For any feedback, typos or broken links on the latest iteration of the rules please use: https://forms.gle/mSs8Xf7bY9j86zsj6

Trapper: Difference between revisions

From Curious Pastimes Wiki
No edit summary
No edit summary
Line 7: Line 7:
| Prerequisites || [[Ranger]]
| Prerequisites || [[Ranger]]
|-
|-
| Key Words|| Archetype / Scout / Twice per day
| Key Words || Archetype / Scout / Stamina
|-
|-
| 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]] 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.
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.


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.
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.

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.

'''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.
|-
|-
| Progression || None
| Progression || [[Hunter's Mark]]
|}
|}


Return to [[Skills List]]
Return to [[Skills List]]

Revision as of 10:48, 31 March 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.

Progression Hunter's Mark

Return to Skills List