My Games

Tuesday, September 3, 2019

The Huntsman: TNT Type and TNT Trap Mechanics

This is part of a series of Character Types and game mechanics for Tunnels & Trolls (TNT), although I think conceptually it could be re-worked for OSR or any other Fantasy RPG.

Previous TNT Posts:
Mystics
Subtypes
TNT Cheatsheet + impressions + homebrew rules
Mechs & Monstrosities Hack: Massive Combat
Mechs & Monstrisities Hack: Mechs
Minigame: Dueling

The Huntsman


According to the internet this comes from the D&D module Storm Kings Thunder


The huntsman is primal. They thrive in the wilderness, but they are decidedly not one with nature. They are frontiersman, they seek to carve their way through the wild, to conquer it. They often pledge loyalty to some hierarchical faction; whether a kingdom or a mercenary group. Sometimes it is out of genuine faith in the system, other times it is the result of a cynical worldview; a belief in the necessity of authoritarianism, that carving ones place in society, literally and figuratively, is the closest to a guarantee of safety in the civilized world (however dangerous the work itself may be).

Huntsman are hunters, trackers, trappers, lumberjacks, explorers, and survivalists. The Huntsman is intended to fill a somewhat similar role to a ranger or thief, but thematically is almost more like an anti-druid, anti-ranger, or depending on the themes of the setting, an anti-fey; as they are best-suited to roaming the wilds, but exist as a force against nature. They are tough, although not as adept at hand-to-hand combat as professional fighters and warriors, and are impeded by heavy armors.They are expert handlers of whatever weapons, tools, and technologies are employed in their place and time, and can scrounge resources and develop ingenious crafts from their environment. They tend to carry a bow, crossbow, or gun, a throwing hand ax, machete, shovel, handsaw, or chainsaw, and tools for crafting traps and simple shelter. Their traps, and abilities to shape the environment in their favor, make them a force to be reckoned with against monsters and singularly powerful foes. However, they are less suited to prolonged fights, or fights against many creatures at once.

While the inspiration for this Type is primarily the Huntsman of Snow White, the archetype as I'm envisioning it is more so rooted in American Fantasy and the idea of the Turner-esque Frontier, or like a Grimm Paul Bunyan. The Huntsman could just as easily be called the Woodsman or Lumberjack, or Ranger, but that already has such a specific connotation in fantasy. In an OSR-style game they might literally just be frontiersmen fighting against the odds for their very survival, but in a more heroic game, they should be given a level of mythos and gravitas equivalent to any other Adventurer, not unlike The Huntsman who was tasked by the Queen herself.

SWORDDREAM note: I use the term Huntsman to specifically evoke the aforementioned Snow White character, but I don't mean to imply that Huntsman must be male, nor to reinforce male-normativity. Hunter might be too generic a term, but you could just as easily call them Huntsmxn, Huntsmyn, Huntswomen, etc.

Stats

  • Must have at least one of the following talents (or similar GM-approved talent):
    • Hunting, Trapping, Trap-making, Tracking, Wilderness Survivalism, Lumberjacking
  • Gain Huntsman Level bonus combat dice for surprise attacks, ranged attacks while un-spotted, and any damage dealt by a trap immediately after triggering.
  • Cannot wear any metal armor or other armors that are heavy, loud, or impair movement, or else they lose all other Huntsman abilities.
  • Can scrounge resources from the environment to craft and set traps in the current area at no cost. 
    • "Current Area" is intentionally vague; it can be the room of a dungeon, a hex of a hexcrawl, or some specific measurement of area, at GM discretion.
    • Can make and set traps in the current area of total Trap Level up to Huntsman Level.
    • Only one trap can be made or set per combat turn, regardless of Trap Level.
      • Some traps may be impossible to make or set within a single combat turn, or would be ineffective if the monster witnessed the trap being made or set, such as a Pit Trap. This is determined at GM discretion.
    • Outside of combat or a limited time window, or in an area where resources are especially accessible, Huntsman may be able to make and set more traps at GM discretion.

