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Previous Section: 05 🟡 Hazards
Traps
Traps can be almost anywhere. One wrong stop in an ancient tomb might trigger a series of scything blades. The seemingly innocuous vines that hang over a cave entrance might choke anyone who pushes through them. A net hidden among trees might drop on unwary travelers. Detecting and disarming traps are your best defense against these troubles.
Trap Types
A trap can be either mechanical or magical. This book leaves discussion of magical traps to specific world books but will cover generalities.
Mechanical Traps
Mechanical traps include things that depend on a mechanism to operate, such as pits, arrow traps, falling blocks, water filled rooms, and whirling blades.
Magic Traps
Magic traps consist of magical devices that activate effects.
Complex Traps
Complex traps continue to execute on rounds after activation instead of triggering once and being done. Complex traps can start initiative and act independently in initiative order. Until triggered a complex trap can be detected and disabled like a standard trap.
Detecting Traps
Every trap has a specific way it can be detected, but a trap usually requires a character to make an Intuition + Perception or Logic + Investigation check against the trap's DV. Some basic traps can be automatically spotted with a high enough passive Perception score, but the deadliest traps often are hidden too wall for passive detection. The party's travel pace can also reduce your ability to spot passively hidden dangers.
Disarm Traps
If a character detects a trap before triggering it, they might be able to disarm it. Every trap has a specific way it can be disarmed, or avoided, but typically disarming a trap requires a character to succeed on an Agility + Thievery check, though sometimes Technology or Engineering can be used, against the trap's DV. Complex traps might first require a successful Logic + Investigation check to deduce how the trap operates.
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