Difference between revisions of "Traps (Cybergems)"

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'''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 12 [[Acrobatics]] check as an [[immediate action]] to pull back before the tripwire is tripped.
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: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 [[Agility]] check as an [[immediate action]] to pull back before the tripwire is tripped.
 
:Stealth: 2
 
:Stealth: 2
 
:Disarm: 5
 
:Disarm: 5

Revision as of 07:13, 24 September 2014

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. 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 Agility 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.