Espionage - Traps is the art of creating, deploying, and disarming a wide range of traps. Whether it's a simple tripwire or a complex booby trap, you are a master of using them to protect your assets or to take down your enemies.
Your training in this skill allows you to identify potential trap locations and to create traps using a wide range of materials and methods. You are skilled in setting up traps that are difficult to detect and can be triggered in various ways such as pressure, weight, or movement.
Your knowledge of traps also allows you to disarm them quickly and efficiently, as well as to use them to your advantage in various situations. Whether it's to create a diversion, to defend a location, or to eliminate a target, your trap-making abilities are a valuable asset in any mission.
With your expertise in Espionage - Traps, you can turn any location into a minefield of danger for those who do not possess your knowledge and skill. You are a master of cunning and strategy, always staying one step ahead of your enemies.
If you are trained in this skill you can roll both this skill and Espionage - Search when looking for traps and take the higher result.
Each trap creation or disarming attempt will have a difficulty rating based on the trap's complexity, available materials, and conditions. Simple traps are easier to create and disarm, while sophisticated traps require expertise.
When you attempt to create, deploy, detect, or disarm traps, you will make an Espionage - Traps skill check against the trap's difficulty rating. The GM may apply Boons or Banes based on various factors, such as available materials, time pressure, your familiarity with the trap type, or environmental conditions.
Rather than spending skill points to move up skill levels, You may instead spend skill points to purchase any of the following tricks.
Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can set up a simple trap in half the normal time. When you need to quickly secure an area or create an impromptu ambush, you can deploy a basic trap (tripwire alarm, net trap, or simple explosive) in just 1-2 minutes instead of 10-20 minutes.
Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can create a trap that blends perfectly into the surrounding environment, making it almost impossible to detect. Anyone searching for traps must make an opposed check at Disadvantage, and casual observation won't spot it at all.
Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You are exceptionally skilled at safely disarming traps without setting them off or causing damage. When disarming a trap, you automatically succeed on one trap of moderate complexity or below, or gain a +1d6 Boon when disarming complex or dangerous traps.
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can set up a network of interconnected traps that work together to protect an area or target. When one trap is triggered, others in the network activate automatically or alert you to the intrusion. This creates overlapping fields of protection that are extremely difficult to bypass.
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can set traps to be triggered remotely via wireless detonator, allowing you to stay out of harm's way and choose the perfect moment to spring your trap. You can remotely trigger any trap you've set within 500 feet, giving you complete control over timing.
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can create a trap that triggers when someone tries to disarm it, catching them off-guard. The trap appears to be a standard design, but includes a secondary trigger that activates if anyone attempts to disable it. This is particularly effective against enemy demolitions experts.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: Your trap-detection abilities are legendary. For one operation, you can automatically detect all traps in an area simply by observing it, even traps that would normally be invisible or undetectable. You intuitively know their locations, types, and how to avoid or disarm them.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can create an elaborate trap with multiple stages, each one more deadly than the last. Victims who trigger the first stage think they've escaped, only to fall into progressively worse traps. This can include: alarm → gas release → explosive → pitfall sequence, for example. Each stage increases lethality.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can make effective traps out of any materials on hand, even if they are not typically used for traps. Furniture becomes pitfalls, office supplies become poison delivery systems, and everyday objects become weapons. Given 10 minutes and any environment, you can create a lethal trap from whatever is available.
Each custom trap system grants a stacking Boon when defending the trapped area:
Boons apply when:
Lethal Traps:
Non-Lethal Traps:
Advanced Traps:
Trap systems require ongoing upkeep:
"Tripwire" Chen secures team safe house:
Sergeant "Snare" Rodriguez prepares ambush site: