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Showing posts with the label Traps

[Cascade Failure] Cold Mine

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When this mine is activated, a brief stasis field effect freezes the victim in place. While the victim is held, a needle rises from the center of the mine and pierces the victim's foot. This needle will go through a leather boot or other normal footwear quite easily. If the victim is wearing metal boots, the following effects happen to the metal instead of the foot. The needle pokes into the foot, and the cryogenic contents of the 6 outside tubes of the mine are injected. This cryogenics freezes the victim's foot and lower leg, all the way to just below the knee. The physiology of the victim is completely frozen, from the outer layer of the dermis to the innermost bone. Freezing leaves the leg susceptible to cracking, breaking, or shattering. It is also extremely uncomfortable at the location where healthy tissue meets frozen tissue. Movement rates are effected, as is gait, as effected characters can no longer bend their ankle or toes. The purpose of this mine is to sl...

[Cascade Failure] Stasis Mine

Technology/Trap This is a land mine that, instead of blowing up, mechanically/electronically/neuroelectronically holds the victim in stasis and sends an electronic alarm (radio frequency) to a receiver. The receiver alerts when something/someone is held in the trap. You can touch the receiver's alert and a hologram/control panel opens up. The hologram shows which direction the activated trap is in, a picture of what's being held, and a few different options. The options are [Release], [Lock] (which holds the trapped person more permanently and can only be released/unlocked by using the receiver...or a Slider making a skill check), and...[Ignore] (meaning someone else is patrolling in that area and you are confident they will take care of it soon). You might want to be alerted without making it known to everyone around that the trap is set off (that is, not wanting the big boom). These traps would also be highly reusable.

Trapped Chest: An Alternative to Poison

On Thursday Gothridge Manor posted a whole 'last minute game setup' post. What caught my eye was an alternative trap to put on a chest. Tim's idea was, instead of having a needle trap or a fireball trap, to use a teleport trap on the chest. I want use the idea and expand it a bit 1-A thief can use Find/Remove traps to find the trap, but there is a penalty due to the magical instead of mechanical nature of the trap. 2-The opener of the chest gets a saving throw vs spells. If the opener fails, they are teleported to a cell deeper in the dungeon/structure. 3-The spell is a proximity spell, so it is going to effect whoever opens the chest. It doesn't matter which direction the chest is facing, for instance. 4-The opener needs to make a second saving throw vs spells or they will also succumb to a sleep spell. 5-The cell to which they are transported has a permanent Silence spell cast on it.  The imprisoned PC is potentially asleep and is silence and ...