Trapping Skill
Characters with the Trapping Skill most often utilize it as hunters. Fishermen employ a sort of trap, as do all manner of game hunters, from rabbit snares to bear traps, even rat catchers need to employ traps. The Trapping Skill is best when paired with an understanding of the habits of the skilled character's quarry, but essentially it centers on an understanding of pulleys, counterweights and other mechanisms by which a noose can be closed, a hook baited and moved appealingly, a swinging log or metal jaw tripped by pressure, or other relatively complex mechanisms that will ensnare and entrap the trapper's quarry.

Key Statistic: Wisdom
Tech Level: 1

Unskilled


Action

any actions that can be attempted without the skill
Advantage:

Beginner (1-2)


Action

the primary action the skill is required for
Advantage:

Professional (3-5)


Action

an additional, more complex action now available
Advantage:

Expert (6-7)


Action

an even more complex, often exciting or niched action or one that improves the quality of the primary action or actions
Advantage:

Master (8-9)


Action

see above, but even more complex, and usually more niche
Advantage:

Perfect (10)


Perfect Action

an impossible, mythic, "magical" power acquired by perfecting the skill
Advantage:

Specialities


A list of common specialities with links to their rules

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