Alternative traps

When I read the trapmaking system in set 2, I was a bit underwhelmed. Traps felt too underpowered and costly, and while the custom effects system is a good start, it needs a lot of work.

That is why I’m writing an alternative system for creating traps inspired by Daniel M. Perez’ improvised magic system.

With this system, traps can be crafted beforehand, rather than only improvising them on the spot ( which seemed a bit strange to me).
Every trap has a certain level of complexity to it. A higher level of complexity will mean more damage and more severe effects, but also higher costs and more difficult crafting tests.
The maximum complexity level of traps you can make depends on your rank in trap-making.
There is also an optional system which requires the trap maker to gather specific materials in order to achieve certain effects, wether or not you use this system is up to the GM.

Traps are complex constructions and require proper schematics to construct.
A novice trapmaker starts with 3 novice trap schematics, other schematics must be found or purchased. It is also possible to create your own schematics.
Writing a schematic requires an advanced Cun(Engineering) test with a TN equal to the crafting TN of the trap and a succes treshold equal to half the trap’s complexity (Round up). Each test takes one hour for a novice, 40 minutes for a journeyman and 20 minutes for a master.
If you fail to create a certain schematic, you must take a full night’s sleep before trying again.

Novices can craft traps with a complexity level of up to 9.
Journeymen can craft traps with a complexity level of up to 18.
Masters can craft traps of any complexity level.

Below is a table with which to calculate the complexity level of your desired trap.

Set-up time
1-minute: +0
Major action: +2
Minor action: +4

Damage
1d6: +1 (max. 2 per talent level)
Penetrating damage: +2

Area of effect:
radius: +1 per yard of radius.

Effects
Subtle: +1-6
Intricate: +1-6
Spring: +1
Snare: +2
Freezing: +2 (requires frostrock)
Burning: +3 (requires fire crystal)
Shocking: +3 (requires frozen lighting)
Corrosive: +2 (requires lifestone)
Slick: +2 (requires oil)
Poisoned: +2-6 (requires Poison)
Gaatlok: +3 (requires Gaatlok)
Grenade: +3
Improvised: +3

Table explained:
The set-up time is the time it takes for a character to arm a completed trap. You need at least a rank in trap-making one below the rank required to make the trap, novice traps can be set by anyone.

Damage indicates the amount of damage taken by anyone caught in the trap’s area of effect, add your cunning to the damage dealt.

Area of Effect indicates the radius in which creatures are effected by the trap. The complexity is increased for each effect individually (count dealing damage as an effect).
For example if you want to create a trap that deals damage in a 2 yard radius and then freezes all within 4 yards, add 2 for the damage and 4 for the freeze effect.

Effects
Subtle: Tests to spot the trap have their TN increased by one point per point of complexity.

Intricate: Tests to disarm the trap have their TN increased by one point per point of complexity.

Spring: All targets effected are knocked prone.

Snare: All targets effected are locked in place and must succeed on a str(might) test TN 11 as a minor action before being able to leave their space. You can increase the complexity cost of this effect by up to 4 to increase the TN by double that amount.

Freezing: the target has it speed reduced by 4, the target regains 2 speed every round. You can stack this effect up to three times, increasing the initial speed penalty by 4 for each stack. You must use one frostrock per stack to craft this trap.

Burning: the target catches fire and takes 1d6 penetrating damage at the start of each turn for an amount of turns equal to your cunning. You can stack this effect up to three times, increasing the damage by 1d6 for each stack. You must use one fire crystal per stack to craft this trap.

Shocking: the target loses a minor action and must succeed on a con(stamina) test TN 11 or lose a major action as well. You can increase the complexity cost of this effect by up to 4 to increase the TN by double that amount. You must use one frozen lightning per 3 points to craft this trap.

Corrosive: the target’s armor has its armor value reduced by 2 until it is repaired. You can stack this effect up to three times, increasing the armor penalty by 2 for each stack. You must use one lifestone per stack to craft this trap.

Slick: the effected area is covered in an oil slick. Anyone attempting to move into a space covered by the slick must succeed on a dex(acrobatics) check TN 11 or fall prone. You can increase the complexity cost of this effect by up to 4 to increase the TN by double that amount.
When an area of slick comes into contact with fire, it bursts into flames, dealing 1d6 penetrating damage to any who start their turn in it. The fire lasts for up to a minute. you must use one pint of oil (double for every 2 yards of radius) to craft this trap.

Poisoned: You can apply one dose of poison to the trap, which is delivered to the initial target. The complexity cost equals 2 per rank of the poison (2 for novice 4 for jouneyman and 6 for Master). Gas or dust type poisons can also have a radius effect, but require an additional dose per 2 yards of radius. Poison must be applied during setup and costs a minor action. (Poison ranks are found in player’s guide 2)

Gaatlok: This Qunari explosive knocks the target prone, it must succeed on a con(stamina) test TN 12 or lose a major action on its next turn. You can increase the complexity cost of this effect by up to 4 to increase the TN by double that amount.

