Ethernalis Systems Reference

Hazards and Locks

A closed path may demand a key, a careful hand, or enough force to accept the consequences.
Traps, containers, keys, and forced entry
Detection·Disarming·Keys·Lockpicks
I
Before It Fires

Finding and Avoiding Traps

Traps can hide in rooms and containers. Perception may reveal them, but a revealed trap still threatens anyone who crosses or handles it carelessly.

Detection

Nearby hidden traps are tested against Perception. Particularly subtle traps are harder to notice.

Avoidance

Moving through a trapped direction tests the ability named by the trap. Failure allows the trap to strike.

Containers

A trap hidden inside a container can fire when the container is opened, before its contents are safely available.


II
Working the Mechanism

Disarm, Reset, and Collect

Trap work rewards both a steady hand and patience. Practice improves later attempts.

Disarm

Disarming tests Dexterity and Patience, improved by trap proficiency. A disarmed trap can be collected.

Reset

Resetting leaves the trap revealed and dangerous, ready to catch another creature that enters its path.

Enemy Movement

Roaming enemies can trigger traps. A well-placed mechanism can turn the dungeon against its own inhabitants.


III
Closed Ways

Keys, Lockpicks, and Force

Locked exits and containers can be opened by the correct key, careful lockpicking, or force.

KEY
Certain

Matching Keys

The correct key opens its lock and is consumed. A wrong key costs the attempt but remains in hand.

PCK
Careful

Lockpicks

Dexterity and lockpicking practice improve the chance. Lockpicks lose durability on every attempt.

STR
Force

Breaking In

Strength can force some locks. Failure may damage the weapon used and leaves the lock closed.

Dungeon Structure Combat and Injury