|Computer}}:''' This is a [[personal computer]], carefully placed. |
:Detection Method: The computer has a camera and microphone. | :Detection Method: The computer has a camera and microphone. | ||
:Stealth: 4 | :Stealth: 4 | ||
− | :Disarm: | + | :Disarm: 4 |
* '''Sound Detector:''' This is a [[Program]]. | * '''Sound Detector:''' This is a [[Program]]. | ||
− | :Detection Method: The microphone listens for | + | :Detection Method: The microphone listens for distinctive noises of a broad type, like speech, footsteps, explosions, or car engines. When an appropriate sound is detected within the specified distance, it triggers. |
* '''Voice Recognition:''' This is a [[Program]]. | * '''Voice Recognition:''' This is a [[Program]]. | ||
− | :Detection Method: The microphone listens for someone's voice, with an [[Insight]] of + | + | :Detection Method: The microphone listens for someone's voice, with an [[Insight]] of +4. If a voice attempts to speak the passcode, but isn't on the permitted list, it triggers. |
* '''Facial Scanner:''' This is a [[Program]]. | * '''Facial Scanner:''' This is a [[Program]]. | ||
− | :Detection Method: The camera looks for someone's facial features, with a [[ | + | :Detection Method: The camera looks for someone's facial features, with a visual [[Search]]. If a face presents itself to be scanned, but isn't on the permitted list, it triggers. |
+ | |||
+ | * '''Message-Activated:''' This is a [[Program]]. | ||
+ | :Detection Method: The computer waits for a specific command to be sent to it over the network (a [[lesser action]]). Falsifying the command has a Hacking difficulty of 3. | ||
+ | |||
+ | * '''Timed:''' This is a [[Program]]. | ||
+ | :Detection Method: The computer waits for a specific amount of time, then triggers. It can be set to do this recurrently, with any timings. | ||
=== Trap Effects === | === Trap Effects === | ||
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'''Stealth:''' How well the trap is hidden. Some traps can't be simply found at a glance and are instead hidden. By default, this makes them poorly-hidden, although you may choose to make them immediately obvious if you wish. | '''Stealth:''' How well the trap is hidden. Some traps can't be simply found at a glance and are instead hidden. By default, this makes them poorly-hidden, although you may choose to make them immediately obvious if you wish. | ||
− | '''Cost:''' The number of | + | '''Cost:''' The number of coins the trigger is worth. By doubling the price and making a DC 9 [[Legerdemain]] check, you can give the trigger +2 Stealth or improve it from poorly-hidden to decently-hidden. By doubling the price, you can give the trap +3 to [[Accuracy]]; this bonus may be obtained any number of times. |
− | '''Disarm:''' The [[Items]] check DC to break the trap without triggering it, with 3 rounds of [[concentration]]. +2 to the DC brings it down to 2 rounds, or + | + | '''Disarm:''' The [[Items]] check DC to break the trap without triggering it, with 3 rounds of [[concentration]]. +2 to the DC brings it down to 2 rounds, or +4 to the DC brings it down to 1 round. +3 to the DC disables the trap without breaking it. Failing the check triggers the trap. |
==== Trap List ==== | ==== Trap List ==== | ||
− | ''' | + | '''Door:''' This opens to drop victims into a hazard below or permit passage to another room, then closes again after 1 round. |
:Stealth: Hidden | :Stealth: Hidden | ||
:Disarm: 5 | :Disarm: 5 | ||
− | :Cost: | + | :Cost: 5 coins per square meter |
'''Concealed Spikes:''' These spikes suddenly spring forward, making a 1 meter reach melee attack with an [[Accuracy]] of +2 for 1d6+2 Physical damage. The spikes retract after 1 round. Spikes can be coated with [[poison and disease|poison or disease]]. | '''Concealed Spikes:''' These spikes suddenly spring forward, making a 1 meter reach melee attack with an [[Accuracy]] of +2 for 1d6+2 Physical damage. The spikes retract after 1 round. Spikes can be coated with [[poison and disease|poison or disease]]. | ||
:Stealth: 3 | :Stealth: 3 | ||
:Disarm: 4 | :Disarm: 4 | ||
− | :Cost: | + | :Cost: 5 coins |
'''Automatic Weapon:''' A weapon is set to attack the nearest creature in a specific line, or the triggering creature, with an [[Accuracy]] of +1. It has 2 attacks. | '''Automatic Weapon:''' A weapon is set to attack the nearest creature in a specific line, or the triggering creature, with an [[Accuracy]] of +1. It has 2 attacks. | ||
:Stealth: 3 | :Stealth: 3 | ||
:Disarm: 3 | :Disarm: 3 | ||
− | :Cost: | + | :Cost: 10 coins, plus weapon. |
'''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. During the first round, the ceiling is so low that hit creatures are effectively [[paralyzed]]. | '''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. During the first round, the ceiling is so low that hit creatures are effectively [[paralyzed]]. | ||
:Stealth: Hidden | :Stealth: Hidden | ||
:Disarm: 7 | :Disarm: 7 | ||
− | :Cost: | + | :Cost: 50 coins per square meter. |
− | '''Klaxon:''' The Klaxon makes sound | + | '''Klaxon:''' The Klaxon makes sound. The audible distance can be anywhere from 5 to 500 meters. |
:Stealth: Hidden | :Stealth: Hidden | ||
:Disarm: 4 | :Disarm: 4 | ||
− | :Cost: | + | :Cost: 2 coins |
'''Silent Alarm:''' The Silent Alarm makes an automated report to the previously specified authorities. It is a [[program]]. | '''Silent Alarm:''' The Silent Alarm makes an automated report to the previously specified authorities. It is a [[program]]. |
Latest revision as of 23:22, 9 April 2018
Creating Triggers and Traps: Triggers and traps are items, and are created as such.
