Spelljammer
Trap Building
The character is skilled at setting lethal traps such as deadfalls and snares, assuming he has the proper equipment. He can use otherwise ordinary materials and objects to build a potentially deadly trap. The character’s Build Traps bonus is equal to (rank x 5) + ((DEX– 15) x 3). To build a trap, the skill roll result is compared to the Build Traps table below. Generally the GM will make the roll in secret.

Build Traps Table
Absolute SuccessExtremely well built trap. Trap will only be noticed with a 1x PER roll. If activated, the trap has a strike chance equal to 30 + Build Traps roll and target has a defense equal to DEX. If a hit is indicated, target takes 1d8 damage per rank.
SuccessWell built trap. Trap will only be noticed with a 2x PER roll. If activated, the trap has a strike chance equal to Build Traps roll and target has a defense equal to DEX. If a hit is indicated, target takes 1d6 damage per rank.
Near SuccessModerately well built trap. Trap will only be noticed with a 3x PER roll. If activated, the trap has a strike chance equal to Build Traps roll and target has a defense equal to DEX. If a hit is indicated, target takes 1d4 damage per rank.
Partial SuccessShoddily built trap. Trap will be noticed with a 4x PER roll. If activated, the trap has a strike chance equal to assassin’s Build Traps roll and target has a defense equal to DEX. If a hit is indicated, target takes 1d2 damage per rank
FailureThe assassin can’t get the trap to work.
Absolute FailureThe trap appears to be set correctly, but the trigger will fail or activate prematurely causing no damage.
BlunderTrap activates as the assassin trying to set it, causing 1d6 damage per rank to the builder.

GM NOTE: I seem to have had 2 skills for building traps. One was called Build Traps (description above) and the other was called Trap Building (description below). I combined them into just Trap Building but there may be some discrepancies between the above description and the below one that the GM can hammer out.

A trap has several elements:
  • Strike Chance - this is the chance that the trap will be correctly triggered. It is possible to build a trap that is triggered automatically when a target enters the trap area, or one that is triggered manually by the trap builder or ally. Note that it is possible for a trap to cause critical or grievous damage. If it is a single target trap, and a critical or grievous is rolled, the target is affected. If the trap affects multiple targets, each target after the first is allowed a 2x LUCK roll to take normal damage instead of critical or grievous damage. If grievous success is rolled, the base chance of a grievous actually occuring is 30%.
  • Damage - The amount of damage caused by the trap to those affected by it.
  • Concealment - The potential target's chance to notice (and thereby avoid) the trap.
  • Area of effect - How many targets are affected by the trap.
  • Time to build - How long it takes to build the trap. This assumes that all necessary material is already on hand.

ElementBaseIncreaseMaximum
Strike Chance30% (40% if manual)+5% per pointNo max
Damage (dice)1d10+1d10 per 5 pointsNo max
Damage (bonus)+0+1 per point3 points
Concealment4x Per roll to notice3 points for 3x, 8 points for 2x, 20 points for 1x, 30 points for 1/2x.30 points
Area1 target, 3' diameter+1' diameter per 2 pointsNo max
Time to Build30 rounds (5 minutes)-1 round per point29 points

The trap builder gains points in the following ways:
  • 3 points per rank of Trap Building
  • 3 points per unskilled assistant (max 3 unskilled assistants for 9 points)
  • Taking extra time:
    • +6 rounds (1 minute) - 3 points
    • +30 rounds (5 minutes) - 6 points
    • +15 minutes - 9 points
    • 1 hour - 12 points
    • 6 hours - 15 points

Note that up to a maximum of 3 trap builders can pool their points.



Example:
Qix and her friends are being pursued by ogres. Qix estimates that the ogres are about 15 minutes behind them. She decides to set up a trap. She is rank 5 in trap building and has 3 assistants, giving her 24 points. Since the ogres are 15 minutes behind, she also decides to take an extra 5 minutes to build the trap, giving her another 6 points, for a total of 30.

She spends 10 points to increase the strike chance from 30% to 80%. She spends 4 more to increase the damage to 2d10, 2 points for a +2 damage bonus and another 8 points to reduce the chance of noticing the trap to a 2x roll. She spends another 6 points to increase the area of effect from a 3 foot diameter to a 6 foot diameter, hoping to get 2 of them. She ends up with the following trap:

Strike Chance: 80%
Damage: 2d10+2
Concealment: 2x PER roll to notice
Area: 6' diameter
Time to Build: 10 minutes