Trapping
Posted: Tue Mar 30, 2021 7:26 am
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.
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.