Traps (Cybergems)

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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 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.

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: 1
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. Traps roll two Sneak checks per minute, and get the results for the entire minute.

Cost: The number of points 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 bonus; 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: 4
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 attack bonus 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 attack bonus 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: 4
Disarm: 7
Cost: 5 points per square meter.

Klaxon: The Klaxon makes sound with an auditory Stealth of -5.

Stealth: 3
Disarm: 4
Cost: 0.2 points

Silent Alarm: The Silent Alarm makes an automated report to the previously specified authorities. It is a program.