03.04.2013 Views

Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

points <strong>of</strong> damage with a minimum damage <strong>of</strong> 12<br />

and a maximum damage <strong>of</strong> 60. This trap is<br />

destroyed when it detonates.<br />

Explosive Traps Explosive traps are very<br />

similar to Fire/Acid Traps except that the<br />

container represents the explosive. These traps<br />

have a 5’ radius. All destructible items in the<br />

area <strong>of</strong> effect are destroyed. Armor will provide<br />

its numerical protection against the damage<br />

caused by the blast and then be destroyed. Sealed<br />

containers will not protect items from<br />

explosions. All in-game items except unshatterable<br />

items will be destroyed by an<br />

explosive trap. Items within an indestructible<br />

sealed container will not be affected if they are in<br />

the radius <strong>of</strong> an explosive trap, unless the trap is<br />

inside that container or the container is open.<br />

Defenses such as Cloak or Bane versus shatter or<br />

Destroy have no effect against an explosive trap.<br />

To make these traps costs 1 Production Level per<br />

2 points <strong>of</strong> damage with a minimum damage <strong>of</strong><br />

30, and a maximum damage <strong>of</strong> 60. This trap is<br />

destroyed when it detonates.<br />

Globe Traps The Production Level cost for<br />

creating a globe trap is equal to the highest<br />

Production Level gas the trap is designed to<br />

hold. The trap builder must also include a dose<br />

<strong>of</strong> the globe in the trap itself. A gas trap is rated<br />

at the Production Level used to make it. To make<br />

a globe trap with a paralyze gas within will cost<br />

9 Production Levels for the trap (and 9<br />

production Levels for the gas, which must be<br />

supplied separately). Remember that the trap<br />

must contain both a trap card and the globe tag.<br />

The globe which is contained in a trap cannot be<br />

removed, reused, or “salvaged,” under any<br />

circumstances. Multiple Cause Damage gases<br />

can be placed into a single globe trap up to the<br />

limit <strong>of</strong> the level <strong>of</strong> the trap but no other globes<br />

can be “stacked” to increase their damage<br />

potential or mix their effects. These traps have a<br />

5’ radius. Anyone inside this area when the trap<br />

goes <strong>of</strong>f will be affected as if they had been<br />

struck by a globe <strong>of</strong> the same name. The effects<br />

<strong>of</strong> any trap will be blocked by a poison shield or<br />

the skill resist poison. If two or more traps have<br />

the same trigger, then they are all set <strong>of</strong>f together<br />

and one poison shield or resist poison will block<br />

them all. Globe traps, like Fire/Acid traps and<br />

Explosive traps, must have a “container.” This<br />

container is always 216 cubic inches, regardless<br />

<strong>of</strong> the trap’s effects. Globe trap mechanisms that<br />

go <strong>of</strong>f are reusable though the globe inside will<br />

have to be replaced..<br />

Alarms and Noise Makers These are traps that<br />

do no damage but set <strong>of</strong>f loud alarms and other<br />

noises. They cost 1 Production Level each to<br />

make. Alarms and Noise Makers do not have a<br />

minimum container size. They are as large, or as<br />

small, as they must be to make a noise. When<br />

this type <strong>of</strong> trap is tripped, it must make its own<br />

noise. Although it takes a person with Disarm<br />

traps to disarm an Alarm or Noise Maker trap,<br />

once it has been set <strong>of</strong>f anyone can attempt to<br />

muffle the trap’s sound by throwing blankets<br />

over the trap, or by using some other method.<br />

Trap Mechanics<br />

Setting Traps Setting a trap takes the real setting<br />

time <strong>of</strong> the trigger followed by 60 seconds <strong>of</strong><br />

counting while both hands remain on the trapped<br />

item. Both weapon traps and massive mechanical<br />

traps must be mounted on large or heavy objects to<br />

be properly set.<br />

Backfire If either hand is removed from the trap,<br />

or the person setting the trap is struck by a physical<br />

blow or packet attack, then the trap backfires on<br />

the setter. The backfire will hit only the person<br />

setting the trap; there is no radius effect.<br />

Setting <strong>of</strong>f a Trap Traps can be set <strong>of</strong>f in 3 ways:<br />

by being moved, being destroyed, or their trigger<br />

being sprung. The trap must be armed to be set <strong>of</strong>f.<br />

Being Moved After a trap has been set, it cannot<br />

be moved more than five feet without<br />

automatically setting it <strong>of</strong>f, even if the person<br />

moving it has a Disarm traps skill. In the case <strong>of</strong><br />

weapon traps, they will automatically hit the<br />

person carrying the chest.<br />

Destroyed An armed trap will be set <strong>of</strong>f (then<br />

destroyed) if affected by a Shatter or Destroy<br />

effect. This includes traps and other game effects<br />

that duplicate shatter and Destroy. Traps that are<br />

not armed will not be set <strong>of</strong>f in this manner<br />

(although they will still be destroyed).<br />

Trap Triggers All traps must have a real, physical<br />

trigger. Setting <strong>of</strong>f the trap must produce a noise or<br />

light that is detectable by an impartial observer. It<br />

must always be possible to see how to disarm a<br />

trap, although it may require light and a small<br />

mirror. To be used, a trap must be approved by a<br />

Marshal on the Trap Card. A simple trap trigger<br />

can be made out <strong>of</strong> a clothespin (the kind with a<br />

spring in it), two tacks, some string or thread, two<br />

pieces <strong>of</strong> wire and a small piece <strong>of</strong> cardboard.<br />

Attach the wire to the tacks just below the heads <strong>of</strong><br />

the tacks. Now pull the clothespin apart and place<br />

the parts outside-down on a table. Push a tack<br />

through each half <strong>of</strong> the clothespin so that the two<br />

tack heads will contact each other when the<br />

clothespin closes. Reassemble the clothespin.<br />

Punch a small hole in the piece <strong>of</strong> cardboard and<br />

tie one end <strong>of</strong> the piece <strong>of</strong> thread to the cardboard.<br />

The cardboard can now be placed between the jaws<br />

93

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!