Paul Bunyan by James Bernardin

Traps


There are no formal rules for traps in TNT, so this is a loose framework for traps. They can be bought at specialty shops, but only Huntsman or characters with Trap-Making as a talent can make traps (or the GM can allow a high SR challenge). While any character with Trap-Making may scrounge resources from their environment to make traps for free, only Huntsman can do so quickly (within a single turn, a handful of minutes, etc.), and non-Huntsman can only do so if resources are especially prevalent (and/or with a high SR challenge).

Non-Huntsman must succeed at a SR LK Challenge in order to successfully set a trap, where the SR is the Trap Level. It may not be obvious that the trap was set incorrectly (on an especially low roll, as a GM Intrusion in exchange for an Adventure Point, or other GM discretion). Huntsman always succeed at setting a trap unless they attempt to set a trap of Trap Level above their Huntsman Level, or at GM discretion.

If the Trap Level is higher than the MR dice of the creature that triggers it, it is assumed to automatically succeed if the monster enters the range of the trap (within GM discretion). Otherwise the trap-setter must make a SR Luck Challenge equal to the difference between the MR dice and the Trap Level (where an SR of 0 is 15 - LK). Some monsters, due to intellect or natural ability, may be especially wary of traps, or exceptionally skilled at dodging or resisting them, while others may be stupid, caught off-guard, or indifferent; all of which may affect the SR or feasibility of the trap.

Sample Trap List


Trap Level 1: Cost 25 unless otherwise stated

Alerting Trap: A trap that causes a loud snap, crash, flare, or explosion. It generally deals no damage and has limited status-effecting properties, but draws attention to the area. Can be used as an alarm, or as a decoy. 

Mouse Trap: A rectangular trap that, when triggered, clamps a bar down on the creature. Only effective against small creatures. Deals 1d4 damage. Each turn, the creature has a 1d8 chance of escape.

Small Deadfall Trap: A set of logs holding up a heavy object such as a large rock at an angle. When triggered, the trap falls on the target. Only effective against small creatures. Deals 1d6 damage and the creature is generally incapable of escaping. Deadfall traps provide cover against ranged attacks.

Small Snare Trap: A wire or rope trap on the ground, set along a tall object. When triggered, the snare tightens around the target and lifts them off the ground, hanging in place. Only effective against small creatures. If they have teeth or claws (or another means of escape), they have a 1d10 chance of escaping each turn. Attacking a snare trapped creature risks accidentally cutting the snare (trigger escape chance).

Spike Trap: A hidden spike or spear that deals 1d6 damage. It requires very little time or resources to make even for a non-Huntsman. Making, setting, or triggering spike  traps are one SR challenge level lower than other equivalent traps.

Sticky Trap: A sticky substance such as treesap traps a creature in place. Only effective against small creatures. There is initially a 1d10 chance of escape, but each turn the creature fails to escape, the die size lowers. While trapped, they are fully vulnerable to combat damage.

Stun Trap: A trap that produces a disorienting loud sound or flash that stuns and impairs the creature that triggers it for 1d4 turns, potentially limiting its mobility or combat ability.

Tracking Trap: A trap that releases a dye or scent when triggered which leaves a trail behind the creature that triggered it. Provides +3 to SR challenges against the creature that triggered the trap, or +5 for Huntsmen. Can stack with the Tracking talent.

Trap Level 2 Cost 75 unless otherwise stated

Bear Trap: A circular trap staked into the ground that, when triggered, clamps down with sharp teeth. The trigger is generally robust to small creatures. Deals 1d6 damage. Each turn, creatures with 1 MR die have a 1d6 chance of escape, and creatures with 2 MR dice or more have a 1d4 chance of escape. Creatures with 2 or fewer MR dice (or at GM discretion) may also be impaired, having reduced speed and agility or impaired attacks from formerly trapped appendage. Trapped creatures otherwise maintain full combat ability to other creatures within their attack range.

Improvized Arrow Trap: A make-shift bow set into the ground and triggered when a tight string is snapped. The trigger is generally robust to small creatures. The arrow deals 3d6 (if a real arrow) or 2d6 (if a makeshift arrow) damage.

Large Deadfall Trap: Similar to small deadfall trap, but for medium or large creatures. The trigger is generally robust to small creatures. Deals 1d8 damage and creatures with 2 MR dice or fewer are generally incapable of escaping. Creatures with 3 MR dice have a 1d6 chance of escape, and creatures with 4 MR dice or more have a 1d4 chance of escape. Deadfall traps provide cover against ranged attacks.

