Trapper: Difference between revisions
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| Prerequisites || [[Ranger]] |
| Prerequisites || [[Ranger]] |
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| Key Words|| Archetype / |
| Key Words || Archetype / Scout / Stamina |
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| Description || |
| Description || At the cost of '''5 stamina,''' with suitable phys reps and roleplay, the character can set a trap such as a pit, snare, log trap, etc. The different types of trap specify how long they take to set. Larger or more complex traps may require more stamina or time. |
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A list of common field traps can be found on the [[Locks and Traps]] page. A character with this skill may research other traps. |
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With access to a [[Crafting#Workshop|workshop]] and at a cost in materials and work units and materials, they can also craft field trap kits. |
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Traps function only as long as the trapper or a referee remain in attendance. Traps set on the battlefield must be coordinated with the Battle Team ahead of time and set during a scouting slot. |
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'''Note:''' The [[Mechanician]] skill grants knowledge of ''mechanical'' traps, such as poison needles and blades, while Trapper grants knowledge of ''field'' traps, such as pit traps and snares. |
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Note that this skill grants knowledge of field traps, such as pit traps and snares, while the [[Mechanician]] skill covers mechanical traps, such as poison needles and blades. A mechanician can design and build mechanical components that a trapper can then incorporate into field traps for greater effect. |
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'''Note:''' The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]]. |
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| Progression || [[Hunter's Mark]] |
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Return to [[Skills List]] |
Return to [[Skills List]] |
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Latest revision as of 21:34, 23 April 2026
| Name | Trapper |
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| Cost | 6 points |
| Prerequisites | Ranger |
| Key Words | Archetype / Scout / Stamina |
| Description | At the cost of 5 stamina, with suitable phys reps and roleplay, the character can set a trap such as a pit, snare, log trap, etc. The different types of trap specify how long they take to set. Larger or more complex traps may require more stamina or time.
Traps function only as long as the trapper or a referee remain in attendance. Traps set on the battlefield must be coordinated with the Battle Team ahead of time and set during a scouting slot. Note that this skill grants knowledge of field traps, such as pit traps and snares, while the Mechanician skill covers mechanical traps, such as poison needles and blades. A mechanician can design and build mechanical components that a trapper can then incorporate into field traps for greater effect. Note: The number of stamina points the character receives each day depends on how many skills they know that use them, see Magic Points, Stamina and Work Units. |
| Progression | Hunter's Mark |
Return to Skills List