I was working for some time on some rules concerning traps.
They are in a bit chaotic state right now.
I wanted to have traps in a state I could put on a card (working on backgrounds right now), and some interesting mechanic, that would be more than just "roll -> you disabled the trap", and allow both me, and the players to build and set the traps.
I present to you all I have invented on the matter to this day (didn't have the time to clean it up, so its a wall of text that can be hard to understand at some points).
It surely can be upgraded/simplified, so, share your opinions before I start to make an SE plugin with it (I'm too lazy to change it after that).
First part is about what I would like to see on a trap card, next is a bit about how it works, almost at the end are new action cards designed to work with traps, and at the same end are some ideas about lockpicking.
Read along, and I go and get some sleep
.
EDIT:
Here is pdf with rules rewritten and cleaned up (don't bother with those below, your eyes will hurt): www.gmtools.excelocms.com/houserules/Traps.pdf
- - - - - - - - - -
TRAP CARD
- - - - - - - - - -
Name (text):
Name of a trap
Type (symbol / text ?):
1. Mechanical - trap is build in an old fashion way using mechanical parts, and knowledge
2. Magical - trap is weaved with magic, and contains no mechanical parts
3. Hybrid - trap construction includes mechanical parts and magical spells
Spot (number 1-5) / Base Spot (1-6 eye symbols) - determined by the set trap test (see cards at the end), higher is better
Determines how good the trap is hidden, how hard is to find the switch, or guess the riddle to turn the trap off.
Skill used for this task depends on a trap Type.
Spot is used, when you just need to use the trap as a GM, Base Spot is used when players set the trap (modified by roll results).
Complexity (number 1-5) / Base Complexity (1-6 gearwheel symbols) - determined by the build trap tests, higher is better
Determines the trap complexity and quality, and how hard it is to disarm.
Complexity is used, when you just need to use the trap as a GM, Base Complexity is used when players set the trap (modified by roll results).
Sensitivity (number 1-6) / Base Sensitivity (1-6 what symbol?) - determined by the build trap tests, lower is better
Amount of chaos stars that needs to be accumulated during the disarming period, to trigger the trap.
Tension meter to count the amount of chaos stars rolled. When tension meter gets to an end, trap is triggered (even if you already disarmed 90% of it, you shouldn't poke that wire!).
Sensitivity is used, when you just need to use the trap as a GM, Base Sensitivity is used when players set the trap (modified by roll results).
Disabling (text) – IMPORTANT: this is NOT disarming! Its switching it on/off using password/switch/etc.
Description on how to disable a trap (if possible)
- switch/lever (Observation)
- magic (Magical sight)
- secret password/move sequence (Intuition)
Example:
Observation check to find a hidden switch.
Trigger conditions, and avoiding (text)
How hard it is to avoid the trap, and description, how the trap is triggered (ie. stepping into the room, opening the chest, standing on a stone plate):
1. Test (1-5) - a test to avoid is required every time condition is fulfilled
Examples:
- corridor with swinging blades, every time you go through it you have to pass Agility test, or be hit
- trapped chest, first time you open it, you have to make an Agility test, or be hit with a poison dart
2. Situational (symbol or symbols) - when a given symbol is rolled during any test in the trap closest vicinity you trigger the trap
Examples:
- room where floor is filled with switches that trigger the trap, every time you roll a symbol, you step on a switch, and the trap is triggered
- corridor with walls filled with electical energy, every time you roll a symbol, you get to close to the wall, and get electrified
3. Inevitable (-) - trap is triggered right away, when the condition is fulfilled (no additional tests required, or symbols rolled )
Examples:
- when X persons enter an empty room a door shuts behind your back (because of weight), and the room is slowly filled with water, the only possibility to avoid it is to spot the trap before entering the room, and not entering at all, or disarming/disabling it before, or after trigger
Effects (text):
What the trap does to you, when it is triggered, and you did not managed to avoid it
How many times it can be triggered (number)
Number, or infinity symbol.
Working time (progress tracker)
How long the trap works.
- hourglass symbol - trap is preparing itself to fire in this round, but is save beside that
- explosion symbol - trap fires is this round
Disarm track (progress tracker):
Description on how to disarm a trap, approximate time it takes to disarm the trap, along with symbols that let you know, what test you have to make
- chain symbol means, that you have to make Disarm Trap with Skulduggery skill check.
