Path of the Trapper

The Path of the Trapper gives you the tools to capture your enemies.

**Requirements:** Bear Trap (Tinker), Improved Caltrops (Gadget Tinker)

**Path Completion Bonus**: +1 Dexterity AND +1 Technology

## Core Abilities

**Crippling Trap**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: 1 Action

You set down a **Crippling Trap** in an adjacent empty hex. Enemies who move through the trap's hex take an unavoidable 2d6 + DEX damage and a -DEX Speed debuff. The trap breaks upon usage. You may carry up to TEK **Crippling Traps** at a time; each one weighs 1 Bulk. You can craft traps freely during an Intermission.

**Spike Trap**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: 1 Action

You set down a **Spike Trap** in an adjacent hex. Enemies who walk over the trap take an unavoidable 2d6 + DEX bleed damage. The trap breaks upon usage. You may carry up to TEK **Spike Traps** at a time; each one weighs 1 Bulk. You can craft traps freely during an Intermission.

**Fire Trap**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: 1 Action

You set down a **Fire Trap** in an adjacent hex. Enemies who walk over the trap take an unavoidable 2d6 + DEX burn damage. The trap breaks upon usage. You may carry up to TEK **Fire Traps** at a time; each one weighs 1 Bulk. You can craft traps freely during an Intermission.

**Lightning Trap**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: 1 Action

You set down a **Lightning Trap** in an adjacent hex. Enemies who walk over the trap take an unavoidable 4d6 + DEX Vim damage and half as much normal damage. The trap breaks upon usage. You may carry up to TEK **Lightning Traps** at a time; each one weighs 1 Bulk. You can craft traps freely during an Intermission.

**Pressure Trap**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: 1 Action

You set down a **Pressure Trap** in an adjacent empty hex. Enemies who move through the trap's hex take an unavoidable amount of damage equal to one tenth of their max HP, rounded up. If the creature takes up more than one hex, this damage is doubled. The trap breaks upon usage. You may carry up to TEK **Pressure Traps** at a time; each one weighs 1 Bulk. You can craft traps freely during an Intermission.

**Momentum Trap**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: 1 Action

You set down a **Momentum Trap** in an adjacent empty hex. Enemies who move through the trap's hex take an unavoidable amount of damage equal to twice their Speed. The trap breaks upon usage. You may carry up to TEK **Momentum Traps** at a time; each one weighs 1 Bulk. You can craft traps freely during an Intermission.

**Crushing Trap**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: 1 Action

You set down a **Crushing Trap** in an adjacent empty hex. Enemies who move through the trap's hex take an unavoidable amount of damage equal to twice their Armor. This damage ignores Armor. The trap breaks upon usage. You may carry up to TEK **Crushing Traps** at a time; each one weighs 1 Bulk. You can craft traps freely during an Intermission.

**Landmine**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: 1 Action

You set down a **Landmine** in an adjacent empty hex. Enemies who move through the trap's hex trigger this trap, which deals 4d6 + DEX damage to this hex and all adjacent hexes as an Area of Effect attack with an Accuracy of 10 times your DEX + TEK. You may carry up to TEK **Landmines** at a time; each one weighs 1 Bulk. You can craft Landmines freely during an Intermission.

**Hasty Trap Crafting**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft, Alertness

**Activation**: Passive

During a Rest, you may freely craft one of any trap you know by spending 3 Vim and 1 MP. This ability may be used DEX times per Rest.

**Scout Stance**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft, Alertness

**Activation**: Passive

This ability may be toggled on or off as a Free Action between Encounters. While this ability is active, you take a -12 penalty to Initiative rolls but a +6 bonus to checks made to detect and disarm traps.

**Fast Trapper**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Free Action, 3 Vim

This ability is usable up to DEX times per Round when you place a trap (once per trap). Gain an Action.

**Knowledge: Traps**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Passive

Gain +3 to checks made to know about, understand, or perceive traps, including situationally or metaphorically.

**Predator Becomes Prey**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Passive

Gain Flow to all rolls while you are caught in a trap, including situationally or metaphorically.

