Trap Making enables a character to produce traps in their "Workshop". For game purposes, the Workshop is a quiet Workspace that the player goes to prior to debriefing. A character may also "wander off" to gain access to their Workshop at Plot discretion.
For each purchase of this skill, a character gains a number of Trap Making tags. These tags may be expended in any combination on the tasks listed below or on other tasks at Plot Discretion. The number listed in parenthesis () is the number of tags required to perform a designated tasks.
Purchasing this skill multiple times results in multiple uses of the skill. For the first three purchases of this skill, the character receives one tag per level. If a character purchases at least four levels of this skill, he gains two uses per level of skill. For seven purchases, the character gains three tags per level. This pattern repeats until the character has purchased the skill at least thirteen levels of the skill, after which they gain five tags per level regardless of how many purchases of the skill have been made.
Designing Traps involves using materials to produce new, lasting, weaponry. Production costs are 1 Silver per tag used. Using a Lab allows a 1 tag reduction in tag cost. Using a useless item of the appropriate type reduces tag cost by 1 tag. At no time may tag cost be reduced below one tag, however, if tag cost *would* have been reduced below 1 tag, then two items of the appropriate type are created as a result of the character's efforts.
Explosive Traps: Explosive traps cost 1 tag per 5 points of damage and have a carrier of "Basic". Minimum dimensions for the "body" of the trap are 1" x 2" x 2" (4 cubic inches) per 5 pts. These traps have a radius of 5 feet per 15 pts to a maximum of 60ft, rounded up.
Poison Traps, Type I: Poison I traps cost 2 tags per 5 points of damage and have a carrier of "Poison". Minimum dimensions for the "body" of the trap are 1" x 2" x 3" (6 cubic inches) per 5 pts plus a 1 oz liquid container. These traps have a radius of 1 foot per 5 points, to a maximum of 6 feet.
Stun Traps, Type I: Stun I traps cost 3 tags per 5 points of damage and have a carrier of "Basic Stun". Minimum dimensions for the "body" of the trap are 2" x 2" x 2" (8 cubic inches) per 5 pts. These traps have a radius of 5 feet per 20 pts, rounded up.
Corrosive Traps: Corrosive traps cost 4 tags, do no damage, and affect all things within their radius with a "Special Break". Minimum dimensions for the "body" of the trap are 3" x 3" x 3" (27 cubic inches). These traps have a radius of 5 feet.
Stun Traps, Type II: Stun II traps cost 5 tags per 5 points of damage and have a carrier of "Piercing Stun". Minimum dimensions for the "body" of the trap are 2" x 2" x 3" (12 cubic inches) per 5 pts. These traps have a radius of 5 feet per 20 pts, rounded up.
Poison Traps, Type II: Poison II traps cost 6 tags, do not damage, but affect everyone within their radius with a "Poison ::effect::", which may be any of the Trap chemicals (T). Minimum dimensions for the "body" of the trap are 2" x 3" x 3" (18 cubic inches) plus liquid containers totaling to 3 oz. These traps have a radius of 10 feet. This poison must be loaded into the trap (by someone with the ability to use the Poison) via a three count and connection of the poison tag to the trap before the trap can be considered armed. Only one poison may be in the trap at a given time. Upon use of the trap, the poison is expended, but the trap is not destroyed.
All traps require a triggering device, which must produce an audible or visible alert indicating that the trap has gone off. The triggering device must be attached to the trap in some manner, although it need not be attached directly. All traps must be disarmable. Any player who makes an attempt to detach the timing device or disarm the trap and does not have the appropriate level of skill or the Arm/Disarm Traps skill will fail and the trap will detonate. In order to attempt to disarm a trap, the player must be able to touch some portion of the trap. Armed traps are immobile. Moving them will cause the trap to explode immediately. Radius effects are determined from the center of the phys-rep. If a player is caught within the radius, all items he/she carries are also affected. All traps except Poison II traps are destroyed when they are set off.
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