Craft: Trapper

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Trappers transform an ordinary environment into a field of choices. They master the design of triggers, the reading of terrain, the camouflage of mechanisms, and the assembly of devices that punish recklessness or create windows of advantage.

A trapper may work with precision mechanisms, hunting traps, chemical diffusers, and even techmaturgic solutions, depending on the resources available and the type of threat they intend to contain.

Attribute. The attribute for tests related to the Trapper Craft is Intelligence.

Synergies. Using a Trapper Set, you can utilize this craft with the following skills, enabling certain effects:

  • Investigation, Perception, and Sleight of Hand. Your knowledge of how traps work makes it easier for you to search for, detect, disarm, and understand how traps function.
  • Survival. Your skill in the Trapper craft makes it easier to deal with risks posed by natural traps.
  • Technology. You know how to identify parts and tools that can be used in the construction of traps.

Trapper Set

A trapper's kit includes tools for building, installing, and tampering with triggers and mechanisms, as well as camouflage and safety items for working without triggering the trap itself.

Contents. Precision pliers and tweezers, hooks and needles, micro saw, thin cord, wires, pins and wedges, small pulleys, springs, utility knife, bottles and applicators, marking powder, chalk or charcoal, small mirrors, wax and resin, as well as common spare parts.

For the purpose of interacting with traps, a Trapper Set counts as the appropriate tool whenever a trap mentions specialized tools. When the scene involves a lock, safe, or mechanism whose focus is opening and closing security devices, the game master may require a specific set for that purpose.

Traps like formulas

The formulas for this craft create ready-to-use traps. Each trap defines its detection and disarming DC, its triggering mode, and what happens when it is activated.

In the field, dealing with a trap usually involves several stages with different objectives.

  • Search. An active action to scan a section, object, or passage for clues.
  • Detect. Perceiving clues without deliberately searching, such as marks, residue, asymmetries, wires, non-standard plates, or recent maintenance.
  • Understand. Examining what was found to deduce trigger, range, anchor point, disarming device, and consequences.
  • Bypass, neutralize, or disarm. You decide how to proceed.
    • Bypass: avoids triggering by bypassing the area, avoiding the trigger, or changing the path.
    • Neutralize: causes the trap to trigger without risk or removes the threat of triggering, without necessarily rendering the mechanism inactive.
    • Disarm: renders the mechanism inactive. An unarmed trap can either remain so or be rearmed, depending on the construction.

A description that makes the outcome obvious should work. Tests exist to resolve uncertainty, not to replace planning.

Creating new traps

You can create traps outside the list, provided there are materials and time, and the table agrees to the effect. Generally, this happens in two ways.

"Improvised traps" utilize what is already in the environment. They are quick, cheap, and often inconvenient. They typically involve a test of skill to assemble the mechanism and another test to camouflage or position it.

"Formula-based traps" are planned devices. They have a clear specification sheet, defined components, cost, production time, and detection and disarming procedure.

When designing a new trap, use the reference below to keep risk and reward consistent.

Creating Traps
Gravity Risk Levels DC and Attack Bonus Base Damage
Setback 1–4 11 / +3 1d6
Annoying 5-8 13 / +5 2d6
Dangerous 9-12 15 / +7 3d8
Deadly 13-16 17 / +9 4d10
Lethal 17-20 19 / +11 6d10

The base damage assumes the trap hits or the creature fails its saving throw. Adjust the result if the trap affects an area, if it can be chained, if it has multiple stages, or if the table judges that the context makes the risk higher or lower.

Formula template. To create a trap formula, fill in the following fields and describe how it works.

  • Craft: Trapper X
  • DC: DC to detect, understand, and disarm, as per the proposal
  • Component: materials, catalysts, and tools
  • Value: total cost in gold pieces
  • Time: Standard, according to the general craft production rules
  • Description: trigger, effect, area, saving throws, attacks, conditions, and how to circumvent, neutralize, or disarm
  • 20 natural: a thematic improvement, following the masterpiece pattern

Level 1

Hidden Needle

(lock mechanism)

Craft: Trapper 1
CD: 13
Component: Base material, one contact poison (optional), and Craft Set
Value: 10 gp + poison (if any)
Time: Standard

A thin needle attached to a lock, cover, or unlocking mechanism. When attempting to open it without following the correct procedure, the needle is fired.

