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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 />
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