Trap Expansion
Posted: Mon Sep 28, 2020 3:39 am
I'd love to see more traps added for general use, Figured I'd toss in a few ideas here for it.
Pitfall-
Requisites:
Trapping:200
Location:Wilderness
Carryable?:No
Materials:8 small branches, or 4 medium branches, or 2 large branches.
Cover up potholes or odd terrain with leaves, sticks, and dirt, giving the false appearance of firm ground. When an opponent goes to attack you, they could fall into the trap, tripping, or being stunned for a short duration, as well as causing very minor damage to the targets feet.
Spiked Pitfall-
Requisites:
Bushcraft:Basic
Trapping 500:
Location:Wilderness
Carryable:No
Materials:Same as Pitfall, larger roundtime and energy costs to make.
Similar to the pitfall trap, only upon falling into the trap, there is also a chance to do some pierce damage to one or more parts of the body, this trap is significantly less useful against those who are armored.
Tension Spike-Trap
Requisites:
Bushcraft:Basic
Trapping 600
Location:Forest
Carryable:Yes
Materials:Sinew(Tension bands) 1 Large branch(Body), 3 small branches(Spikes).
A large flexible branch that is tied to a tree with sinew fibers and placed under large tension, along the main body of the branch are several small spikes, and attached to a tripwire. Upon being triggered, this trap will fling forward and strike whatever triggered it doing high pierce damage.
Void-Trap-
Requisites:
Trapping:1500
Location:Any
Carriable:Yes
Materials:
Voidsalt
Firestone
Small Container
Lockblade Trap.
Modified lockblade trap, with firestones attached to the edge, and a small container filled with voidsalt between the two large blades. Upon triggering the trap, the jaws will slam shut, sparking the firestones and igniting the void salt, producing a toxic nether-fog which obscurs vision and does damage over time to the one who triggered it, and their group. Nether tainted could be immune.
Fire-Trap-
Requisistes:
Trapping 600
Carriable:Yes
Location:Any
Materials:
Gas Sack(Skinnable from Shardlings, Drakolin, and Fire Breathing Salmanaders.)
Firestones
Tripwire(Sinew)
Consisting of a combustibal organic sack rigged up to firestones and a tripwire, this trap will explode upon triggering, dealing damage to all those in melee combat with the user, if the user is not skilled enough at trapping, it could harm them as well.
Pitfall-
Requisites:
Trapping:200
Location:Wilderness
Carryable?:No
Materials:8 small branches, or 4 medium branches, or 2 large branches.
Cover up potholes or odd terrain with leaves, sticks, and dirt, giving the false appearance of firm ground. When an opponent goes to attack you, they could fall into the trap, tripping, or being stunned for a short duration, as well as causing very minor damage to the targets feet.
Spiked Pitfall-
Requisites:
Bushcraft:Basic
Trapping 500:
Location:Wilderness
Carryable:No
Materials:Same as Pitfall, larger roundtime and energy costs to make.
Similar to the pitfall trap, only upon falling into the trap, there is also a chance to do some pierce damage to one or more parts of the body, this trap is significantly less useful against those who are armored.
Tension Spike-Trap
Requisites:
Bushcraft:Basic
Trapping 600
Location:Forest
Carryable:Yes
Materials:Sinew(Tension bands) 1 Large branch(Body), 3 small branches(Spikes).
A large flexible branch that is tied to a tree with sinew fibers and placed under large tension, along the main body of the branch are several small spikes, and attached to a tripwire. Upon being triggered, this trap will fling forward and strike whatever triggered it doing high pierce damage.
Void-Trap-
Requisites:
Trapping:1500
Location:Any
Carriable:Yes
Materials:
Voidsalt
Firestone
Small Container
Lockblade Trap.
Modified lockblade trap, with firestones attached to the edge, and a small container filled with voidsalt between the two large blades. Upon triggering the trap, the jaws will slam shut, sparking the firestones and igniting the void salt, producing a toxic nether-fog which obscurs vision and does damage over time to the one who triggered it, and their group. Nether tainted could be immune.
Fire-Trap-
Requisistes:
Trapping 600
Carriable:Yes
Location:Any
Materials:
Gas Sack(Skinnable from Shardlings, Drakolin, and Fire Breathing Salmanaders.)
Firestones
Tripwire(Sinew)
Consisting of a combustibal organic sack rigged up to firestones and a tripwire, this trap will explode upon triggering, dealing damage to all those in melee combat with the user, if the user is not skilled enough at trapping, it could harm them as well.