Trapping

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Dennis
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Joined: Mon Sep 11, 2017 10:46 am

Trapping

Post by Dennis »

Trapping is an essential part of any kit for survival and war. The following is a two parter, one part addressing traps used for character vs character or character vs environment fighting, the latter is designed purely for survival/bushcraft/hunting situations. In general I think trapping would be an excellent addition to the game, making defending locations more interesting and making hunting more varied.

The following are warfare traps. Some are built on location, others are crafted then brought to be armed and buried. For traps that are built on location ,it is intended that they take a process in both resource gathering and time to build, but be resettable environmental traps so it's possible to get multiple uses from the lengthy process. For the concept, construction and bushcraft will be used to form these traps. Some ingredients may need to be acquired through forging. A higher skill unlocks different traps.

Note on immobile traps: Once someone has fallen for it once, it's highly unlikely they're going to fall for it a second time.
Notes on traps: Traps that can be reset need time to be reset. If you're interrupted while resetting a trap, start from the beginning! If someone sees you reset a trap, they're aware of the traps location and will not trigger it.

Trap triggers: For some traps, the trigger will be entering and exiting a room unaware of the trap while not being in a group led by someone aware of the trap. E.G. Mace Traps. Other traps are defensive traps that you can be lured into while fighting a trap-setter.

Some constructed traps are janitor-proof, but will take durability damage over time. They will erode within a period of time, leaving behind its components. The components may or may not be janitor-proof (like logs). Your memory of where the triggers are may fade with time or through mystical means, though...

Index:
1. Construction Traps
1.1 Mace Trap
1.1.1 Spiked Mace Trap
1.2 Whip Trap
1.3 Trapping Pit
1.3.1 Spiked Trapping Pit

2. Buried/Prepared Traps
2.1 Spike Board
2.2 Venus Fly Trap
2.3 Bear Trap

1. Construction Traps:
Bushcraft is the skill used to assume camouflaging of tripwires/tarps. The process of gathering leaf litter and obscuring triggers is a part of the building process.

1.1 Mace Trap - A heavy log tied in a tree on the end of a rope and attached to a tripwire on the enemy pathway. Mace traps function as a pendulum destroy the victims, often striking multiple enemies at once.
Bushcraft + Construction
This trap requires a group of 2 or more people to build it.
Ingredients:
3x Rope
1x Log
1x Stake
1x Tripwire
Construction time: about 1 hour, not including resting time.
Trigger: The trigger is one way travel in/out of a room while unaware of a trap, directionally. much like how a ranger's trailblazing creates one-way roads. They're supposed to be two different things though. So you could set a north exit tripwire for the mace trap in the room. It's triggered by someone exiting this room going north or someone entering the room going south (% chance to trigger, defended vs perception).
Can only be built in forested areas. This trap is constructed on location and is immobile. It can be reset a number of times but takes damage with each triggering, eventually becoming destroyed, leaving nothing behind. Resetting takes a long time and requires 2 people.

1.1.1 Spiked Mace Trap - An upgrade to the Mace Trap dealing massive additional piercing damage.
Construction
Ingredients:
Mace Trap (in room)
13x Stakes
Construction time: about 10 minutes, not including resting time.
Trigger: The trigger is one way travel in/out of a room while unaware of a trap, directionally. much like how a ranger's trailblazing creates one-way roads. They're supposed to be two different things though. So you could set a north exit tripwire for the mace trap in the room. It's triggered by someone exiting this room going north or someone entering the room going south (% chance to trigger, defended vs perception).
Can only be built in forested areas. This trap is constructed on location and is immobile. It can be reset a number of times but takes damage with each triggering, eventually becoming destroyed, leaving nothing behind. Resetting takes a long time and requires 2 people.

1.2 Whip trap - A flexible pole is held in an forced arch position by a catch connected to a tripwire. Triggering the catch releases the pole, sending it powerfully forward striking the victim in the chest or legs. Depending on the ingredient, the pole may or may not have a spike attached. With or without spikes, the whip trap is powerful enough to inflict heavy injuries on enemy soldiers.
Bushcraft
1x Pole
optional: 1x Stake
1x Tripwire
Construction time: about 10 minutes, not including resting time.
Trigger: The trigger is one way travel in/out of a room while unaware of a trap, directionally. much like how a ranger's trailblazing creates one-way roads. They're supposed to be two different things though. So you could set a north exit tripwire for the mace trap in the room. It's triggered by someone exiting this room going north or someone entering the room going south (% chance to trigger, defended vs perception). You can also be a defender in the room and an attacker can be lead into this trap.
Can only be built in forested areas. This trap is constructed on location and is immobile. It can be reset a number of times but takes damage with each triggering, eventually becoming destroyed, leaving nothing behind.

