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Old 04-13-2016, 01:20 AM   #1
Highland_Piper
 
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Default Animal Traps

I'm trying to find stats for bear traps, large and small but I am not finding anything in Low Tech or via Google. All the traps seem to be cages, pitfalls and snares. Does anyone know if one of the books has some stats on them?
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Old 04-13-2016, 06:35 AM   #2
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I'm trying to find stats for bear traps, large and small but I am not finding anything in Low Tech or via Google. All the traps seem to be cages, pitfalls and snares. Does anyone know if one of the books has some stats on them?
Dungeon Fantasy 1: Adventurers, page 26.
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Old 04-13-2016, 07:06 AM   #3
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Default Re: Animal Traps

High Tech, p. 58.

ETA: The traps in Adventurers look like they're based on the ones from High Tech, so either book should work for you.
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Old 04-13-2016, 08:04 AM   #4
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High Tech, p. 58.
That's what I would have gone to. What we think of as "traps" mostly depend on fairly high-grade steel that was either unavailable, or prohibitively expensive, at the TLs in Low-Tech.
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Old 04-13-2016, 08:39 AM   #5
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That's what I would have gone to. What we think of as "traps" mostly depend on fairly high-grade steel that was either unavailable, or prohibitively expensive, at the TLs in Low-Tech.
Yes, large and powerful springs and well fitted jaws. Industrial revolution stuff especially at friendly prices.
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Old 04-13-2016, 08:52 AM   #6
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Yes, large and powerful springs and well fitted jaws. Industrial revolution stuff especially at friendly prices.
Of course, in a fantasy world, an artificer might be able to create such things, perhaps as magical devices or works of magically aided craft. You might use essential metal, for example.
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Old 04-13-2016, 09:12 AM   #7
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Of course, in a fantasy world, an artificer might be able to create such things, perhaps as magical devices or works of magically aided craft. You might use essential metal, for example.
However, they'd be a rich person's toys and not be used by economically marginal types collecting furs in the wilderness.
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Old 04-13-2016, 09:34 AM   #8
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However, they'd be a rich person's toys and not be used by economically marginal types collecting furs in the wilderness.
Collecting rare and magical animal parts, or ensnaring monsters, might justify the expense. Or the same methods might be used for man-traps.
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Old 04-13-2016, 09:45 AM   #9
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Default Re: Animal Traps

I wrote up the traps from DF1 in the same structure as the Its a Trap! article here:

http://ottgaming.grimoire.ca/User:Je...me_GURPS_Traps
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Old 04-13-2016, 08:52 PM   #10
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Default Re: Animal Traps

I don't know how I missed it in DF: 1 and I didn't even think to look in HT. Thank you all.
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