Trap (Projectile):
Create a trap that, if tripped, will hurl a projectile at one target. |
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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. |