When triggered, the trap makes an attack with a +3 bonus against the creature interacting with the mechanism. On a hit, it deals 1d4 piercing damage and applies contact poison, if present.

  • Search: Wisdom (Perception) DC 13 to notice micro-holes, strange wear, or displaced dust.
  • Understand: Intelligence (Investigation) DC 13 to deduce the trigger and the position of the firing pin.
  • Neutralize: to jam the firing mechanism, block the firing pin's exit, or trigger it with a tool at a distance.
  • Disarm: Dexterity (Sleight of Hand) DC 13 with Trapper's Set or Locksmith's Set.

Natural 20. The needle can be reloaded and the firing is silent. The CD to detect increases by 2.

Firing Line

(bolt)

Craft: Trapper 1
CD: 13
Component: Base material, one bolt and Craft Set
Value: 15 GP
Time: Standard

A line connected to a simple trigger that releases a bolt in a straight line.

When triggered, the trap makes an attack with a +3 bonus against a creature in its line of fire. On a hit, it deals 2d6 piercing damage.

  • Search: Wisdom (Perception) DC 13.
  • Understand: Intelligence (Investigation) DC 13 to recognize angle, tension, and line of fire.
  • Neutralize: Stop the trigger, hold the line, or cause the shot to fire when no one is in the line of fire.
  • Disarm: Dexterity (Sleight of Hand) DC 13 with Trapper's Set or Keymaker's Set.

Natural 20. The trap can be quickly rearmed and the bolt deals +1d4 damage.

Level 2

Pressure Plate

(arrows)

Craft: Trapper 2
CD: 15
Component: Base material, ammunition, and Craft Set
Value: 35 GP
Time: Standard

A plate on the ground connected to a firing mechanism that releases arrows or bolts from a wall.

When triggered, the trap makes a line or narrow cone attack, at the builder's discretion, with a +5 bonus against creatures in the area. On a hit, it deals 4d10 piercing damage.

  • Search: Wisdom (Perception) DC 15 to notice the plate or openings.
  • Understand: Intelligence (Investigation) DC 15 to identify the affected area and the locking method.
  • Neutralize: Wedge the plate, lock the trigger, or pass through without applying weight.
  • Disarm: Dexterity (Sleight of Hand) DC 15 with Trapper's Set or Keymaker's Set.

Natural 20. The trigger is double. The trap can trigger twice before emptying.

Camouflaged Pit

Craft: Trapper 2
CD: 15
Component: Base material, stakes (optional) and Craft Set
Value: 25 GP
Time: Standard

A well hidden beneath flimsy cover and camouflage.

When triggered, the creature falls into the pit. It must make a DC 15 Dexterity saving throw. On a failed save, it takes 2d6 fall damage (or depending on the depth) and, if there are stakes, an additional 2d6 piercing damage. On a successful save, it avoids the fall or grabs onto the edge, at the GM's discretion.

  • Search: Wisdom (Perception) DC 15.
  • Understand: Intelligence (Investigation) DC 15 to recognize cover and identify the outline.
  • Neutralize: reinforce cover, cross with support, or remove the top layer.
  • Disarm: make the area safe by removing cover or clearly marking the location.

Natural 20. Camouflage is improved. The DC to detect increases by 2, and the fall imposes the prone condition even on success.

Level 3

Pressure Plate

(punch or net)

Craft: Trapper 3
CD: 15
Component: Base Material and Craft Set
Value: 75 GP
Time: Standard

A plate activates an impact (punch) mechanism or a capture net.

When triggered, the trap makes an attack with a +5 bonus. On a hit, it deals 4d10 bludgeoning damage (punch) or traps the creature (net), depending on the choice made during creation.

  • Search: Wisdom (Perception) DC 15.
  • Understand: Intelligence (Investigation) DC 15 to deduce the firing mode and direction.
  • Neutralize: Wedge the plate, lock the arm, or activate safely.
  • Disarm: Dexterity (Sleight of Hand) DC 15 with Trapper's Set or Keymaker's Set.

Natural 20. The trap can be switched between punch and net when rearmed.

Narcotic Gas

(or similar)

Craft: Trapper 3
CD: 15
Component: Base material, reagents and Craft Set
Value: 100 PO
Time: Standard

A reservoir releases gas when activated.