- flame symbol means, that you have to make Disarm Trap with Spellcraft skill check
- - - - - - - - - -
Back side of card
- - - - - - - - - -
Size (text)
How big a tap is: tiny, small, normal, big, huge (only some of tiny and small traps can be moved without breaking it into parts)
Materials (text)
wood, stone, metal, fluid/dust, magic
Fuel (text)
water, wind, poison, acid, gas, gunpowder, arrows, magic wind, warpstone
Image (is it required?)
Trap image.
Description/Fluff (text):
Short trap description.
Cost (text) ??
How much money a trap cost (is it required/possible to evaluate??)
- - - - - - - - - -
Chain trigger
Each traps can trigger another trap, when it stop working.
Write somewhere name of a trap that is triggered next after this one reaches end of its working progress tracker.
Mechanical trap cannot trigger Magical trap, and vice versa.
Both Mechanical and Magical traps can trigger Hybrid traps, as well, as Hybrid traps can trigger both Mechanical and Magical traps.
- - - - - - - - - -
Spotting/disabling/disarming:
1. Mechanical
a. spotting requires Observation check vs Difficulty
b. if spotted or someone already knows about the trap
- if trap can be disabled, players know how to do it, and are in proper range (ie. next to a switch), they can disable the trap
- if trap can be disabled and players do not know how to do it, connected skill check vs Difficulty is required if the way of disabling trap can be found in this way (maybe there are some symbols on a wall that hide the answer)
- disarming requires Skulduggery check vs Difficulty
2. Magical
a. spotting requires Magical Sight check vs Difficulty
b. if spotted or someone already knows about the trap
- if trap can be disabled and players know how to do it, and are in proper range (ie. next to a switch), they can disable the trap
- if trap can be disabled and players do not know how to do it, connected skill check vs Difficulty is required if the way of disabling trap can be found in this way (maybe there is some magical riddle that hide the answer)
- disarming requires Spellcraft check vs Difficulty
3. Hybrid
a. spotting requires Observation or Magical Sight check vs Difficulty, if you have only one of those skills learned, Difficulty is raised by 1
b. if spotted or someone already knows about the trap
- if trap can be disabled, players know how to do it, and are in proper range (ie. next to a switch), they can disable the trap
- if trap can be disabled and players do not know how to do it, connected skill check vs Difficulty is required if the way of disabling trap can be found in this way
- disarming requires Skulduggery and/or Spellcraft check vs Difficulty (depending on a symbol on a progress tracker)
Spotting is one test.
To disable a trap, you have to know how to do it (answer to the riddle, know where is the switch, and be able to reach it).
Disarming requires the use of progress tracker (you move over it using action cards)
Every trap has a progress tracker printed on it, that consists of 1 of the 2 symbols (either mechanical, or magical trap), or both (hybrid trap):
- chain symbol means, that you have to make Disarm Trap with Skulduggery skill check.
- flame symbol means, that you have to make Disarm Trap with Spellcraft skill check
When trap is triggered check the trap Working Time progress tracker (it ticks one space a round)
It consists of symbols in 2 colors:
- hourglass symbol - trap is safe (gears and chains are moving, trap is preparing itself to fire) in this round, player may use this time to escape, disarm, or disable trap
- explosion aymbol - trap attacks in this round, all players in trap range suffer the consequences
Things that make trap disarming easier
- trap disarming tools - helpful while disarming traps. Consists of probes, tongs, pliers, and other helpful tool when dealing with traps.
- help of other qualified person (ie. hybrid traps can be disarmed by 2 persons, one that takes care of mechanical parts, and the other that takes care of magical parts)
- specialised magical items, that give you magical sight, and allow to use Spellcraft skill for disarming traps (ONLY)
- - - - - - - - - -
Building a trap:
1. find a proper place to build a trap
2. gather all the required materials and fuel in the amount dependant on a trap size
3. make sure you have the proper tools
4. make a number of tests dependant on the number of materials required to build a trap
- starting trap Complexity is equal to Base Complexity, this is increased or decreased according to the tests results (see the cards at the end)
- minimum trap Complexity is 1, maximum trap Complexity is 5
- starting trap Sensitivity is equal to Base Sensitivity, this is increased or decreased according to the tests results (usually starts with higher values and is decreased if tests go well making trap more sensitive, easier to trigger while disarming)
- minimum trap Sensitivity is 1, maximum trap Sensitivity is 6
Skills required to build a trap depend on materials used:
- wood - carpentry
- stone - masonry
- metal - blacksmithing
- fluid/dust - alchemy
- magic - spellcraft
Time to build depends on trap size and complexity (a table with comlplexity as columns and size as rows?):
- tiny
- small
- normal
- big
- huge
- - - - - - - - - -
NEW CARDS
- - - - -
Set Trap (recharge ! - depends on trap size) - alows to set and hide a trap.
