Trap systems

The basic framework of the system (at least for initial public release) is trigger systems and deployment systems. A trigger system refers to a component designed to detect targets in some manner and trigger deployment systems. Deployment systems are components that can be stocked with consumables and deploy them when a trigger system tells them too. All trap components are considered to have an AC of 10 and HP of 1.

## **Trigger systems:**

Tripwire: A trip wire is a wire strung between two points that is triggered by pressure. There two variables for a trip wire are its length and thickness. A tripwire can be bought in lengths of up to 10ft and it can only be deployed when the length is correct as any slack makes the system pointless. A trip wire can be shortened with a DC10 tool check using tinkers tools. The second variable is thickness which determines how hard a tripwire is to spot. Trip wires are quite fragile and each size below thick has a chance of breaking when triggered.

Thick – A sizable line this is visible to any creature who can see with a cursory examination (DC10 passive) (25 credits)

Medium – A little thinner the unwary may miss this one but it’s still clear to any creature who takes some time to look (DC 13 passive). 3/10 chance of breaking after being triggered. Add +1 to break chance for each size class above medium of the triggering creature. (50 credits)

Thin –  A thin wire this ones can be quite difficult to spot even for a creature actively looking for it. DC 16 rolled perception or investigation. 6/10 break chance after being triggered. Add +1 to break chance for each size class above medium of the triggering creature.  (75 credits)

Nanowire – This expertly manufactured wire is for all practical purposes invisible. A creature cannot spot this trip wire without supernatural or mechanical aids to their senses. If a DM judges they have such it’s a DC25 perception or investigation check to spot. The nanowire always breaks after being triggered. (100 credits)

Pressure plate: A pressure plate is deployed on or in the ground and can be calibrated with a trigger weight. Plates can have a threshold set so they only trigger when an object of that weight or higher presses them down. They can also have a number of triggers set so they’ll only send a signal to the deployments system after a set number of activations. A pressure plate can be hidden using a player's stealth or thieves tools prof if the DM believes there is a viable way to do so in the environment. Other tools such as painters tools may be used if the player can explain why they’re appropriate. (100 credits)

Trigger laser: A trigger laser operates similarly to a trip wire, but it can work at any length up to 15ft. Though this length may be reduced if the atmosphere is heavy with particulates. When the receiving end stops detecting the laser hitting it, it triggers the deployment system. As with the pressure plate lasers can be set to only trigger a deployment system after a set amount of activations. The downside of a laser is that particulates in the air can make it visible making it easier to detect than tripwires in some situations. (100 credits)

Proximity sensor: A proximity sensor detects any creature or object of size class tiny or larger that moves through its radius. A creature moving through the sensor’s area may attempt a stealth check while moving at 5ft per round to fool the sensor. The DC of the check is determined by the sensor's grade. A sensor may be set to filter out triggers over or under a certain size.

Radius – the radius of a proximity sensor may be up to 15ft

Grades:

Poor – DC10, 25 Credits

Average – DC12, 50 credits

Security grade – DC15, 75 credits

Military grade – DC18 100 credits

## **Deployment systems:**

There are three types of deployment systems: droppers, launchers, and darts.

Dropper: The cheapest and toughest of the mechanism options. This deployment system dumps its contents directly in front of it. A bag of caltrops or ball bearings wont spread, a net won't deploy properly. This is largely useful for dumping liquids on targets from above or deploying explosive devices. (50 credits)

Launcher: The most commonly used deployment system the launcher launches it’s contents up to 30ft in a straight line. If loaded with solid ammunition it deals 1d6 bludgeoning/slashing/piercing damage on a hit (damage type at DM discretion). Items such as caltrops or ball bearings may be deployed in a straight line beginning at the mechanism and cover the area stated in their description.

Launchers are sold in three grades with varying DC’s to avoid their contents. A launcher's contents can only hit creatures who are directly in their firing line.

Standard grade - DC11 Dexterity save to avoid being hit (100 credits)

Premium grade - DC13 Dexterity save to avoid being hit (200 credits)

Milspec - DC15 Dexterity save to avoid being hit (500 credits)

Dart:  It fires a dart/bolt. You can even poison it if you want (though all the system's standard rules around using and applying poison still apply). The dart has an attack bonus of +2 and deals 1d4 damage on a hit. A bolt version that deals 1d8 may be installed but is a bit bulkier and may be harder to hide. The attack modifier may be increased in increments of +2 to a max of +8 for an additional 75 gold per increase. (75-300 credits)