Trap
Fantasy, Bestiary Toolkit pg. 53
Traps are common enough in most fantasy games— especially in ancient tombs bulging with treasure. Of course, some intelligent monsters, such as orcs, also set traps to guard their homes. The system presented here is a Fast! Furious! Fun! way of making deadly traps.
When you need a trap, draw a single card from the Action Deck—this tells you everything you need to know about its type and lethality.
Detecting: Detecting a trap requires a Notice roll. Unless a character has Danger Sense, searching for traps requires an action.
Disarming: Disarming a trap requires a Thievery roll. Modifiers can be added based on the complexity and challenge of the trap. On a roll of 1 (regardless of Wild Die), the trap activates.
Initiative: Most traps activate with little warning to the unfortunate victim. Use the rules for Surprise. A trap catching a character by Surprise also has the Drop (where applicable).
Area: Static traps, such as pits and blades, affect a 1” square on the battle grid. Nonmagical projectile traps, such as arrow traps, have a fixed range of 4”.
Duration: Nonmagical traps are one-shot devices. Once activated, they must be reset in order to work again. Magical traps continue to work indefinitely, having infinite Power Points.
Effects: Check the card against the Trap Table below.
Notes: The following short codes are used on the table. Sh = Shooting skill. Xdx = number and type of dice damage. ROF = the number of attacks a projectile trap makes against all targets in range, unless otherwise stated. Traps which use Shooting do not suffer multi-action penalties for a ROF more than 1
Trap Table
When you need a trap, draw a single card from the Action Deck—this tells you everything you need to know about its type and lethality.
1 As Projectile, but victims must also make a Vigor roll per hit or suffer an automatic wound.
2 As Blade, but victims must also make a Vigor roll at –2 or suffer an automatic wound.
3 Bolt has a range of 12”. Trappings vary. All attacks are made against the closest target.
4 Blast has a various trappings with fire being the most common and the Template is centered on the square containing the trap.
VALUE | TRAP | CLUBS | DIAMONDS | HEARTS | SPADES |
---|
2–5 | Pit Trap | 3 yards, 2d6 | 5 yards, 2d6 | 10 yards, 2d6+5 | 20 yards, 2d6+10 |
6 | Spiked Pit | 3 yards, 2d6+2 | 5 yards, 2d6+5 | 10 yards, 2d6+10 | 20 yards, 2d6+15 |
7–8 | Projectile | Sh d6, 2d6, ROF 2 | Sh d8, 2d6, ROF 3 | Sh d10, 3d6, ROF 2 | Sh d12, 3d6, ROF 3 |
9–10 | Blade | Fighting d6, 1d6 | Fighting d8, 2d6 | Fighting d10, 3d6 | Fighting d12, 4d6 |
Jack | Poisoned Projectile1 | Sh d6, 2d6, ROF 2 | Sh d8, 2d6, ROF 3 | Sh d10, 3d6, ROF 2 | Sh d12, 3d6, ROF 3 |
Queen | Poisoned Blade2 | Fighting d6, 1d6 | Fighting d8, 2d6 | Fighting d10, 3d6 | Fighting d12, 4d6 |
King | Bolt 3 | Sh d6, 2d6, RoF 2 | Sh d8, 2d6, ROF 3 | Sh d10, 3d6, ROF 2 | Sh d12, 3d6, ROF 3 |
Ace | Blast 4 | Medium Burst, 2d6 | Medium Burst, 3d6 | Large Burst, 2d6 | Large Burst, 3d6 |
Joker | The trap is faulty and does not function. | | | | |
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