GURPS Dungeon Fantasy
rules and a power-up for disarming magical traps without Alchemy or Thaumatology skill. The power-up is intended for artificers and thieves, though the GM may allow it as a general utility power-up for anyone who meets the prerequisite.Thaumatological Traps
Most magic-based traps (e.g., Evil Runes) require either the Thaumatology skill or the Alchemy skill to recognize and, if possible, disarm. However, it makes sense that those who train extensively in trapsmithing would pick up some
techniques for handling mystical versions. As such, anyone may substitute Traps
, for the sole purpose of dealing with magical traps, but all rolls are at an additional -7. In no way does this give you any of the other benefits of those skills; you cannot use Traps to brew potions or answer general questions about magic, at any
This is in line with an IQ-7 default -- though for game purposes each would be considered a Traps technique, as shown below, not an actual defaulted skill. For balance reasons, these are Hard techniques that can only remove up to half of the penalty, similar to Targeted Attack.)Magical Trapsmith†6 pointsPrerequisite:
Traps at IQ+2.
You must specialize in Alchemy
when you take this power-up. (You may take it twice, for both.) When faced with a trap which requires that particular magical skill to spot, figure out, disarm, etc., you may instead roll against Traps
skill, at an additional -3.Perk:
Unique Technique (Magical Trapsmith). Technique:
Magical Trapsmith (H) Traps-3 .