Trap detection
Effect active in gameA detail on the ground, an irregularity: learn to see passages differently.
Skills in this category
A detail on the ground, an irregularity: learn to see passages differently.
Skills in this category
Automatically detects hidden traps within one tile, including pits and trapdoors: 50% + 10 points per personal rank − concealment (0–100), capped to 0–100%. Each living skilled member has one attempt per trap per expedition; no reroll on return or reload. Once one member succeeds, the party can see the trap, but it remains dangerous. A floor trap deals its damage once per expedition; Dodge can avoid it.
At creation, choose three different skills at rank 1. Afterwards, one skill point lets you learn a new skill or increase its rank by 1, up to the ranks defined for that skill, provided the requirements are met.
| Rank | Required attributes |
|---|---|
| Rank 1 | No attribute threshold |
| Rank 2 | Perception ≥ 6 |
| Rank 3 | Perception ≥ 8 |
| Rank 4 | Perception ≥ 10 · Intelligence ≥ 8 |
| Rank 5 | Perception ≥ 12 · Intelligence ≥ 10 |
These thresholds are checked against the character’s attributes when learning. The current rank rules impose no additional minimum character level. Spending a point requires a living character outside combat.