**Hide Trap**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: 15 minutes

You hide your nearby traps. Enemies must have a Perception above your Dexterity to detect the traps.

**Improve Hide Trap**

**Prerequisite**: **Hide Trap**

**Cost**: 500 XP

**Expedited** **for**: Finesse, Craft

**Activation**: 15 minutes

You hide your nearby traps. Enemies must have a Perception above your DEX + TEK to detect the traps. This ability replaces **Hide Trap**.

**Trap Magnetism I**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Passive

All of your traps and caltrops have an effective trigger radius of 1: whenever an enemy is within 1 meter of your trap, they trigger it as if standing on the trap, and the traps effects activate as if they've centered on the triggering enemies hex. For the purpose of this ability (and other **Trap Magnetism** abilities), spells and abilities with "Trap" and "Caltrop" in the name are also considered traps.

**Trap Magnetism II**

**Prerequisite**: **Trap Magnetism I**

**Cost**: 500 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Passive

Your **Trap Magnetism** increases to an effective trigger radius of 2.

**Trap Magnetism III**

**Prerequisite**: **Trap Magnetism II**

**Cost**: 600 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Passive

Your **Trap Magnetism** increases to an effective trigger radius of 3.

**Snare**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: 1 Action

You set down a **Snare** in an adjacent empty hex. Enemies who move through the snare's hex are held in place and cannot move or be moved until the end of the Encounter. Any time after they are ensnared, they may spend 1 Action to make a Strength check versus DL 11 + your TEK minus the number of times they've previously tried to free themselves this Encounter. If they succeed, they break the snare. You may carry up to TEK **Snares** at a time; each one weighs 1 Bulk. You can craft snares freely during an Intermission.

**Improved Snare Tactics**

**Prerequisite**: **Snare**

**Cost**: 500 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Passive

When you **Snare** a creature, you may spend 3 Vim to increase its DL by your DEX.

**Net Gun**

**Prerequisite**: **Improved Snare Tactics**

**Cost**: 600 XP

**Expedited** **for**: Finesse, Craft

**Activation**: 2 Actions

You fire a net at a nearby enemy, ensnaring them like a **Snare** from up to 12 meters away. This ability is usable once per Encounter.

**Disable Trap**

**Prerequisite**: **Improved Snare Tactics**

**Cost**: 600 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Passive

For every ability you know in Path of the Trapper, gain +1 to checks made to disarm traps.

**Repurpose Trap**

**Prerequisite**: **Disable Trap**

**Cost**: 700 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Passive

When you disarm a trap, you may add it to your inventory and re-arm it later for your own benefit.

**Improved Traps**

**Prerequisite**: **Repurpose Trap**

Cost: 800 XP

Expedited for: Finesse, Craft

Activation: Passive

All of your traps deal an additional 1d6 damage, and targets of your traps lose 1 Speed as a stacking debuff.

**Ultimate Trapper**

**Prerequisite**: **Improved Traps**

**Cost**: 900 XP

**Expedited for**: Finesse, Craft

**Activation**: Passive

All of your traps also cause the target to unavoidably lose 1 Alert and take 10 Vim damage.

**Trapper's Pack**

*This ability is not required for the Path Completion Bonus.*

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Passive

While wearing a backpack, your carrying capacity increases by 20 Bulk but Equipment and Consumables cost an additional Action to use.

**The Hunt**

*This ability is not required for the Path Completion Bonus.*

**Cost**: 400 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Passive

When you loot a Beast Cog who was caught in one of your traps, gain Flow when rolling the loot type and the loot roll.

**Skinner**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: **The Hunt**

**Cost**: 500 XP

**Expedited** **for**: Finesse, Craft

**Activation**: Respite

You skin recently slain animals or similar creatures. For each corpse, based on the creature's Level (L), choose one of the following to gain:

* L/2 Rations (if the creature is edible; round up)
* A hide or similar skinned material weighing L Bulk worth 5L
* +1 to the loot roll on this creature or creature group