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Mis7002 PF

This document provides information on various fantasy traps, including their stealth, triggers, methods of disarming, attacks, effects, and costs. Traps listed include arrow traps, beast traps, pendulum blades, scything/stabbing blades, and falling stones. Each trap's entry explains how well hidden it is, how it is activated, how to disable it if found, its attack skill and damage, and what physical or financial resources are required. Gamemasters are encouraged to customize the traps as needed for their campaigns.

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0% found this document useful (0 votes)
20 views4 pages

Mis7002 PF

This document provides information on various fantasy traps, including their stealth, triggers, methods of disarming, attacks, effects, and costs. Traps listed include arrow traps, beast traps, pendulum blades, scything/stabbing blades, and falling stones. Each trap's entry explains how well hidden it is, how it is activated, how to disable it if found, its attack skill and damage, and what physical or financial resources are required. Gamemasters are encouraged to customize the traps as needed for their campaigns.

Uploaded by

bigj
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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10

Introduction
Fantasy
traps
This product offers a number of traps and de-
vious devices to impede, fool, slow down,
or outright slay heroes who aren’t
careful. Each trap presents some sug-
gestions on how they may be tailored,
and Gamemasters are encouraged to use
these as guidelines for devising their own
variations.
The following explains how to read a trap’s
entry.
Stealth: Each trap is assigned a
Stealth skill representing how well hid-
den it is. Roll when opposing a hero’s
Notice rolls to detect traps or any-
thing out of the ordinary. A partic- u-
larly well-hidden trap may include a
distance, such as (2”), indicating the
hero must be that close to the trap
to detect it at his full ability. Apply
a –2 to Notice rolls to spot the trap
for each increment of the provided
range the hero is away from the trap
beyond the first increment.

For example, a Stealth d6 (1”) trap


would allow anyone within 1” to make
Notice rolls to find it at their full abil-
ity, but someone 2” away would do so
at –2, at –4 for 3”, and so on.

