Trapper: Difference between revisions
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| 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. |
| 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 [[Locks and Traps]] page. A character with this skill may 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. |
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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.
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 |
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