Traps
Traps are an intergral part of any dungeon crawler. Creating Traps in LittleP6 is pretty easy. Each Trap should have the following components:
- Name
- Description
- Damage
- Reaction Effect
- Area Effect
- Duration
- Time to Build
- Difficulty to Spot: Awareness Test
- Difficulty to Disarm: Physical Test
- Difficulty to Evade: Physical Test
- Difficulty to Build: Physical Test
- Difficulty to Create: Mental Test
Name
Make a name for this type of trap be creative! Or maybe your character is a little dull, so it would make more sense to call it Trap #302
Description
Describes what the device does, looks like, and how it functions, etc
Damage
Describes if it does damage and what kind of damage it does. Use Other Damages to choose a special type or just use physical damage, ie an arrow trap.
Reaction Effect
Describes if it causes a Reaction Effect.
For Example, if using fire damage maybe the victims get caught on fire and must make a save test to extiguish the fire, until they do they lose 1 fire damage per turn.
Area Effect
The size and shape of the area that is affected, could be None, if its and arrow trap that just shots and arrow at the person standing on the trap.
Same as Area Effect
Duration
How long the effect lasts. Could be none or forever depending on the effect.
Same as Duration except there is no Concentration or Unitl Dismissed options
Time to Build
This is how long it takes to build the trap. Typically 1 week
Difficulty to Spot
How easy is it for an adventurer to spot? A pit trap is pretty easy to spot, but a pressure plate blending into the tile floor might be pretty difficult. Use the Difficulty Table to determine.
Use Awareness Tests to determine if the adventurers spot the trap!
Traits that give advantage here:
Difficulty to Disarm
If the adventures spot the trap before activating it, they may choose to either try to go around it or disarm it. But how difficult is it to disarm? Use the Difficulty Table to determine the Difficulty Level.
Use Physical Test to determine if the an adventure can disarm the trap! If they fail what happens do they spring the trap or does it get triggered. Up to the GM but if it has Difficulty level of >=6, we suggest allowing the disarmer one more shot at disarming it with no ADVs including trait ADVs. If they fail this time it's triggered no matter what!.
If the trap is triggered, everyone within it's effect area should follow the steps in the next section Difficulty to Evade.
Traits that give advantage here:
Difficulty to Evade
If the adventurers don't spot the trap, go around it or disarm it then the effected adventurers must make a Physical Save Test. How difficult will it be able to physically avoid after springing the trap? Use the Difficulty Table to determine. The adventurers that succeed the Save Test don't get affected by the trap, the ones who don't will suffer :(.
Traits that give advantage here:
Difficulty to Build
For adventures trying to build a trap this is the difficulty Level they must meet or beat in order to successfully build a Trap from a schematic. This is determined by the GM, but normally it is the highest rating of the above DLs. Use Difficulty Table to determine.
Traits that give advantage here:
Difficulty to Create
For adventures trying to create a trap this is the difficulty Level they must meet or beat in order to successfully create a Trap schematic. This is determined by the GM, but normally after the player fills out all the information using the next section, it is the highest DL rating. Use Difficulty Table to determine.
Traits that give advantage here:
Creating a Trap
A Trap Creator can build a trap by following these guidelines.
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Set Time to complete Modifier
Time to complete Modifier 3wks 2 2wks 1 1wks 0 6 days -1 5 days -2 4 days -3 3 days -4 2 days -5 1 day -6 same day -7 -
Determine your total points:
total points = (Level / 2) rounded up + Mental AL + Time to complete Modifier
- Example: Level 10 with a 2 Mental AL an time to complete of 6 days would get a total of 6
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From the last step's total you can put them into following categories, each category starts out with 1 DL each:
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Difficulty to Spot
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Difficulty to Disarm
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Difficulty to Evade
TipTotal: 6 points
Spot DL: 4
Disarm DL: 2
Evade DL: 3
OR
TipIncrease Time to complete to 2 weeks
Total: 8 points
Spot DL: 5
Disarm DL:3
Evade DL: 4
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Then take that total from the last step through the following equation:
(total/2) rounded up + 1
. Use this point value to increase:-
Damage
-
Area of Effect (1 point for every
{Evade DL}
squares) -
Reaction Effect (1 point for each special effect)
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Duration (1 point for 1 combat turn or 5 secs)
TipTotal: 4 points
Damage: 1 cold damage
Area of Effect: 2 (effect up to 6 squares)
Reaction Effect: None
Duration: 1 (turn of combat)
Description:
Trap does 1 cold damage in a straight line pointed at the trigger this lasts for 1 full turn of combat
OR
TipIncrease Time to complete to 2 weeks
Total: 5 points
Damage: 1 cold damage
Area of Effect: 1 (effect up to 4 squares)
Reaction Effect: 1 (knocked down)
Duration: 2 (turns of combat)
Trap does 1 cold damage and knocks down anyone with a straight line pointed at the trigger this lasts for 1 full turn of combat
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Make a description
- Describe the Damage, Area of Effect, Reaction Effect, and Duration
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Pass along to your GM, to make the final decision on how hard this will be to create and build. But they should be both close to the highest DL from step 2
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Make a Mental Test against the Create DL from the last step. If you fail you must wait at least 1 day to try again. If successful you create a trap schematic that a Trapper can now build.
Table of Contents
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How to Play
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Resources
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Optional Rules