Some traps allow someone to fur-


ther camouflage them by using the
surrounding environment, such as
covering a beasttrap with foliage or
the like. In such cases, make a Stealth
roll with a success temporarily in-
creasing the trap’s Stealth by one die
type. Each raise further increases the
die type by one. However, such con-
Author, Colors & Design: Steven Trustrum
Original Art: Scott Harshbarger Playtester: Douglas S. Kilmer
Some artwork copyright William McAusland, used with permission. All other content is
copyright 2010, Misfit Studios. All Rights Reserved.
This game references the Savage Worlds game system, available from Pinnacle En-
tertainment Group at www.peginc.com. Savage Worlds and all associated logos and
trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
Pinnacle makes no representation or warranty as to the quality, viability, or suitability for
purpose of this product.
Visit Misfit Studios at http://www.misfit-studios.com
MIS7002
cealment is transitory and can easily be swept aside Stealth: d6
by time, someone walking by, the weather, etc. Trigger: Stepping on the trap’s spring-loaded plate, lo-
cated within the jaws.
A trap that is activated without having been noticed
Disarm: Lockpicking or poke the trigger plate with
is considered to be making a surprise attack.
something long, like a heavy stick.
Trigger: A description of the common ways a par- Attack: Fighting d8
ticular trap will be set-up to activate. Effect: 1d8 damage, AP 1. Once sprung and
clamped shut, a Strength roll is required to pry
Disarm: The skill needed to disarm the trap, once
the jaws open again.
detected, as well as any penalty that may apply to the
Cost: $60
roll due to the task’s difficulty.
Attack: Here is where you’ll find the combat skill Beasttrap, Large
used to determine if an activated trap successfully
strikes whoever set it off (or whoever may be where it is This is a larger version of the small beasttrap and is
otherwise targeting.) If the trap uses a ranged attack, the intended for bigger prey, such as bears.
range will also be listed here in parenthesis. Stealth: d4
Effect: What happens if the trigger is tripped, caus- Trigger: Stepping on the trap’s spring-loaded plate,
ing the trap to activate. located within the jaws.
Disarm: Lockpicking or poke the trigger plate with
Cost: The cost of purchasing such a trap, as well as something long, like a heavy stick.
any price modifiers for adjusting its capabilities. This Attack: Fighting d10
amount includes the materials and placement. Effect: 1d12 damage, AP 2. Once sprung and
clamped shut, a Strength roll with a –2 penalty is re-
Arrow Trap quired to pry the jaws open again.
A single arrow is set to fire from a hidden location Cost: $125
towards the expected area of whoever triggers the trap
(or, if desired, somewhere else someone is likely to be.) Blade, Pendulum
Once activated, the trap must be reloaded and reset A long and/or wide blade suspended from a
manually. chain, rope, pole or the like is hidden above and to
the side, swinging down to slice upon an arcing path
Stealth: d6 that strikes across the trigger location (or, if desired,
Trigger: A tripwire, pressure plate, or something somewhere else.)
similar that will indicate the target is in the ar-
row’s trajectory. Once activated, the trap must be reset manually.
Disarm: Lockpicking if a mechanism such as a lock, Stealth: d8
otherwise avoiding the trigger is the only option. Trigger: A pressure plate, tripwire, or trapped lock are
Attack: Shooting d6 (4/8/16) all common.
Effect: 2d6 damage. Disarm: Lockpicking or jam the blade in place or cut
Cost: $750. +$250 for Stealth d8, +$500 for Stealth d10, whatever it is suspended from. If there is enough
+$1,000 for Stealth d12. +$1,000 for a 3” Stealth in- space between the blade’s original location and
crement. +$125 for 2d6 damage. +$500 for an ammu- its intended victim, the latter may be allowed an
nition magazine with one additional arrow and an Agility roll at –2 to avoid the blade even if he were
automatic reset taking one minute (each additional caught by surprise.
purchase increases the magazine capacity by one.) Attack: Fighting d8
Effect: 2d8 damage, AP 2
Beasttrap, Small Cost: $1,500; +$500 for Stealth d10, +$1,000 for Stealth
A spring-loaded metal trap comprised of the trigger d12. +$500 for a 2” Stealth increment. +$750 for 3d6
plate and a pair of serrated ‘jaws” that are pried open and damage. +$1,000 for some manner of ratcheting
flattened until they snap closed on a victim who steps on winch or the like that pulls the blade back into place
the plate between them. This is intended to catch small within a minute of activation.
prey, such as wolves, foxes, and the like. A length of chain
or rope is often tied to a stake, nearby tree, etc. to prevent Blade, Scything/Stabbing
anything caught in the beasttrap from running off. When activated, a long blade either scythes through
Once activated, the trap must be reloaded and reset or stabs towards the target area. The scything variation
manually. is usually hidden in a wall passage, doorway, or the like
whereas the stabbing version is commonly found in the
floor in front of a lock, within a treasure chest’s false bot-
tom, and so on.
Once activated, the trap must be reset manually.
Stealth: d8
Trigger: Pressure plates and trapped locks are
equally as likely, although opening a door with-
out first pressing a hidden catch or not stepping
on a proper sequence of floor tiles or steps are
also common triggers.
Disarm: Lockpicking if a mechanism such as a trapped
lock is used, otherwise the trigger or blade’s hidden
sheath must be jammed or blocked.
Attack: Fighting d8 (stab) or d6 (scythe)
Effect: d8 damage, AP 2 (stab) or d12 (scythe)
Cost: $1,250; +$750 for Stealth d10, +$1,500 for Stealth
d12. +$750 for a 2” Stealth increment. +$750 for 1d10
(stab) or 1d12 (scythe) damage. +$1,000 for an auto-
matic reset that returns the blade back into its sheath
one round after activation.

