Custom EFU Traps?

Started by One_With_Nature, November 06, 2018, 04:29:26 PM

Previous topic - Next topic

One_With_Nature

I know that these already exist in the module for scripted quests, it is possible to implement them as placeable traps either using a player tool and item or by traditional  means factoring in the   set trap ability to place and make them recoverable as well with disable trap?

Could add a little more variety to the limited pool of traps that currently exist. You could also have requirements/tools needed for each trap.

A few examples:

- Spore gas traps (Cannistered traps that release, Stinking cloud, Mind Fog, Cloudkill) Tools: Cannister (Target on spore cloud to remove it)
- Trip Wire (Knock down on failed dexterity check 1d2 rounds) Tools: Trip Wire
- Bear trap (Failed reflex save slow effect for x rounds, small damage) Tools: Trap
- Pit Fall (Falls into a new transition small square area with a climbable placeable with tumble check to climb out, failed check is same as normal climb - also spawn a placeable where the pitfall was triggered so other players can see it and climb down if they want to) Tools: Shovel / Time spend digging (PC disabled for x rounds digging)
- Rockfall (Single rock falls on triggering PC/NPC) - Tools: Giant Rock