Night Wizard!:Random Fortress Creation
Note: The term Tile describes a 5x5 square area that are the building blocks of Fortresses randomly generated using the School Maze rules.
Just as the name indicates, Traps are devices which do harm to intruding Wizards which disturb them. Like Enemies inside of Fortresses, they may have different effects depending on the characteristics of the Lunar Casket. The same magical cannon may fire either energy bullets or globs of spider silk. The cannon itself may be a dreadful ballista, suitable for laying siege to a castle- a pitching machine- or a sci-fi laser cannon. Occasionally it may fire beans, stuffed animals, or other objects that do not resemble bullets, so be careful.
Inside a Fortress, one must not become unwary no matter how harmless something looks. Wizards must keep in mind that Fortresses are not worlds in which humans were meant to live.
- 1 Detection and Disarming
- 1.1 Trap Detection Judges
- 1.2 Trap Disarming Judges
- 1.3 Danger Sense Judges
- 2 Trap Activation
- 3 Trap Customization
Detection and Disarming
Inside a Fortress, one must be vigilant. Traps must be detected in advance in order to take action safely.
Trap Detection Judges
In order to detect where Traps (might) be placed, one must make a Perception Judge against the difficulty set by the Traps' Detection Levels. One can detect Traps installed in the same Tile as them that are Trigger-type, Continuous-type made secret by an Enchant-type, or Objects. Typically, it does not matter if these Traps are within your line of sight. However, in the case that the area is divided into multiple rooms, it is the GM's decision on which you can search for Traps on the other side of walls. If there are Traps in the specified Tiles, and the Detection Levels of the Traps are lower than your Judge's Achievement Value, the Traps will be revealed to you.
The GM should specify which Squares the Traps are in. At the same time, a basic summary of the Traps ought to be given. It's not necessary to mention such things as the Disarm Level or the trigger, damage, or Combat Attributes. It should be noted that regardless of the success of the detection, each character can search for Trap in a Tile only once. Of course, which Squares can be searched for Traps may also be limited by range or line of sight.
Mine-type Traps cannot be detected.
It is not necessary for the GM to reveal the Detection Levels to the players. They should simply be told "You don't find any Traps" so that they can never truly be sure.
Line of Sight
Obviously, you can't see anything out of your line of sight. However, it's still possible to form an abstract idea of "Something's not right over there" about the vicinity. Then when it comes into your sight, you will be able to confirm it.
When a character stands on a Square neighboring a Tile that has not been checked for Traps, they may make a Trap Detection Judge upon adjacent Squares within that Tile (for instance Squares to which they are preparing to move.)
The GM may give hints on the situations that will activate Trigger-type Traps.
Trap Disarming Judges
Characters may attempt to disarm Traps when moving to the Squares in which they are located. When they move to a square in which a Trap is known to be present and declare that they would like to disarm the Trap, if they roll a Skill Judge higher than the Trap's Disarm Level, the Trap is disarmed. Traps that do not have Disarm Levels specified are not possible to disarm or make Trap Disarming Judges for. If the Judge is a failure, the Trap is not disarmed. If one rolls a Fumble on the Judge, regardless of whether the Judge succeeds nonetheless, the Trap is activated.
Among Traps, there are those which are treated as if they were Bestow-type Magic. These Traps have a Magic Level listed. Spells, Items and Special Abilities which dispel magic are necessary to disarm these Traps.
Disarming Magic Traps
Among Spells, there are some which erase the effect of Bestow-type Magic. These can be used to disarm Magic-type Traps. For example, the General Magic "Magic Cancel" can erase Bestow Magic of level 2 or below. Thus, it can also disarm Magic-type Traps of level 2 or below.
If every member of the party fails to disarm a trap, the GM may permit them a second chance. At this time, all the PCs should spend 1 point of Prana for the privilege.
Danger Sense Judges
Danger Sense Judges allow one to use their past wisdom and experience to sense the presence of Traps, even if they were not detected beforehand. Danger Sense Judges can only be performed for Mine-type Traps or others with their Detection Level written like "- (18)". This describes that, though the trap cannot be detected with a Trap Detection Judge (the "-"), the number within parentheses is the difficulty of the Danger Sense Judge. The GM declares when Danger Sense Judges will be made, not the Players. This is done when the PCs enter a square with a Mine-type Trap within (before the Trap activates) - only that Player should perform a Danger Sense Judge.
