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Game Design GLOG Mechanics OSR

Trap Whisperer (GLOG class)

He’s basically a blue-collar worker, a tradesman. No different than a plumber, or an electrician, except in the dungeon.

^Art by /u/keffolo on Reddit!

I fucking love Rogues.

I know we went through this before, and I didn’t seem to like them much, but that was based entirely on Rogues being their own class in Dungeons & Dragons, doing things the other classes can and should do.

But this is the GLOG baby, and classes aren’t archetypes. They’re not bigass monolithic representations of fantasy heroes. They’re fun little tool-kits that you can dip in and out of as easy as a bowl of Queso.

Kay, so.

The Trap Whisperer is another one inspired by the beautiful Manga Dungeon Meshi by Ryoko Kui. In which, the rogue of the party seems to be there entirely for his playing of traps and locks like an instrument.

He’s an expert, a working man. Supporting his family with cash he makes dismantling and salvaging old mechanisms and machinery.

He’s basically a blue-collar worker, a tradesman. No different than a plumber, or an electrician, except in the dungeon. This is what a Rogue should be, an expert in craftily stripping a dungeon for all its worth.

In The Ship of Theseus, I really like pulling inspiration from the natural and practical logic of Dungeon Meshi, and so when I wanted a rogue, I immediately thought of Chilchuck. (That’s his name).

Trap Whisperer

Nobody believes you, but you can talk to traps. Not in the way that people use words or runes or signs to talk, no no.

The hiss of metal, the stretch of rope, the bubble of hidden oil. You’ve been doing this a long time, and no mechanism can keep secrets from you, not for long anyway.

A: What Not to Touch, Salvage, +1 to Trap Saves

B: Fixer-Upper, +1 to Trap Saves

C: Make Room, +1 to Trap Saves

D: Switchup, +1 to Trap Saves

Starting Gear: A flat knife, a set of files and lockpicks, a crowbar, a vial of lubricant, goggles.

What Not to Touch: As soon as you step into a fresh area, you may spend 1 round to take in the elements of your surroundings. You then know which three objects in the room could be trapped, with one minimum being a real trigger. 

Salvage: While disarming any mechanism, whether it be a trap, lock, or other simple machine, you may spend 1 Grit to add +1 to the roll. Any fragile or breakable parts of a trap you attempt to disarm are recovered completely intact, and may be extracted for quick set up later. 

Fixer-Upper: While investigating a trap or trapped area, if you trigger it, you hear a click. Then, make an INT + DEX Score Save with Advantage instead of the traps usual Score Save. If you succeed, the trap is considered to not be triggered, and you know exactly what would have happened if it had been.

Make Room: No items that can fit within the container your inventory is in are considered Heavy. This means Treasure, trap parts, or any number of other things you might find useful or valuable.

Switchup: You may spend 3 Grit to change the trigger of a trap in sight.

By Michael

I've been a huge fan of RPGs for the longest time now. Gamemastering has become my favorite hobby, and connected me with all sorts of people all over the world.

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