Cunning Snares
AirDescrição
Those that live in the wilderness must learn to make due with what they have, and trap-making is one such strategy for both survivors and those participating in clandestine activities, like shinobi.
Regras
- Ativação
As a downtime activity, you may make a TN 1 Survival (Air) check to create and set a number of traps at range 0–5 of your current position.
- Efeitos
If you succeed, you set one trap, plus one additional trap for every 2 bonus successes. Each trap occupies a position at range 0–5 of where you made the check, and triggers after a character moves to range 0 of it. After the trap triggers, the target must make a check to resist its effects. Choose each trap from the following list:
Deadfall Trap: A trap that drops stones, sharp objects, or other dangerous debris onto the target. The target must resist with a TN 5 Fitness check (Water 3, Fire 6) or suffer physical damage equal to two times their shortfall.
Pitfall Trap: A trap that causes the target to fall into a pit, and can include sharpened wood or bamboo spikes for extra harm. The target must resist with a TN 4 Fitness check (Earth 2, Water 5) or suffer 6 physical damage and the Dazed and Disoriented conditions.
Rope Snare: A counterweighted trap that snares the target, pulling them off their feet. The target must resist with a TN 5 (Fire 3, Earth 6) or suffer physical damage equal to their shortfall that ignores their physical resistance and the Immobilized condition.
Novas oportunidades
- +: Increase the TN of the check to resist these traps by 1, plus 1 for every additional spent this way.
- : If the trap inflicts damage, increase that damage by your ranks in Skulduggery. If it inflicts a critical strike, increase the severity of the critical strike by your ranks in Skulduggery.
- : If the trap inflicts damage, the target also suffers the Bleeding condition.
- : Use a number of doses of poison up to the number of traps you made, and choose that many traps you created to envenom. Each trap you envenom counts as being treated with this poison for the purposes of any damage it inflicts.
Texto do livro
Writ of the Wilds · Chapter 2: The Duty of Survival › New Techniques › Rituals · p. 119
Mostrar o texto como impresso
Those that live in the wilderness must learn to make due with what they have, and trap-making is one such strategy for both survivors and those participating in clandestine activities, like shinobi.
Activation: As a downtime activity, you may make a TN 1 Survival (Air) check to create and set a number of traps at range 0–5 of your current position.
Effects: If you succeed, you set one trap, plus one additional trap for every 2 bonus successes. Each trap occupies a position at range 0–5 of where you made the check, and triggers after a character moves to range 0 of it. After the trap triggers, the target must make a check to resist its effects. Choose each trap from the following list:
Deadfall Trap: A trap that drops stones, sharp objects, or other dangerous debris onto the target. The target must resist with a TN 5 Fitness check (Water 3, Fire 6) or suffer physical damage equal to two times their shortfall.
Pitfall Trap: A trap that causes the target to fall into a pit, and can include sharpened wood or bamboo spikes for extra harm. The target must resist with a TN 4 Fitness check (Earth 2, Water 5) or suffer 6 physical damage and the Dazed and Disoriented conditions.
Rope Snare: A counterweighted trap that snares the target, pulling them off their feet. The target must resist with a TN 5 (Fire 3, Earth 6) or suffer physical damage equal to their shortfall that ignores their physical resistance and the Immobilized condition.
New Opportunities
+: Increase the TN of the check to resist these traps by 1, plus 1 for every additional spent this way.
: If the trap inflicts damage, increase that damage by your ranks in Skulduggery. If it inflicts a critical strike, increase the severity of the critical strike by your ranks in Skulduggery.
: If the trap inflicts damage, the target also suffers the Bleeding condition.
: Use a number of doses of poison up to the number of traps you made, and choose that many traps you created to envenom. Each trap you envenom counts as being treated with this poison for the purposes of any damage it inflicts.
