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Trapper: Difference between revisions

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==Trapper==

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| Prerequisites || [[Ranger]]
| Prerequisites || [[Ranger]]
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| Key Words|| Archetype / [[Work Units]]
| Key Words|| Archetype / Scout / Twice per day
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| Description || The character can, with a suitable field trap kit, set a field trap such as pits, snares, log traps, etc. Traps function only as long as the trapper or a referee remain in attendance. This skill’s use in battle should be coordinated with the Battle Team ahead of time.
| 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.




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.
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.


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.
'''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.

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 [[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
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.


A list of common field traps can be found on the Locks and Traps page. A character with this skill may research other traps.

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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