[FOCI]

Snares Deadly Prey

Torment Explorer's Guide
TRAPS

A trap is a weapon that triggers when a target comes near.

A simple trap is considered a light weapon, doing 2 points of damage. Typically, it takes two to three rounds to create a simple trap.

A complex trap is considered a medium weapon, doing 4 points of damage. A complex trap or cage typically takes two to three hours to complete.

Alternatively, a trap can hinder rather than harm, increasing the difficulty of the victim’s actions. A simple trap increases the difficulty of the victim’s actions by one step, while a complex trap increases the difficulty by two steps.

You are a master of traps, snares, and cages. Others may like to get in close to do their damage, but you prefer to bait a trap and wait—patient, still, deadly—until the perfect prey lands right in your lap. You know how to get a foe to step where you want them to at just the right moment, and you savor the look on their faces when they realize they've been caught.

You probably wear clothing with lots of big pockets and bags, or you carry some of your traps hanging off your belt the way others wear their weapons.

Jacks who choose this path often create beautiful, deadly contraptions out of metal and synth, and nanos typically use their mental powers to concoct complex energy snares.

Traps come in all shapes and forms. Some traps are made of solid objects like metal and steel, while others can be constructed from various forms of energy. You can choose what materials you use to make your traps. This changes nothing except the trap’s appearance.

Additional Equipment

You have a number of tools specially designed to help you create and repair traps, as well as one simple and one complex trap.

Minor Effect Suggestions

Your trap springs at just the perfect moment, doing extra damage.

Major Effect Suggestions

Your trap catches a second foe just as they start to flee.

Tier 1

Mind Like a Steel Trap Enabler

You are trained in all tasks involving traps, including baiting, building, setting, spotting, disabling, and disguising.

Tier 2

Set a Snare (2 Speed points) Action

You can move up to a short distance, set a simple trap, and move up to a long distance away from it as a single action.

Tier 3

Mechanical Hare (4 Speed points) Action

You craft a simple device, no larger than you, whose sole purpose is to distract one foe that you choose. When a foe is distracted, the difficulty of all tasks they attempt is modified by one step to their detriment for three rounds. Action to initiate.

Jaws of Steel Enabler

Whenever one of your traps deals damage to a distracted foe, it inflicts 2 additional points of damage.

Tier 4

Eternal Cage (4+ Speed points) Action

You create a level 4 cage (10 feet by 10 feet by 20 feet [3 m by 3 m by 6 m]) that traps, but does not harm, a creature at its level or below. You can increase the level of the cage by spending 1 Speed point per level. Action to create.

Tier 5

Improved Set a Snare (4 Speed points) Action

You can move up to a short distance, set a complex trap (operates as a medium weapon), and move up to a long distance away from it as a single action.

Tier 6

Trap Master Enabler

You are specialized in all tasks involving traps, including baiting, building, setting, spotting, disabling, and disguising.

GM Intrusions: Traps break. Foes steal bait without getting caught. Your companions sometimes forget exactly where you've set your latest snare.