They built these halls to kill intruders. Technically, everyone here is an intruder.
Finds, disarms, and re-arms the dungeon’s own hazards against its occupants. Not a gadgeteer — that’s Scrapwright — a re-purposer. The kit that is exploration-first made into a class.
Design Pillars
- Direct expression of the exploration-under-the-clock differentiator
- Scout on paper, damage engine once enemies get baited
- Deepest interaction with room features and the Clock
First-Pass Kit (draft — numbers unvalidated)
- Signature — Re-arm (action, out of combat): a hazard you’ve disarmed becomes yours: place it on a tile; the first enemy across triggers it, effects as authored on the hazard. The dungeon built its own teeth. You just point them the other way.
- Snare (action, cooldown): place a snare: the first enemy into it is Slowed and Marked. Bait optional, recommended.
- Passive — Hazard Sense: you always get a free check to spot a hazard before it triggers — no moments spent. The Clock doesn’t get paid for what you see coming.