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Post by geekchris on Oct 12, 2013 10:52:33 GMT -5
I was wondering if anyone had any trap sugestions for my Star Trek campaign. All sugestions are appreciated!
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Post by dm1scotty on Oct 13, 2013 9:52:42 GMT -5
A field that deactivates technology and the the crew must depend on wits and skill to escape.
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Post by markd1733 on Oct 13, 2013 10:03:54 GMT -5
A spot has a first generation teleporter that no one recognizes unless they make some skill or knowledge check (e.g., it oriented horizontally, has several "beams," is structured rectangularly, etc). It has a trigger and a destination appropriate to the story. For example, if they are in something abandoned, it was left powered for someone to run into and teleport out automatically...but that person never made it. So, now it is just waiting for someone to cross its path.
Also, any particular Klingon, Vulcan, or Romulan weapons that can be jury-rigged for traps?
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Post by geekchris on Oct 13, 2013 10:18:22 GMT -5
A spot has a first generation teleporter that no one recognizes unless they make some skill or knowledge check (e.g., it oriented horizontally, has several "beams," is structured rectangularly, etc). It has a trigger and a destination appropriate to the story. For example, if they are in something abandoned, it was left powered for someone to run into and teleport out automatically...but that person never made it. So, now it is just waiting for someone to cross its path.
Also, any particular Klingon, Vulcan, or Romulan weapons that can be jury-rigged for traps? Perhaps a cloaking field surronding a romulan escape pod that has auto phasers for defense that only the crew of the pod can turn off, but it was launched empty? Sorry for confusing response, hard to type w/ phone
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Post by geekchris on Oct 13, 2013 10:20:47 GMT -5
A field that deactivates technology and the the crew must depend on wits and skill to escape. Great idea!
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