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Trapper: Difference between revisions

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| Prerequisites || [[Ranger]]
| Prerequisites || [[Ranger]]
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| Key Words|| Archetype / Scout / Twice per day
| Key Words || Archetype / Scout / Stamina
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| Description || Twice per day, with suitable phys reps, the character can set a [[Locks and Traps#Field Traps|trap]] such as a pit, snare, log trap, etc. Larger or more complex traps may require two (or three!) “uses” of this skill.
| 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.




A list of common field traps can be found on the ''[[Locks and Traps#Common Field Traps|Locks and Traps]]'' page. A character with this skill may [[Research|research]] other traps.
A list of common field traps can be found on the [[Locks and Traps]] page. A character with this skill may research other traps.


Traps function only as long as the trapper or a referee [[Locks and Traps#Unattended Field Traps|remain in attendance]]. Traps set on the battlefield must be coordinated with the Battle Team ahead of time and set during a scouting slot.
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 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 [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].
'''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 || None
| Progression || [[Hunter's Mark]]
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Return to [[Skills List]]
Return to [[Skills List]]

Latest revision as of 20:19, 1 April 2026

Name Trapper
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.


A list of common field traps can be found on the Locks and Traps page. A character with this skill may research other traps.

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