Trap (Projectile):

 

Create a trap that, if tripped, will hurl a projectile at one target.

Prerequisite(s): Adventurer abilities: Thief, "Set Trap".
Modification Point Cost / Cost to learn: 4 / 15 white-gold. It will take ½ hour to learn this trap.
 
Ability/Spell-points to set trap: 2 ability-points.
Activating the trap: Trip-wire disturbed.
Area of effect:

Where the ballast, catapult, crossbow or pistol-crossbow is set, as well as the wire that, when tripped, fires the weapon.

Arm time (time to arm this trap):

18 turns (90 seconds).

Audible effects:

The sound of the hurled weapon being release, as normal.

Avoidance-roll:

Yes: Avoidance-roll vs. "Awareness" (x2 a creature's awareness will be the %chance (maximum: 91%).

 

Defense:

To defend against a launched projectile, one must make a successful Avoidance-roll vs. "Awareness" a second time, and then win an initiative roll against the projectile of this trap. The projectile will gain +80 on the initiative if the trap was set off by an unaware victim (+20 initiative if the trap was set off by one aware of the trap).

 

Note:

A thief will avoid this trap, as any normal creature, if he or she is not using the Adventurer Ability, "Discover Trap".

Classification:

Common.

Damage:

This depends upon the damage the weapon can cause.

Difficulty rating: 70
Disarm:

Clip or unfasten the wire attached to the release mechanism of the item that will hurl the projectile.

Disarm time:

To clean this type of trap up will take 1 hour per space. It would be better to freeze it (time depends on how you do this), or cover it with a thick layer of soil (2 turns (10 seconds).

Duration:

Instant.

Effect time:

Instant.

Explanation and Effects:

The thief will secure a device that will hurl a single projectile at a spot chosen by the thief. The device will be triggered by a trip-wire that will be placed by the thief (the exact location and position must be stated plainly).

Healing:

None.

Immunities:

Immunities must be decided by the game master during game-play.

Location:

Any area in which the device is secured.

Maximum adjustment(s):

Not applicable.

Notes:

None.

Positioning:

As "Location"

Range:

This depends upon the range of the device hurling the projectile.

Special:

None.

Susceptibilities:

None.