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Blade Trap

Blade Traps are the most common trap. Simple devices often placed just around the corner from an open doorway, they charge in a straight line, hoping to catch visitors’ shins between their sharp blades.

Blade Trap
Rank 1 Mechanical Trap
HP: 16 MP: 0 SP: 8
Defense: 18 (Impervious) Concentration: 12
Initiative: +3 Evasion: 7
Size: Medium Vitality: 15
Movement: 3 (Walking)
Strike Damage: 11
To-Hit Check: +7 Range: Melee
Default Weapon: Blade Trap Blade
(Rank 1 Metal Sword)
Accuracy: 3 Attack: 6 Durability: 6
Cardinal Charger (Passive)
Aside from any listed attacks, this creature may only use the Charge Basic Attack. Further, it may only attack or move in cardinal directions (directly North, South, East, or West).
Nigh-Unstoppable (Passive)
This creature has +2 to resist being Grappled, Halted, Knocked Prone, Pushed, or Slowed.
Start from the Start (Passive)
Once a Blade Trap has activated and attempted to attack, it must return to its starting position before it can make another attack.
Instinctive Intelligence
Immunity: Blind, Distracted, Flirt
Combat 5 Willpower 0 Accuracy 4
Hearts 4 Magic 0 Stamina 2
Athletics 4 Arcana 0 Nature 0
Civilization 0 Perception 2 Agility 3
Fortitude 5 Influence 0 Command 0
Intimidate 3 Discipline 2 Insight 0
Mechanics 2 Perform 0 Guile 0
Smithing 2 Enchanting 0 Cooking 0
Drops Weapon (when availble)
2x Tykogi Iron (Rank 1 Metal)

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This is a mirror of Reclaim the Wild's supplement Ravage the Wild's rules and and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Reclaim the Wild's team.