Large Snare Trap: Similar to small snare trap, but for medium or large creatures. Not effective against small creatures. If they have teeth, claws, a sharp tool, or some other means of escape, a creature with 1 MR die has a 1d10 chance of escaping each turn. Decrease the die size for each MR die (e.g. 2 MR dice = 1d8, 3 MR dice = 1d6, etc.).  Attacking a snare trapped creature risks accidentally cutting the snare (trigger escape chance).

Large Stun Trap: As stun trap, but can additionally affect targets in the immediate area around the creature that triggers it.

Pit Trap: Can increase in level and cost based on size, depth, coverage, and internal features. A large pit dug into the ground and covered to be inconspicuous, or potentially to allow sufficiently small creatures to pass over it. Additional features such as spikes, other traps, or even dangerous creatures, can be placed inside the pit trap (increasing the Trap Level but considered part of a single trap for the purpose of combat actions). To be effective, the trap must be large enough and deep enough to contain the creature (in which case it may deal 1d6 or more fall damage). If the creature has a means of escape (such as claws capable of digging into the earth, or climbing abilities), they have a 1d8 chance of escaping, where the die size increases or decreases relative to the difference between Trap Level and number of MR dice. Each turn a creature fails to escape, it is easier to escape on subsequent turns unless they are forced back down.

Trap Level 3 Cost 100 unless otherwise stated

Bolt Trap: The cost includes a Heavy Crossbow (80). Costs 30 gold to modify a regular Heavy Crossbow into a Bolt Trap (total cost 110, vs. 100 for buying a pre-made Bolt Trap). A heavy crossbow set into the ground and triggered when a tight string is snapped. The trigger is generally robust to small creatures. The bolt deals 5d6 damage. Sometimes the bolt is attached to a rope or chain, decreasing the velocity / damage (4d6 and 3d6 damage, respectively), but limiting the mobility of the target (starting at 1d8 and 1d10 chance of escape for creatures with 1 MR die, respectively). If the trap-setter succeeds at the SR challenge to trap the creature, they automatically succeed at dealing damage; there is no ranged attack roll. Requires a modified heavy crossbow; not even a Huntsman can construct a professional-grade heavy crossbow from resources found in the wild.

Example of Traps and Huntsman 

The GM is running a hex crawl in a forest, and the party enter a new hex. There do not appear to be any enemies, but the sun is beginning to set and the party need to catch their Owlbear soon. The level 2 Huntsman of the party scrounges together resources to build a pit trap, while the Mystic creates an illusion from Whole Cloth of a tasty woodland critter to attract the Owlbear, and the rest of the party go into hiding. 

Huntsmen do not need to roll to succeed at trap-making normally, but the player wants to add a bear trap to the pit trap, which would make it a level 4 trap, and the Huntsman is only level 2. The GM decides that the bear trap would require too much time and resources, but if they want to add a spike trap instead, the player must succeed at a SR 3 LK challenge to add the spikes; the full Trap Level. Since the Huntsman has Trap-Making as a talent, the difficulty of the roll is reduced by 3. The Huntsman has 20 in LK, so they must roll above 30-20-3 = 7. They roll 4 + 5 = 9, succeeding at adding the spikes.

The Owlbear has an MR 25, or in other words, 3 MR dice, so as it approaches, the Huntsman must succeed at a SR 0 LK challenge (MR dice - Trap Level), but since the Huntsman already has 20 LK, they only roll to ensure they don't critically fail (rolling a 1 and 2). They do not, so the trap succeeds. 

The owlbear falls, dealing 1d6 fall damage, 1d6 spike damage, and 2d6 damage given the Huntsman's combat bonus dice when a damage-dealing trap is triggered. The dice deal 2, 2, 3, and 5 damage, so the Owlbear has 25 - 12 = 13 HP remaining. Since Trap Level - Owlbear Level = 0, the Owlbear has the default 1d8 chance of escaping on its turn, and if it fails, it will drop to 1d6, and then 1d4. This gives the party plenty of time to pick it off. However, all of the commotion attracts other predators and opportunists...

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