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Trapper: Difference between revisions

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(Created page with "==Trapper== {| class="wikitable" |- ! Name !! Trapper |- | Cost || 6 points |- | Prerequisites || Ranger |- | Key Words|| Archetype / Work Units |- | Description || The character can, with a suitable field trap kit (see below), set a field trap such as pits, snares, log traps, etc. Traps function only as long as the trapper or a referee remain in attendance. This skill’s use in battle should be coordinated with the Battle Team ahead of time. With access to a works...")
 
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==Trapper==

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| Prerequisites || [[Ranger]]
| Prerequisites || [[Ranger]]
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| Key Words|| Archetype / Work Units
| Key Words || Archetype / Scout / Stamina
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| Description || The character can, with a suitable field trap kit (see below), set a field trap such as pits, snares, log traps, etc. Traps function only as long as the trapper or a referee remain in attendance. This skill’s use in battle should be coordinated with the Battle Team ahead of time.
| 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.
With access to a workshop and at a cost in materials and work units and materials, they can also craft field trap kits per the Trapper recipes list.
Note that 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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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 [[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]]

Latest revision as of 21:34, 23 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 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.


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