Contents
Trap Triggers
Statistics
Detection Method: How the trigger detects a victim.
Stealth: How well the trigger is hidden. Some triggers can't be simply found at a glance and are instead hidden. By default, this makes them poorly-hidden, although you may choose to make them immediately obvious if you wish.
Cost: The number of coins the trigger is worth. By doubling the price and making a DC 9 Legerdemain check, you can give the trigger +2 Stealth or improve it from poorly-hidden to decently-hidden.
Disarm: The Items check DC to break the trigger without triggering it, with 3 rounds of concentration. +2 to the DC brings it down to 2 rounds, or +4 to the DC brings it down to 1 round. +3 to the DC disables the trigger without breaking it. Failing the check triggers the trap.
Trigger List
Triplaser:
- Detection Method: The triplaser detects when the path to the sensor on the other wall is obscured. When the creature starts to move past it, it can attempt a DC 8 Agility check as an immediate action to pull back before the triplaser is tripped.
- Stealth: 2
- Disarm: 3
- Cost: 1 coin
Button:
- Detection Method: The button is intentionally pressed, as a lesser action.
- Stealth: Hidden
- Disarm: 3
- Cost: 1 coin
Computer: This is a personal computer, carefully placed.
- Detection Method: The computer has a camera and microphone.
- Stealth: 4
- Disarm: 4
- Sound Detector: This is a Program.
- Detection Method: The microphone listens for distinctive noises of a broad type, like speech, footsteps, explosions, or car engines. When an appropriate sound is detected within the specified distance, it triggers.
- Voice Recognition: This is a Program.
- Detection Method: The microphone listens for someone's voice, with an Insight of +4. If a voice attempts to speak the passcode, but isn't on the permitted list, it triggers.
- Facial Scanner: This is a Program.
- Detection Method: The camera looks for someone's facial features, with a visual Search. If a face presents itself to be scanned, but isn't on the permitted list, it triggers.
- Message-Activated: This is a Program.
- Detection Method: The computer waits for a specific command to be sent to it over the network (a lesser action). Falsifying the command has a Hacking difficulty of 3.
- Timed: This is a Program.
- Detection Method: The computer waits for a specific amount of time, then triggers. It can be set to do this recurrently, with any timings.
Trap Effects
Statistics
Stealth: How well the trap is hidden. Some traps can't be simply found at a glance and are instead hidden. By default, this makes them poorly-hidden, although you may choose to make them immediately obvious if you wish.
Cost: The number of coins the trigger is worth. By doubling the price and making a DC 9 Legerdemain check, you can give the trigger +2 Stealth or improve it from poorly-hidden to decently-hidden. By doubling the price, you can give the trap +3 to Accuracy; this bonus may be obtained any number of times.
Disarm: The Items check DC to break the trap without triggering it, with 3 rounds of concentration. +2 to the DC brings it down to 2 rounds, or +4 to the DC brings it down to 1 round. +3 to the DC disables the trap without breaking it. Failing the check triggers the trap.
Trap List
Door: This opens to drop victims into a hazard below or permit passage to another room, then closes again after 1 round.
- Stealth: Hidden
- Disarm: 5
- Cost: 5 coins per square meter
Concealed Spikes: These spikes suddenly spring forward, making a 1 meter reach melee attack with an Accuracy of +2 for 1d6+2 Physical damage. The spikes retract after 1 round. Spikes can be coated with poison or disease.
- Stealth: 3
- Disarm: 4
- Cost: 5 coins
Automatic Weapon: A weapon is set to attack the nearest creature in a specific line, or the triggering creature, with an Accuracy of +1. It has 2 attacks.
- Stealth: 3
- Disarm: 3
- Cost: 10 coins, plus weapon.
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. During the first round, the ceiling is so low that hit creatures are effectively paralyzed.
- Stealth: Hidden
- Disarm: 7
- Cost: 50 coins per square meter.
Klaxon: The Klaxon makes sound. The audible distance can be anywhere from 5 to 500 meters.
- Stealth: Hidden
- Disarm: 4
- Cost: 2 coins
Silent Alarm: The Silent Alarm makes an automated report to the previously specified authorities. It is a program.