Trapper: Difference between revisions
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| Prerequisites || [[Ranger]] |
| Prerequisites || [[Ranger]] |
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| Key Words|| Archetype / Scout / |
| Key Words || Archetype / Scout / Stamina |
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| Description || |
| Description || At the cost of '''5 stamina''', with suitable phys reps, the character can set a trap such as a pit, snare, log trap, etc. Larger or more complex traps may require two (or three!) "uses" of this skill. |
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A list of common field traps can be found on the |
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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Traps function only as long as the trapper or a referee |
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 that this skill grants knowledge of |
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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'''Special:''' With a set of [[Equipment and Resources#Equipment Quality|superior]] or higher quality trapper’s tools, this skill can be used three times per day rather than twice. |
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| Progression || |
| Progression || [[Hunter's Mark]] |
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Return to [[Skills List]] |
Return to [[Skills List]] |
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Latest revision as of 20:19, 1 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, the character can set a trap such as a pit, snare, log trap, etc. Larger or more complex traps may require two (or three!) "uses" of this skill.
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