Managed to write a bit more this evening…

Disarm trap (replace)

Disarming a trap is used to disarm or rearm traps. The number of successful attempts needed is only used if the disarming is done as a part of a Combat Scenario. Larceny is most often used to disarm traps. Hunting traps can be disarmed using the Skill Nature as well.

Situation Number of Successes needed Difficulty
Disable one trigger Disable until reset Disable until repaired
Crude trap

1

2

3

3

Simple trap

2

3

5

5

Well built trap

4

6

8

80

Intricate trap

6

8

10

10

Very intricate trap

8

10

12

12

No tools

 

 

 

+2

 

The result of the resolve is determined using the below guidelines and the GM’s discretion.

Perfect Success – The Creature does an excellent job and gets four Successes.

Great Success – The Creature does a great job and gets two Successes out of his attempt.

Success – The Creature has succeeded and scores a Success.

Failure – The Creature fails in securing a Success.

Severe Failure – The Creature fails in securing a Success and must deduct one success.

Fumble – The Creature fails in securing a Success and must deduct three successes.

The Creature can at any time after a Success “cash in” his Successes for a result he can afford and receive the effects. Disable one trigger means that the next time the trap would trigger it doesn’t, but the second time it does… Disable until reset means that the trap is disabled in such a manner that it does not trigger until somebody takes the time to reset it (after the reset it will trigger normally). Disable until Repaired means that the trap is destroyed or tampered with in a manner that it requires extensive repair in order to be operational again.

Most simple trap only trigger once (trap pits, falling logs etc) and some might only trigger a certain number of times (limited number of arrows) and some will trigger over and over again.

Sidebar: Disabling Traps.

When choosing how to disable a trap the Creature disabling it can choose based on the pool of successes achieved. In case the entire party need to pass the trap disabling it until reset or repair will allow the Party to pass safely. On the other hand, if the team can all pass in one and the same phase and Disable one trigger will mean that any pursuers will activate the trap…

 

Nefarious (a creature upgrade)

When dying a Nefarious Creature can utter a powerful curse when dying, cursing a Creature. The curse can be of two types one bestowing negative Effects on Target Creatures or a more ominous kind foretelling something that will happen to the Target Creature.

For the negative Effects the Creature cursing can bestow “permanent” negative Effects up to its level rounded down to and affect its Level divided by two Creatures rounded down. The Choice of Effects can be different for Each Target and divided between different Effects as well. E.g. A 5th level Creature can bestow negative Effects up to -4 to 2 Creatures. For the first Target it will be Dazed and Exposed and for the second Target it will be Double Exposed.

It can also bestow a Curse of death at the hand of a friend or other equally gruesome Effects to the Game Masters discrimination and design to Level divided by two rounded down Targets. This version of a dying curse should be used wisely and to drive the Story forward.

The Targets of the Curse do not be present when the curse is uttered and can be anyone the cursing Creature wishes. E.g. the King, the slayers children the bodyguard hat betrayed him.

All Curses however holds a “releasing condition”. If this condition is fulfilled the Targets of the Curse is relieved of the “permanent” negative Effects. The releasing condition can be known or uttered at the time of cursing e.g. slay the Dragon of Korth reach the monastery on top of DeathSpireMountains. It can also be a secret for the Party to find out or quest for.

Nefarious Creatures should be used with care.

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