Difference between revisions of "Traps (Cybergems)"
Foxwarrior (Talk | contribs) |
Foxwarrior (Talk | contribs) |
||
Line 7: | Line 7: | ||
'''Detection Method:''' How the trigger detects a victim. | '''Detection Method:''' How the trigger detects a victim. | ||
− | '''Stealth:''' How well the trigger is hidden. | + | '''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 points the trigger is worth. By doubling the price and making a DC 12 [[Legerdemain]] check, you can give the trigger +2 Stealth. | + | '''Cost:''' The number of points the trigger is worth. By doubling the price and making a DC 12 [[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 +5 to the DC brings it down to 1 round. +3 to the DC disables the trigger without breaking it. | '''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 +5 to the DC brings it down to 1 round. +3 to the DC disables the trigger without breaking it. | ||
Line 23: | Line 23: | ||
'''Button:''' | '''Button:''' | ||
:Detection Method: The button is intentionally pressed, as a [[minor action]]. | :Detection Method: The button is intentionally pressed, as a [[minor action]]. | ||
− | :Stealth: | + | :Stealth: Hidden |
:Disarm: 5 | :Disarm: 5 | ||
:Cost: 0.1 points | :Cost: 0.1 points | ||
Line 44: | Line 44: | ||
==== Statistics ==== | ==== Statistics ==== | ||
− | '''Stealth:''' How well the trap is hidden. | + | '''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 points the | + | '''Cost:''' The number of points the trigger is worth. By doubling the price and making a DC 8 [[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 +5 to the DC brings it down to 1 round. +3 to the DC disables the trap without breaking it. | '''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 +5 to the DC brings it down to 1 round. +3 to the DC disables the trap without breaking it. | ||
Line 53: | Line 53: | ||
'''Trapdoor:''' This opens to drop victims into a hazard below, then closes again after 1 round. | '''Trapdoor:''' This opens to drop victims into a hazard below, then closes again after 1 round. | ||
− | :Stealth: | + | :Stealth: Hidden |
:Disarm: 5 | :Disarm: 5 | ||
:Cost: 0.5 points per square meter | :Cost: 0.5 points per square meter | ||
Line 68: | Line 68: | ||
'''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: | + | :Stealth: Hidden |
:Disarm: 7 | :Disarm: 7 | ||
:Cost: 5 points per square meter. | :Cost: 5 points per square meter. | ||
'''Klaxon:''' The Klaxon makes sound with an auditory [[Stealth]] of -5. | '''Klaxon:''' The Klaxon makes sound with an auditory [[Stealth]] of -5. | ||
− | :Stealth: | + | :Stealth: Hidden |
:Disarm: 4 | :Disarm: 4 | ||
:Cost: 0.2 points | :Cost: 0.2 points | ||
'''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]]. |
Revision as of 01:49, 16 June 2014
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 points the trigger is worth. By doubling the price and making a DC 12 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 +5 to the DC brings it down to 1 round. +3 to the DC disables the trigger without breaking it.
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 12 Acrobatics check as an immediate action to pull back before the tripwire is tripped.
- Stealth: 2
- Disarm: 5
- Cost: 0.1 points
Button:
- Detection Method: The button is intentionally pressed, as a minor action.
- Stealth: Hidden
- Disarm: 5
- Cost: 0.1 points
Computer: This is a personal computer, carefully placed.
- Detection Method: The computer has a camera and microphone.
- Stealth: 4
- Disarm: 6
- Sound Detector: This is a Program.
- Detection Method: The microphone listens for loud noises. When a sound with a sufficiently low enough Stealth is detected, it triggers.
- Voice Recognition: This is a Program.
- Detection Method: The microphone listens for someone's voice, with an Insight of +5. 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 Perception of 8. If a face presents itself to be scanned, but isn't on the permitted list, it triggers.
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 points the trigger is worth. By doubling the price and making a DC 8 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 +5 to the DC brings it down to 1 round. +3 to the DC disables the trap without breaking it.
Trap List
Trapdoor: This opens to drop victims into a hazard below, then closes again after 1 round.
- Stealth: Hidden
- Disarm: 5
- Cost: 0.5 points 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: 0.5 points
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: 1 point, 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: 5 points per square meter.
Klaxon: The Klaxon makes sound with an auditory Stealth of -5.
- Stealth: Hidden
- Disarm: 4
- Cost: 0.2 points
Silent Alarm: The Silent Alarm makes an automated report to the previously specified authorities. It is a program.