Difficulty equals trap Complexity.
Skill required depends on first space of trap disarm progress tracker: gearwheel - Skullduggery, flame - Spellcraft.
Conservative:
- success - you set a trap with default Base Spot value
- 2 boons - trap Base Spot value is increased by 1
- Sigmar's Comet - trap Base Spot value is increased by 1
- 2 banes - trap Base Spot value is decreased by 1
- hourglass - the task takes 1 additional time space for each hourglass rolled
Reckless:
- success - you set a trap with default Base Spot value
- 3 success - as above, and trap Base Spot value is increased by 1
- 2 boons - trap Base Spot value is increased by 1
- 2 banes - trap Base Spot value is decreased by 1
- chaos star - if the test failed, you accidently trigger the trap
- - - - -
Disarm Trap (recharge 1) - allows to disarm a trap with mechanical parts.
Difficulty equals trap Complexity.
Skill required depends on current symbol on trap progress tracker.
Conservative:
- success - you progress 1 step on a track
- 2 boons - your next disarm trap check on this trap adds [W] to the dice pool
- Sigmar's Comet - you may automatically progress 1 additional step on a track
- 2 banes - your next disarm trap check on this trap adds
to the dice pool
- chaos star - add 1 token to the trap tension meter, if the tension meter reaches the trap Sensitivity value, trap is triggered automatically
- hourglass - each hourglass rolled adds 1 to this card recharge rating
Reckless:
- success - you progress 1 step on a track
- 3 success - as above, and you may automatically progress 1 additional step on a track
- 2 boons - your next disarm trap check on this trap adds [W] to the dice pool
- bane - your next disarm trap check on this trap adds
to the dice pool
- 3 banes - add 1 token to the trap tension meter, if the tension meter reaches the trap Sensitivity value, trap is triggered automatically
- chaos star - add 1 token to the trap tension
meter, if the tension meter reaches the trap Sensitivity value, trap is triggered automatically
- - - - -
Build Trap (recharge ! - depends on trap size) - allows to build a trap.
Difficulty equals trap Complexity.
Skill required depends on materials trap is build with.
Conservative:
- success - you manage to create part of a trap
- 2 success - as above, add 1 to Base Complexity
- 2 boons - trap Base Sensitivity value is decreased by 1
- Sigmar's Comet - trap Base Complexity value is increased by 1
- 2 banes - trap Base Sensitivity value is increased by 1
- hourglass - the task takes 1 additional time space for each hourglass rolled
Reckless:
- success - you manage to create part of a trap
- 3 success - as above, add 1 to Base Complexity
- boon - trap Base Sensitivity value is decreased by 1
- 2 boons - trap Base Sensitivity value is decreased by 1
- 3 banes - trap Base Complexity value is decreased by 1
- chaos star - trap Base Complexity value is decreased by 1
- - - - - - - - - -
Locks
Complexity (1-5)
How complex, and difficult to open is the lock
Delay (1-6)
How much tests opening the lock requires. Uses progress tracker.
- - - - - - - - - -
NEW CARD
- - - - - - - - - -
Lockpicking (recharge 1) - allows to pick lock.
Difficulty equals lock Complexity.
Skill required is Skullduggery.
Conservative:
- success - you progress 1 step on a track
- 2 boons - your next lockpick check on this lock adds [W] to the dice pool
- Sigmar's Comet - you may progress 1 additional step on a track
- 2 banes - your next lockpick check on this lock adds
to the dice pool
- chaos star - you brake the lockpick
- hourglass - each hourglass rolled adds 1 to this card recharge rating
Reckless:
- success - you progress 1 step on a track
- 3 success - as above, and you may progress 1 additional step on a track
- 2 boons - your next lockpick check on this lock adds [W] to the dice pool
- bane - your next lockpick check on this lock adds
to the dice pool
- 3 banes - you brake the lockpick
- chaos star - you brake the lockpick