Trapper: Difference between revisions
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==Trapper== |
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| Prerequisites || [[Ranger]] |
| Prerequisites || [[Ranger]] |
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| Key Words|| Archetype / |
| Key Words|| Archetype / Scout / Twice per day |
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| Description || |
| Description || Twice per day, with suitable phys reps, the character can set a [[Locks and Traps#Field Traps|trap]] such as a pit, snare, log trap, etc. Larger or more complex traps may require two (or three!) “uses” of this skill. |
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A list of common field traps can be found on the ''[[Locks and Traps#Common Field Traps|Locks and Traps]]'' page. A character with this skill may [[Research|research]] other traps. |
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With access to a [[Crafter's Workshop]] and at a cost in materials and work units and materials, they can also craft field trap kits per the [[Trapper recipes]] list. |
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Traps function only as long as the trapper or a referee [[Locks and Traps#Unattended Field Traps|remain in attendance]]. Traps set on the battlefield must be coordinated with the Battle Team ahead of time and set during a scouting slot. |
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'''Note:''' The [[Mechanician]] skill grants knowledge of mechanical traps, such as poison needles and blades, while Trapper grants knowledge of field traps, such as pit traps and snares. |
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Note that this skill grants knowledge of ''field'' traps, such as pit traps and snares, while the [[Mechanician]] skill covers ''mechanical'' traps, such as poison needles and blades. A mechanician can design and build mechanical components that a trapper can then incorporate into field traps for greater effect. |
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'''Special:''' With a set of [[Equipment and Resources#Equipment Quality|superior]] or higher quality trapper’s tools, this skill can be used three times per day rather than twice. |
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| Progression || None |
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Latest revision as of 00:25, 15 December 2024
Name | Trapper |
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Cost | 6 points |
Prerequisites | Ranger |
Key Words | Archetype / Scout / Twice per day |
Description | Twice per day, with suitable phys reps, the character can set a trap such as a pit, snare, log trap, etc. Larger or more complex traps may require two (or three!) “uses” of this skill.
Traps function only as long as the trapper or a referee remain in attendance. Traps set on the battlefield must be coordinated with the Battle Team ahead of time and set during a scouting slot. Note that this skill grants knowledge of field traps, such as pit traps and snares, while the Mechanician skill covers mechanical traps, such as poison needles and blades. A mechanician can design and build mechanical components that a trapper can then incorporate into field traps for greater effect. Special: With a set of superior or higher quality trapper’s tools, this skill can be used three times per day rather than twice. |
Progression | None |
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