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Tripwire: Difference between revisions
(Created page with "{{UnderConstruction}} thumb|150px|Armed Tripwire across the archway A '''Tripwire''' is a common type of Trap that might be encountered almost in every location of the game. A Tripwire is a hidden triggering mechanism, consisting of a tugged cord and a reacting device nearby. Usually it is implied to prevent the player from crossing certain line, f.e. from entering a door or proceeding further into the defended part of a chamber. If a Tri...") |
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A '''Tripwire''' is a common type of [[Trap]] that might be encountered almost in every location of the game. | A '''Tripwire''' is a common type of [[Trap]] that might be encountered almost in every location of the game. | ||
A Tripwire is a hidden triggering mechanism, consisting of a tugged cord and a reacting device nearby. Usually it is implied to prevent the | A Tripwire is a hidden triggering mechanism, consisting of a tugged cord and a reacting device nearby. Usually it is implied to prevent the party members from crossing certain line, f.e. from entering a door or proceeding further into the defended part of a chamber. | ||
If a Tripwire line is crossed while the trap is not disarmed, the trap triggers, basically causing {{DamageText|2d6|Fire}} damage. However, most often the Tripwire is set together with some other traps planted nearby, and tearing it causes a chain reaction of further triggering of other devices. | If a Tripwire line is crossed while the trap is not disarmed, the trap triggers, basically causing {{DamageText|2d6|Fire}} damage. However, most often the Tripwire is set together with some other traps planted nearby, and tearing it causes a chain reaction of further triggering of other devices. | ||
A Trip wire trap can be disarmed with the help of {{Skill|Sleight of Hand}} skill, but the | A Trip wire trap can be disarmed with the help of {{Skill|Sleight of Hand}} skill, but the interacting party member must have a {{SmRarityItem|Trap Disarm Toolkit}} in their inventory. Minimal requirement is a {{Ability check|Sleight of Hand|10}} roll, but the [[Difficulty Class]] may vary depending on circumstances. | ||
After disarming, the Tripwire trap will be pictured as inactive parts of previously tugged cord. As it basically causes Fire damage via Explosion, it won't make any further damage once it is disarmed or has been triggered. | After disarming, the Tripwire trap will be pictured as inactive parts of previously tugged cord. As it basically causes Fire damage via Explosion, it won't make any further damage once it is disarmed or has been triggered. | ||
[[Category:Environmental objects]] | |||
[[Category:Traps]] |
Latest revision as of 19:19, 18 November 2024
This page is in the process of being constructed or reformatted. You are welcome to contribute as well. Last edited on 2024-11-18. If multiple days have passed since, this template should be removed. |
A Tripwire is a common type of Trap that might be encountered almost in every location of the game.
A Tripwire is a hidden triggering mechanism, consisting of a tugged cord and a reacting device nearby. Usually it is implied to prevent the party members from crossing certain line, f.e. from entering a door or proceeding further into the defended part of a chamber.
If a Tripwire line is crossed while the trap is not disarmed, the trap triggers, basically causing 2d6Fire damage. However, most often the Tripwire is set together with some other traps planted nearby, and tearing it causes a chain reaction of further triggering of other devices.
A Trip wire trap can be disarmed with the help of skill, but the interacting party member must have a Trap Disarm Toolkit in their inventory. Minimal requirement is a DC 10 Sleight of Hand check roll, but the Difficulty Class may vary depending on circumstances.
After disarming, the Tripwire trap will be pictured as inactive parts of previously tugged cord. As it basically causes Fire damage via Explosion, it won't make any further damage once it is disarmed or has been triggered.