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Rule Book - Fables of Fenorra

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Traps<br />

A character with the skill Create Trap can make traps<br />

as described in the chapter on Traps and Locks.<br />

Making a trap costs Production Points.<br />

Traps Damage<br />

Weapon 2-40<br />

points<br />

Fire & Acid 12-60<br />

points<br />

Explosive 30-60<br />

points<br />

Massive 16-80<br />

Mechanical points<br />

Master Trapper<br />

Once purchased a character receives an additional<br />

production point per level purchased <strong>of</strong> Create Trap<br />

skill. Master Trapmaking also grants the ability <strong>of</strong><br />

“Short Set.” The character also may create Master<br />

level traps and devices as described below. These<br />

items may only be made in game and cannot be<br />

purchased with goblin points.<br />

Short Set: A master trap maker may spend one level<br />

<strong>of</strong> base production which was not already used for<br />

another purpose in order to rapidly arm a trap device.<br />

To use this skill the trapper must have both hands<br />

free, remain stationary, and roleplay arming the trap<br />

for 3 seconds, and call “Short Set 1, Short Set 2,<br />

Short Set 3.” If the trapper or trap are struck in any<br />

way during the roleplay time or before the effect has<br />

been delivered, then the trap is set <strong>of</strong>f, and the trap<br />

maker, and only the trap maker, suffers the effects <strong>of</strong><br />

the trap. This skill can only be used on non-master<br />

worked traps.<br />

Master Trap Production Costs<br />

Item Production Points<br />

Small Bolos 3<br />

Large Bolos 5<br />

Chain Net 7<br />

Compressed Gas<br />

Canister<br />

1.5 x base trap cost<br />

Dart Trap 0.5 x base trap cost (round up)<br />

Timing Mechanism 5<br />

Tuning Mechanism<br />

PP/<br />

Damage<br />

Point<br />

1/ 2 point<br />

1/ 3 point<br />

1/ 2 point<br />

1/ 4 point<br />

1 per production level <strong>of</strong><br />

crystal<br />

Small Bolas<br />

A physical device designed for ensnaring an<br />

opponent. The trapper takes a green packet and<br />

roleplays for three seconds swinging it over his head<br />

before throwing the packet, calling out “Physical<br />

pin.” Production cost for this is 3 production levels.<br />

Large Bolas<br />

A physical device designed for ensnaring an<br />

opponent. The trapper takes a green packet and<br />

roleplays for three seconds swinging it over his head<br />

before throwing the packet, calling out “Physical<br />

bind.” Production cost for this is 5 production levels.<br />

Chain net<br />

A weighted net designed to keep an opponent in<br />

place, the trapper must take a green packet and<br />

roleplays spreading out a net for three seconds before<br />

throwing the packet, and calling “Physical web.”<br />

Production cost for this is 7 production levels.<br />

Compressed Gas<br />

A canister <strong>of</strong> compressed gas that expands the area in<br />

which a trap is set. When using this device, a<br />

canister rep must be in the trap and the radius <strong>of</strong> the<br />

trap is increased to 10 feet. The cost for a canister <strong>of</strong><br />

compressed gas is half the full production cost <strong>of</strong> the<br />

trap it is to be installed in.<br />

Dart traps<br />

A focused, more well contained trap. A trapper<br />

places a mechanism within the trap, laden with<br />

deadly poison, which releases darts at the person who<br />

sets <strong>of</strong>f the trap. If a poison dart trap is set <strong>of</strong>f, only<br />

the person who set <strong>of</strong>f the trap takes the effects <strong>of</strong> the<br />

trap. No dart phys reps are needed. All basic traps<br />

can be converted into Dart traps, and cost half the<br />

production <strong>of</strong> a normal trap, rounded up.<br />

Timing mechanism<br />

Using spring steel and gears, a master trapper is able<br />

to set a timer on his traps, which will automatically<br />

detonate upon a time limit set by the trapper. Must<br />

have an actual timer which makes noise when it is<br />

done. Adds 5 production levels to trap cost.<br />

Tuning mechanism<br />

By using a tuning mechanism, a master trapper may<br />

set a non-master worked crystomancy item into a<br />

trap, which will be set <strong>of</strong>f, much like a gas trap. The<br />

trap must make noise when set <strong>of</strong>f, and should<br />

include a tuning fork rep and the crystal rep inside.<br />

Tuning mechanism must be made with equal to or<br />

greater production levels as the crystal that is used in<br />

the trap.<br />

The following crystals are the only ones which may<br />

be used with a Tuning Mechanism: Beryl, Ematille,<br />

Garnet, Celestine, Hematite, Malachite, Sunstone<br />

74

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