Tripwire Traps

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Required Spider Discipline 1
Target Area 1 yard
Duration Instant
Action Move
Cost Free
Effect You spend a moment quickly anchoring a nearly invisible tripwire in a 1-yard-wide area adjacent to you. The trap must be laid between two surfaces (walls, trees, posts, stones, etc.). Once set:
  • The next creature that enters or passes through the tripwire’s space must succeed on a Physical Resistance roll vs. your Craft Skill (Traps) + Dexterity or be Knocked Prone.
  • If the triggering creature Fails by 3+, they are Flat-footed until the end of their next turn.
  • If The Spider Adept has activated Tremorsense they are immediately alerted when the trap is triggered, even at a significant distance, through subtle vibrations.

Trap Traits:

  • Traps are invisible without a successful Awareness vs. your Craft (Traps) check.
  • Can be disarmed with Disable Device Skill vs. your Craft (Traps) (triggers on failure).

You may maintain a number of active tripwires equal to your Spider Discipline Rank. The trap is not magical, but your practiced technique lets you construct it with supernatural finesse, tension, and concealment.