A Danger Sense Judge is a Perception Judge against the difficulty set by the number within parentheses under the Detection Level. If this Judge is a success, they notice the presence of a Trap and may optionally stop just short of the square in which the Trap is present. If the Danger Sense Judge is a failure, the Trap activates.
Stopping is Optional
Depending on the situation, there may be times when a Player wants to ignore the Trap and keep moving. Thus, stopping is optional.
Trap Activation by Multiple Characters
If the Party Marker is in use, multiple Characters may enter a Square in which a Mine Trap is present at the same time. If this happens, each Character must make a Danger Sense Judge, and only the Characters who succeed will be able to stop in time. Note that this situation will not occur during Round Progression.
At the moment a character meets the activation condition for a Trap, the Trap activates, and they become victim to the unfortunate results. Based on their activation condition, Traps are divided into four types. The GM can also set special conditions before the trap's effects will cease. Often this requires taking a special action or using an item.
Types of Traps
These Traps activate when characters take actions such as opening a door or a lock. Entering a square in which a Trigger-type Trap is present is not sufficient to activate the Trap. For traps that behave like that, see Mine-type Traps. However, it is possible to have Traps that activate simultaneously with other Traps, or upon leaving the square the Trigger is present in. Trigger-type Traps can be detected with a successful Trap Detection Judge.
These Traps activate when a Character enters the same Square as them. They could be thought of as Traps whose Trigger is entry into the Square they are within. Mine-type Traps cannot be detected. It is only possible to locate them through a Danger Sense Judge. Thus, they can only be found by interrupting movement.
These traps inflict an effect upon Characters within the same Square as them. Continuous-type Traps are not secret by default (see "Conceal", P146) and can be seen by anyone whose line of sight they are present in.
These Traps provide additional effects to Objects or other Traps. This effect continues until they are disarmed. Enchant-type Traps are not secret by default (see "Conceal", P146) and can be seen by anyone whose line of sight they are present in.
Positions and Triggers
Trigger-type Traps may be triggered in a different Square from the one that the Trap itself is present in. In this case, the Trap can only be found by a Trap Detection Judge that includes the Square in which the Trap itself is present. The effects of Mine-type Traps can also extend to Squares other than that in which the Trap was activated. In this case, a Danger Sense Judge can be made in either Square and will reveal the Square which triggers the trap.
Special Trap Disarms
Any trap may be configured so that it can be disarmed via means other an ordinary Trap Disarm Judge. For instance, pressing a switch in another room, defeating a special enemy, or saying a password. This is entirely at the GM's discretion.
This applies also to traps which cannot be disarmed via Trap Disarm Judges.
Typically, Trigger and Mine-type traps activate only a single time. However, the Trap Restarter (P146) may be used to allow them to activate multiple times.
The targets of a Trap depends on the Trap in question. It is listed under the individual Trap Data.
Damage from a Trap
Damage received from Traps is processed the same way as damage in battle. The processing depends on the Trap Data.
PACC or MACC Listed
Perform a Hit Judge and Damage Roll as you would under the combat rules.
Only PATK or MATK Listed
Perform only a Damage Roll. If the Trap has PATK, it is a Physical Attack, and if the Trap has MATK, it is a Magical Attack.
Some traps decrease HP, MP and the like directly. PDEF and MDEF have no effect.
Traps with "Customizable: Yes" listed under their Trap Data are possible to customize. You can alter the Trap Data to increase its abilities.
A Customized Trap will have a Trap Level higher than that of the ordinary Trap.
See below for details on how much the Trap Level increases.
Increasing Detection or Disarm Level
For each +3 increase in the Detection or Disarm Level, the Trap Level increases by +1.
Increasing Combat Attributes
For each +3 increase in the PACC or MACC, the Trap Level increases by +1. If the increase is to PATK or MATK, they increase by +5 for each increase in Trap Level.