Falling Stone
A dangerously large stone is suspended above
the triggering location (or somewhere else if de-
sired), falling to slam down upon the victim once
the trap is activated.
like usually locks the portal once it’s been passed
Once activated, the trap must be reloaded and reset
through, but pressure plates, moving an object, or
manually.
something similar can also activate the trap.
Stealth: d6. Increasing the trap’s Stealth usually means Disarm: Lockpicking to open it back up or disarm it
the stone is worked to appear as part of the ceiling. before it can lock, or putting an obstacle in the way to
Trigger: A pressure plate, trip wire, removing some- prevent it from closing to begin with.
thing from its location, or the like is most common. Attack: None
Disarm: Lockpicking if a mechanism, otherwise avoid- Effect: Not dangerous in and of itself, a locking portal
ing the trigger is the only option. may be used to seal someone in a room until some-
Attack: Fighting d6. A wider stone is more difficult to one (or something) can come along to pay a visit, it
avoid, resulting in a higher Fighting skill. can force the characters into a new direction, or it can
Effect: 2d10 damage. A heavier stone causes more create a seal that allows the room to subsequently fill
damage. with water, acid or the like.
Cost: $1,000; +$750 for Stealth d8, +$1,500 for Stealth Cost: $800 plus the cost of the portal; +$500 to cre-
d10, +$3,000 for Stealth d12. +$1,500 for a 3” Stealth ate a liquid-proof seal around the portal’s edges
increment. +$750 for each additional 1d10 damage. (which obviously can’t be applied to a portcullis,
+$3,000 for a counterweight, ratcheting system or the bar gate, or the like.)
like that will pull the stone back into place, requiring
several minutes to do so. Needle Fusillade
An entire surface, be it a ceiling or wall, is covered
Locking Portal with fine holes within which are spring-loaded needles
Once triggered, the portal closes, comes down, or that fire out across their line of sight when triggered. This
slides shut and locks. This can apply to doors, gates, trap is not usually placed in the floor to shoot someone
portcullises, manholes, grates, and so on. in the foot as the needles would not yet have sufficient
momentum to penetrate some targets.
If somehow reopened, the trap automatically resets
unless damage or jamming prevents it from doing so. Once activated, the trap must be reloaded and reset
manually.
Stealth: d12
Trigger: Closing the portal without first tripping a hid- Stealth: d10 (1”)
den safety latch, depressing a hidden button, or the Trigger: Pressure plates or moving an object are most
common, although it can be tied to a mechanism, Spring-Loaded Needle
tripwire, or the like.
Disarm: Avoiding the pressure plate or keeping the ob- Hidden within a lock, doorknob, or somewhere else
ject’s weight constant on its trigger, or Lockpicking if where a victim is expected to make contact with exposed
the trigger is in a mechanism such as a lock. or lightly covered skin, the needle springs forth into the
Attack: Shooting d10 (2/4/6) flesh when triggered.
Effect: 1d10. Consider armored targets to have +2 Once activated, the trap must be reset manually.
Toughness if the trap is placed in a floor. The needles
are also often used to inject some form of poison or Stealth: d8 (1”)
the like. Trigger: When someone attempts to pick the lock,
Cost: $1,750 per 10-foot by 10-foot wall or ceiling turn the doorknob without first pressing a hidden
section; +$1,000 for Stealth d12. +$500 for an button, or the like.
ammunition magazine with one additional set of Disarm: Lockpicking with a –2 or worse penalty.
needles and an automatic reset taking one minute Attack: Fighting d12
(each additional purchase increases the magazine Effect: 1d4 damage, AP 1. The true danger is the fact
capacity by one.) that the needle is usually used to inject some form of
poison or the like.
Cost: $1,000; +$500 for 1d6 damage. +$500 for
Pit Trap Stealth d10, +$1,000 gp for Stealth d12. +$500
A 10-feet deep hole deeper than a man is placed in for a mechanism that automatically resets the
the ground and concealed in some way appropriate to trap, taking an action.
its environment.
If the pit was covered by temporary camouflage, such
as local foliage, it must be replaced manually, as must
a pit that opens by a clasp. A pit covered by a pivoting
stone or the like resets immediately.
Stealth: d8 (2”)
Trigger: Floorboards or foliage that breakaway when
stepped upon, a false stone that shatters or teeters
upon an axis, dumping anyone who steps upon the
edge, and so on.
Disarm: None. The pit must be somehow be circum-
vented or prevented from dropping people into it.
Someone about to fall in is allowed an Agility roll at
–2 to leap over, to the side, pull himself back, etc.
Attack: None.
Effect: 1d6 damage.
Cost: $500; +$250 for Stealth d10, +$500 gp for Stealth
d12. +$250 per additional 10 feet of depth/1d6 of
damage. +$500 for +1d6 damage from adding small
blades or spikes at the bottom or +$1,000 for adding
large blades or spikes. Acid, water, monsters, and
other contents are also common additions, although
proofing the pit against leaking or damage from the
contents requires an additional $250. +$500 to fill it
with a mild (1d6 damage per round) or +$1,000 for a
strong (2d6 damage per round) acid. +$300 to reset
after being activated, if the method of concealment
allows for it.

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