When triggered, creatures in the area must make a DC 15 Constitution saving throw. On a failed save, they are poisoned for 1 minute. The GM may replace the effect with an equivalent one, depending on the reagent used.

  • Search: Wisdom (Perception) DC 15.
  • Understand: Intelligence (Investigation) DC 15 to locate the reservoir and the rupture point.
  • Neutralize: Block the outlets, ventilate the area, or activate remotely.
  • Disarm: Dexterity (Sleight of Hand) DC 15 with Trapper Set or Keymaker Set.

Natural 20. The gas persists for longer and the effect worsens with repeated failures, at the GM's discretion.

Level 4

Pressure Plate

(magic)

Craft: Trapper 4
CD: 17
Component: Base materials, arcane catalysts, and Craft Set
Value: 250 gp
Time: Standard

A plate that activates a stored magical effect.

When activated, it triggers an effect equivalent to a formula or spell appropriate to the risk, defined in the creation. The target makes the saving throw indicated by the effect (DC 17) or suffers the indicated attack (bonus +7).

  • Search: Wisdom (Perception) DC 17.
  • Understand: Intelligence (Arcana) DC 17 or Intelligence (Investigation) DC 17 to deduce the trigger and effect.
  • Neutralize: lock the plate, interrupt the trigger, or activate safely.
  • Disarm: Intelligence (Arcana) DC 17 to undo the seal, or Dexterity (Sleight of Hand) DC 17 to invalidate the trigger, depending on the build.

Natural 20. The effect can be rearmed without redoing the entire inscription, provided there are catalysts.

Sentry

(servant)

Craft: Trapper 4
CD: 17
Component: Base material, servant parts, and Craft Set
Value: 350 gp
Time: Standard

A simple servo installed as both a sentry and a trigger.

He doesn't need to be intelligent. His role is to detect, block passage, or trigger another trap.

When activated, the servant performs the behavior defined during creation, such as sounding an alarm, blocking a door, attacking a specific creature, or triggering a device.

  • Search: Wisdom (Perception) DC 17.
  • Understand: Intelligence (Technology) DC 17 to identify sensors and routines.
  • Neutralize: Blind sensors, block power, or deceive the pattern.
  • Disarm: Intelligence (Technology) DC 17 using Trapper Set or Technologist Set.

Natural 20. The servant gains Redundancy. Neutralizing requires two steps or two successes, at the GM's discretion.

Level 5

Containment Prism

(field)

Craft: Trapper 5
CD: 17
Component: Base material, prism or crystal and Craft Set
Value: 750 GP
Time: Standard

A device that creates a brief containment field when activated.

Creatures in the area must make an appropriate saving throw (DC 17). On a failure, they are prevented from moving through the area or suffer an equivalent restriction defined at creation, for 1 minute or until the field is destroyed, as per the construction.

  • Search: Wisdom (Perception) DC 17.
  • Understand: Intelligence (Arcana) DC 17 or Intelligence (Technology) DC 17.
  • Neutralize: break the prism, interrupt the power supply, or trigger without targets.
  • Disarm: Intelligence (Arcana) DC 17 or Intelligence (Technology) DC 17 using Trapper Set or Technologist Set.

Natural 20. The field lasts longer or creates a safe 1-round disarm window before stabilizing.

Level 6

Techmaturgic Logic Trigger

(sensor and timer)

Craft: Trapper 6 + Technologist 5
CD: 17
Component: Base material, arcane crystal, circuit components and Craft Set
Value: 1,500 GP
Time: Standard

A set of sensors and simple logic that allows for conditional and timed triggering. It is not a trap in itself, but an advanced trigger that can be coupled with another trap.

When creating a trigger, define a trigger condition (creature type, weight, movement pattern, proximity, sound, light, time) and a delay (immediate, short, long). The trigger can be rearmed and recalibrated.

  • Search: Wisdom (Perception) DC 17.
  • Understand: Intelligence (Technology) DC 17 to deduce sensors and condition.
  • Neutralize: Interrupt sensors, saturate the reading, or deceive the condition.
  • Disarm: Intelligence (Technology) DC 17 using Trapper Set or Technologist Set.

Natural 20. The trigger accepts two combined conditions or allows you to choose between two routines, alternating like an action.