Mortimer said:
Thanks, are they mechanical or magical? From the preview it seems like Wraith Recon is a "magic instead of technology" setting.
It contains the rules framework for creating and utilising mechanical traps. Spells and enchantments for designing Magical Traps are provided in the SpellCom book.
Ah bugger it, here's a relevant snippet to give you an idea of how they should work in MRQ2. Bear in mind that the default coin in WR is the GP not the SP.
Traps Large and Small
Traps are built for a range of purposes, but generally focus on raising an alarm, capturing interlopers, or killing transgressors outright. Building such traps require the Mechanisms or Engineering skills, the former to create small devices designed to affect a single target, whereas the latter concerns massive constructions which are capable of incapacitating small groups.
When a trap is built it gains a challenge rating equal to the Mechanisms or Engineering skill of the maker. Thus a pitfall trap constructed when the craftsman had an Engineering skill of 65% would thereafter use that value in opposed tests rolled to see if the pit can be spotted, evaded or disarmed. Even if the craftsman later increases his skill, the trap remains unchanged.
Only mechanical traps or those built to be invisible on crafted items cost money to build. Alarms cost the crafter’s skill in gold pieces, imprisoning traps cost ten times more and death traps a hundred times more. Alarms and traps built in the wilderness from natural materials cost nothing but the time needed to set them up.
Alarms are simple and often subtle affairs, which when triggered, ring bells, drop flags and the like. Since they are not meant to cause harm, they are often fast to set up.
Ensnaring traps tend to be based around pits, cages or heavy sprung limb snares. Save for the latter they do not normally injure the victim, the objective to keep them trapped until the owner can see what he’s caught. If it possesses one, victims gain a single chance to ‘disarm’ the locking mechanism, in order to break free. Otherwise they must overcome the armour and hit points of the material it is constructed from.
Deathtraps deliberately try to kill the victim. The amount of damage which can be inflicted is based upon the maker’s skill.
Traps can normally only be used once before they must be manually reset. Master crafters however can design mechanisms powered by clockwork springs or large weights which can reset themselves several times before they run out of power.