Traps
Traps create Hazards for unsuspecting victims. Difficulty to notice and resist the trap is passive Intellect of user.
On successful Test traps effect is avoided.
| Traps | Cost | |
|---|---|---|
| Bear Trap | Deal 2D6 physical damage and prevent movement. | 5 |
| Net snare | Prevent movement and grant Advantage on physical actions against this being. | 3 |
| Alarm snare | Cause a noise, clearly audible to a great distance. | 1 |
| Caltrops | Deal 1D6 physical damage and obstructs movement in Close area. | 3 |
| Vapour spring | Spread effect of one poison to Near area. | 20 |
Poisons
Poisons create an internal Vigor or Will Hazard for the victim. Difficulty of the Hazard is passive Intellect of the poisoner.
Poisons have a Duration value which details how many times the poison can affect the target.
One duration is resolved the first time a being comes in contact with the poison.
In Conflict one Duration is resolved at the end of the victims Turn. When the victim succeeds in a Test against poison the poison will not affect them this Turn.
Treating Poisons
Poisons can be treated as an Action by making an Intellect Test against poisons Difficulty. On success poison loses one Duration.
| Poisons | Cost | |
|---|---|---|
| Viper venom, set: 2 | Internal Vigor Hazard dealing 1D6 damage for Duration: 3. | 10 each |
| Toad secretion, set: 2 | Internal Will Hazard dealing 1D6 mental damage for Duration: 3. | 10 each |
| Red mist, set: 2 | Internal Will Hazard causing target to attack closest being for Duration: 3. | 20 each |
| Dead rest, set: 2 | Internal Vigor Hazard dealing 1D6 damage for Duration: 3. Against Undead damage is increased to 2D6. | 25 each |
| Last Slumber, set: 2 | Internal Vigor Hazard causing target to fall asleep for Duration: 3. | 25 each |