1.3 Trapping Pit - deep pits dug into the ground, obscured by branch and leaf cover.
Construction + bushcraft
Tools needed: shovel
Ingredients:
1x Tarp
Construction time: about 1 hour, not including resting time.
Trigger: This trap is triggered when someone aware of the trap comes under attack of someone unaware of the trap. The attacker can be lead into this trap.
This trap is constructed on location and is immobile. It can be reset a number of times but takes damage with each triggering, eventually becoming destroyed, leaving nothing behind. (Replacing the cover on the trap/the sides of the pit become loose and the trap looses efficacy).

1.3.1 Spiked Trapping Pit - spiked deep pits dug into the ground, obscured by branch and leaf cover.
Construction + bushcraft
Tools needed: shovel, work hammer
Ingredients:
Trapping Pit
Spikes. Like, a lot. Like, 20.
1x Tarp
Construction time: about 10 minutes, not including resting time.
Trigger: This trap is triggered when someone aware of the trap comes under attack of someone unaware of the trap. The attacker can be lead into this trap.
This trap is constructed on location and is immobile. It can be reset a number of times but takes damage with each triggering, eventually becoming destroyed, leaving nothing behind. (Replacing the cover on the trap/the sides of the pit become loose and the trap looses efficacy).

2. Buried Traps. Buried traps are often preassembled and carried to location, then set.

2.1 Spike board - The classic stepping on the hoe while it's lying down, but deadlier. If a victim steps on a treadle, the opposite spiked side will fly up straight into his face, neck, arms, or chest, dealing puncturing damage.
Bushcraft
Tools needed: shovel
Ingredients:
a treadle board with one side covered in spikes. (construction: long board + spikes)
Trigger: This trap is triggered when someone aware of the trap comes under attack of someone unaware of the trap. The attacker can be lead into this trap.
Can only be built in forested or foliage areas. After the trap is sprung, there is a chance of recovering the treadle board.

2.2 Venus fly trap - The Venus fly trap is a type of box trap. In the case of Venus fly traps, spikes were not hammered to the bottom of the box but to its sides. These spikes were overlapped and pointed downwards. The injury would not be imposed when the soldiers’ foot fell inside, but once he tried to get it out.
Bushcraft
Tools needed: shovel
Ingredients:
Venus Box Trap (Construction: small box + spikes)
The box trap will root a target as they step into the venus fly trap, taking a small initial damage. They are given warning when trying to free themsleves that they may take heavy damage extricating themselves without assistance. Heavy damage is inflicted if they free themselves after the warning. An ally can take a hacking weapon and assist in removing the trap, destroying it in the process.
Trigger: This trap is triggered when someone aware of the trap comes under attack of someone unaware of the trap. The attacker can be lead into this trap.
Can only be built in forested or foliage areas. After the trap is sprung, it is possible to recover a trap that has been forcibly removed, but not if it has been hacked apart.

2.3 Bear Trap: A type of side closing trap is the bear trap. A bear trap is a small trap that consists of two metal 'jaws' joined at the center. Once triggered, the trap pivots upwards. The trap is often obscured by foliage or leaf litter and is chained, staked to the ground.
Bushcraft
Tools needed: Work hammer
Ingredients:
Stake
Chain
Lockjaw Trap
The bear trap will root a target until it is removed. Target takes initial damage for falling victim, and failing to remove the trap causes additional damage. Third parties can free the trapped person easily, though it will take some time.
Trigger: This trap is triggered when someone aware of the trap comes under attack of someone unaware of the trap. The attacker can be lead into this trap.
Can only be built in forested or foliage areas. After the trap is sprung, it is possible to recover the lockjaw trap.

Bushcraft traps coming in followup post.
Last edited by Dennis on Tue Mar 30, 2021 9:14 am, edited 6 times in total.
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Dennis
Posts: 218
Joined: Mon Sep 11, 2017 10:46 am

Re: Trapping

Post by Dennis »

Bushcraft hunting traps:

These traps are designed with tracking and hunting in mind. They are used in conjunction with tracking to allow for people to hunt without necessarily needing to resort to ranged combat. (But some are supplemental) As mentioned earlier, you have to know what type of animals live in the area, so a sharp set of tracking skills will come in handy when making traps. Trapping requires other bushcraft basics like whittling, making cordage and tying effective knots, as in the case of most deadfall traps.
Location is crucial when setting traps. Once you’ve identified the kind of animal you want to capture, you can now zero in on where to put your trap. Construct it near the animal’s habitat (outside its burrow or hiding place), or in places where it usually gets food and water. Set the trap to make it look as natural as possible by covering it with soil or leaves. Unlike humans, animals have a very keen sense of smell, so remove or mask any human trace by wearing gloves and handling the trap as little as possible.

How to use a bushcraft hunting trap:
When you have identified a prey animal of appropriate size through tracking, you will be prompted to track the target. Upon finding signs of animals, you can build a trap of an appropriate size depending on the animal size identified by tracking categorized in sizes (small, medium, large). With a trap constructed of the appropriate size, you can "trap" the target animal instead of "track" the target animal. You go through the same roundtime needed to flush an animal out and it has a chance of triggering the trap, which will attempt to kill the flushed out animal.