Grenade: Turns the trap into a grenade. Grenades act like traps which are thrown and explode upon impact. Grenades count as throwing weapons with a range of 6/12 yards. Make one attack roll against the defense of all creatures targeted. If you miss all targets and roll a 1 on the dragon die, the grenade explodes in your hand. note: grenades can also be placed like regular traps, which requires the standard setup action, throwing a grenade does not require a setup action.

Improvised: You can craft this trap without need of a schematic.

You can use your creativity to come up with your own effects, but these will require the GM’s approval.

When you have calculated the trap’s complexity, you can determine the cost and crafting TN.
The basic cost is equal to 50 copper and is doubled for every 3 points of complexity (round up). The components of the trap need to be gathered/bought apart from the base cost.
The TN required to craft the trap is equal to 9 plus the complexity devided by 3 (round up).
The minutes you must spend to craft the trap is equal to the complexity devided by 3.

Example traps:
Novice:

Small claw trap
major action setup +2
2d6 damage +2
Snare(TN 11) +2
total: 6

TN: 11, cost: 2 S, crafting time: 2 minutes, Setup: Major.
This small, sharp toothed trap snaps shut around its victim’s leg, dealing 2d6 damage and snaring the target until it succeeds on a Str(Might) test TN 11 as a minor action.

Basic Pyre Trap
1-minute setup +0
Burning(1) +3
Slick(TN 10) +2
Snare(TN 13) +4
total: 9

TN 12, cost: 4 S + 1 fire crystal + 2 pints of oil, crafting time: 3 minutes, Setup: 1-minute
Upon being triggered, this insidious trap sprays an oil slick in the trap’s space and then snares the victim in place until it succeeds on a Str(might) test TN 13 as a major action.
A small burst of flame then sets the target on fire, dealing 1d6 penetrating damage at the start of the target’s turn until the fire is put out. Any creature attempting to move into a space covered by the oil slick must succeed on a dex(acrobatics) test TN 10 or fall prone. If the area of oil catches fire, it will burn for 1 minute, dealing 1d6 penetrating damage to all who enter it or who start their turn within it.

Improvised shrapnel trap
Major action setup +2
2d6 damage(radius 2) +4
Improvised +3
total: 9

TN: 12, cost: 4 S, crafting time: 3 minutes, Setup: Major.
This clumsily constructed device explodes when triggered, sending shards of metal flying.
All within 2 yards of the trap take 2d6 damage. You do not require the schematics to this trap in order to craft it.

Journeyman

Acid trap
1-Minute setup +0
corrosive(2)(radius 4) +10
2d6 penetrating (radius 4) +8
total: 18

TN 15, cost: 32 S + 2 lifestone, crafting time: 6 minutes, Setup: 1-minute
When triggered, this trap sprays acid on all creatures within 4 yards, dealing 2d6 penetrating damage and lowering the armor rating of all affected by 2 until they replace or repair their armor.

Afterburn grenade
1-minute setup +0
2d6 penetrating damage (radius 2) +6
Burning 1 (radius 2) +5
Slick(TN 10, area 2) +4
Grenade +3
total: 18

TN 15, cost: 32 S +1 fire crystal +2 oil, crafting time: 6 minutes, Setup: 1-minute/throw: major
When this grenade explodes, all within 2 yards take 2d6 penetrating damage and catch fire, taking 1d6 penetrating damage at the start of each turn until the fire is put out. The grenade also creates an area of burning oil with a radius of 2 yards, which burns for one minute and deals 1d6 penetrating damage to all who enter it or who start their turn within it. any creature moving into a space covered by the oil slick must succeed on a Dex(Acrobatics) test TN 10 or fall prone.

subtle Frostbite trap
major action setup +2
Ice (3) +6
2d6 + cunning Penetrating +6
Subtle(1) +1
total: 15

TN: 14, cost: 16 S + 3 frostrock, crafting time: 5 minutes, Setup: Major
This well hidden trap chills its victim to the bone, dealing 2d6+cunning penetrating damage and reducing the its speed by 12. The target regains 2 speed at the end of its turns. Tests made to spot this trap have their TN increased by 1.

Master:
Complex Lightning Claw trap
Major action setup 2
3d6
cunning Penetrating +7
Shocking(TN 17) +9
Snare(TN 15) +6
Intricate(3) +3
total: 27

TN 18, cost: 2 G 56 S + 3 frozen lightning, crafting time 9 minutes, Setup: Major
When this trap’s jagged teeth snap shut, its victim is electrocuted, losing a minor action on its next turn. The target takes 3d6+cunning penetrating damage and must succeed on a Con(Stamina) test TN 17 or lose a major action as well. The target is also snared until it succeeds on a Str(Might) test TN 15 as a minor action. The mechanism powering this trap is so complex that any tests made to disarm this trap have their TN increased by 3.

Alternative traps

The Severed Reality Zenmah rolfsoldaat