I have been trying to create an adversary for an upcoming campaign that causes Rube Goldberg style accidents akin to what you see in the Final Destination movies. I was thinking of an attack that had piercing, preparation, and maybe a level of viciousness, with a narrative effect that it is not obvious who started the sequence that caused the accident. Players could use agility or coordination to provide competing dice, and of course the sequence of events might be seen,in whole or in part, by the players . Might there be a better way to recreate this attack in the Genesys world? I would welcome ideas and suggestions.
Rube Goldberg attack
I would use something akin to the Magic Rules. Give the villain ranks in Luck, and 'build' their abilities on the fly as the most mechanically similar spell to the accident they're currently causing (using the Magic system to determine the difficulty for fairness and consistancy's sake. Finally, reflavor the casting action as something innocuous, and give them an ability stipulating their "spellcasting" is imperceptible, and the spells themselves not obviously magical.
I would treat PCs attempting to 'defy fate' as counterspelling the villain's Luck (upgrading their checks once).
Effects the villain leaves behind (like traps) would be treated like them, and I'd have the players roll appropriate checks (coordination, discipline, etc) opposed by the Villains Luck.
Having it work akin to the magic rules might be a way to go, though in this case I would not want the villain to benefit from any other advantages of luck. I did want this to work like traps that were made and left by someone, but I could not find any examples of traps in either the core rule book, nor the first supplement.
The closest thing I've found to an actual 'Trap' was in The Haunted City (for RoT). Like in most systems, encountering a trap seems to just be a reactive check by the victim to avoid or mitigate the consequences; much like being poisoned. Other threads have already discussed how to adjudicate a player-set trap (as a ranged combat check using skulduggery IIRC).
I will admit, the lack official guidance regarding traps was a little jarring to me as well.