Magic Traps
In GURPS Dungeon Fantasy how do you create magic traps and how are the disarmed, removed, and/or circumvented?
Say you have a door and want to put a shock trap on the door knob so anyone not speaking a "password" before touching the door knob takes 3d shock damage. Or perhaps a fire trap that is triggered by anyone stepping on a tile. So how are the traps created? How would a wizard delver disable them? Where are the rules for this found in DFRPG books? |
Re: Magic Traps
Dungeon Fantasy Companion (https://sjg-warehouse-23.myshopify.c...tasy-companion) has a big section on traps, about a dozen of which are magical or alchemical traps. It doesn't have guidance on how PCs can create them (though the implication is that simpler traps like weapon traps can probably be created using a bit of rope and the rules from Exploits) but it has rules for using them in a dungeon, detecting them, disarming or avoiding them, etc.
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Note that the book Christopher pointed you to is not bundled with Against The Rat-Men or Magic Items and is therefore only $7.00. |
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