Remove these ads. Join the Worldbuilders Guild

Traps

Name
Traps
Skill Attribute & Difficulty
Int - A
Defaults
5+Int, Lockpicking-3
Prerequisites
Description
Also defaults to 5+DEX if you are disarming or resetting a trap, but not if you are detecting or building one.   This is the skill of building and nullifying traps. A successful Traps roll will (among other things) disarm a trap once you have found it, reset it after you pass, or build a new trap (given suitable materials). Time required is as for Lockpicking. To detect a trap, make a Perception-based skill roll.   Note that for the purposes of Traps skill, detection devices are “traps.” Thus, this skill covers everything from covered pits to elaborate electronic security systems!
Specializations
None.
Modifiers
Infinitely variable. The more sophisticated the trap, the harder it will be to disarm, reset, build, or find – and a given trap might be (for instance) easy to find but hard to disarm. The GM should be creative!   Equipment modifiers apply to most rolls to set or disarm traps.

Created by

Sinthrax727.

Link/Embed