These traps are NOT janitor proof.

Example animal sizes:
Small: squirrels, rabbits, moles
Medium: fox, coyote, boar, deer
Large: moose, elk

1. Deadfall Trap
Victims: small/medium/large
Constructing deadfall traps can hurt you if you’re not careful. When setting a deadfall trap, make sure to put a temporary support rock to hold up the deadfall weight. This way, you don’t accidentally activate the trap and crush your fingers.
A deadfall trap uses a total of 4 wood components:
Ingredients:
1x Log or environmental triggers. (Example: If you are in Forest or Rocky area, you may be able to use local resources. Perhaps you can see them by SURVEYING the area with enough bushcraft skill)
One large straight branch to support the deadfall weight
One medium straight branch that holds up weight
One small straight branch that serves as a trigger stick
A small peg of wood that will act as a toggle
1x Cordage
bait (such as: pine cones, biscuit, chicken feed)
Optional: 1x Large rock
A deadfall trap can be reset by replacing the trigger stick and cordage. The support branches and crushing log remain after it is triggered.

visible construction steps:
You carve a notch into the medium straight branch serving as a vertical post stick.
You carve a notch in the large straight branch to insert the tip of the vertical post stick into.
You carve the small straight branch into a thin trigger stick.
You carve out a small peg into a toggle.
You expertly tie your cordage to the toggle.
You balance the large straight branch on the vertical post stick.
Carefully, you place the end of the large straight branch under the edge of the log. (chance to hurt self arm/hand unless you own a large rock)
Large rock flavortext: Carefully, you wedge a large rock under the log and place the end of the large straight branch under the edge of the log.
You wrap your toggle around the bottom notch of the post stick and set the trigger in place.
Large rock flavortext:
You set the trigger in place and remove the large rock.
An elk is caught in the deadfall trap!
crush damage
2. Squirrel Pole - A trap where you set several nooses hanging through and over a branch where you see squirrels are travelling, making the nooses cover the tops, sides, and bottoms so your prey can’t escape.
Victims: Squirrels, only.
Ingredients:
1x coil of wire

visible construction steps:
You find a diagonal branch which is propped up against a tree which gets a lot of squirrel activity.
You tie a wire noose along the pole. (repeats 10 times)

Examine squirrel pole: This branch has been set up with small nooses running along the length of the pole.
A squirrel runs along the pole and is caught by a noose!
3. Twitch-Up Snare - This animal trap will kill a small animal as it travels through the noose. The animal will cause the sapling to release and send the animal into the air, breaking its neck in the process.
Victims: small animals
Ingredients:
a young sapling that is along an animal trail.
two sticks to make a “trigger bar.”
rope

visible construction steps:
You carve the sticks into shape, forming a locking trigger bar.
You put your trigger bar into the ground.
You tie a noose around the end of the sapling with your cordage.
You Bend the sapling down and tie it to the trigger bar.
The animal catches on the noose and is flung into the air!
suffocation + crushing damage.
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Navi
Posts: 350
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Re: Trapping

Post by Navi »

Snare trap, the intent is to capture small critters, hares and squirrels mostly. You only need a thin length of cordage, fishing line might work, wire would work best though. You anchor one end of the wire down, tying it to a branch or large rock, make a loop on one end, feed the line through the loop to create a larger loop that will contract around an animals leg as they run through, then place it on the ground with leaves along an animal trail or near a burrow. Small animal runs through the loop, leg gets caught in the loop, the loop tugs tight and traps the animal. The animal isn’t harmed, but is pretty much free prey for anything lurking nearby. If the trapper isn’t quick in checking their snare, they may lose the animal.
All these could be placed along with an ability or series of abilities called Trap Sense, rather than being able to place a trap in any room in the wilderness, you make a perception check when you enter a room in the wilderness, if successful, you’re told, you get the sense that the nearby area would be a good place to set a trap in. The player can input the traps command and it’ll pull up a list of the different traps that could be set up.
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Rias
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Re: Trapping

Post by Rias »

There are plans (and even some partially-done code) for Bushcraft use of snares and the like for trapping animals. There are some good suggestions in here to that end. Beyond that though, I'm not sure I want to make combat traps just a thing that people set up at their convenience throughout the land. Maybe in specific rooms flagged for such, to help protect fortifications and whatnot. Not a hard "no", just saying I'm not initially keen on that facet of the concept.
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Acarin
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Re: Trapping

Post by Acarin »

We had some additional discussion around this on discord and thought that any combat traps should not be the realm of bushcraft and should probably not require modification of the terrain.

The suggestion was made that construction (or maybe metalworking depending in material) could be used for building traps (unless very simple) and artifice could be used for luring people into traps. Maybe some additional perks or abilities for marauders, nightblades, maybe duelists and some adventurer subclasses.

Traps would be things like bear traps, trip wires, etc and not necessarily giant pits that take a week to dig or swinging logs designed to crush the head of an appropriately tall man.

Animal snares and deadfalla for small game would probably be bushcraft alone.
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