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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
Traps are devices designed to injure, hinder, or capture an unwanted
intruder. They are usually located in little-used openings or corridors to
guard a back entrance to a key location, such as a treasure room or
headquarters. Normally, traps will have a by-pass mechanism that allows the
owner to safely traverse the passage. Such safety switches are well concealed,
or located well beyond the trap. However, tombs and other sacred sites can
have traps that are left permanently activated after their maker has
departed.
Most traps are cleverly concealed in order to foil the intruder.A careful
search using the Security Systems skill is required in order to detect the
trap. Failure to successfully detect and disarm the trap will usually result
in the mechanism being triggered, with resulting consequences for the
insufficiently skilled intruder.
The following list of traps is intended for use in Hero-level settings.
Acid Trap
When this trap is triggered, a bulb containing a powerful corrosive acid is
smashed, splashing the contents on anybody in the immediate vicinity. The acid
continues to burn for several phases, eating its way through most armor.
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Abilities:
- 2d6 Energy RKA, Area Effect (Hex) (+1/2), Trigger (Mechanism) (+1/4),
Armor Piercing (+1/2), Sticky (+1/2), Continuous (+1), Uncontrolled
(+1/2), No Range (-1/2), No Knockback (-1/4), 3 Charges (-1-1/4), IIF
Bulb, Fragile (-1/2), Independent (-2), Charges do not recover (-2),
Acid removed by large quantities of water (-1/4).
Active Cost: 112; Real Cost: 14.
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Alarm
Possibly the most common type of trap, when triggered this simple device
creates a loud and steady noise that will draw the guard to the location of
the intrusion. A variation of this device produces a silent alarm in the
guards quarters, thus alerting the guards without making the intruder aware of
his mistake.
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Abilities:
- Images to Sound, 256" Radius (+1+3/4), Trigger (Activate Trap) (+1/4),
Invisible Power Effects (All, Hidden trigger) (+1), 0 END Persistent
(+1), Uncontrolled (+1/2); Only to create alarm noise (-1), No Range
(-1/2), Independent (-2), Trap detected by a Security Systems roll
(-1/2).
Active Cost: 55; Real Cost: 11.
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Alien Runes
These twisting, intertwined lines form eerie patterns that inflict powerful
psychological effects against humans and other intelligent species. Staring at
the runes for a few moments will cause nightmare images to arise from the
depths of the subconscious, paralyzing the victim with terror. The runes
increase in effectiveness when viewed by more intelligent beings.
The runes are actually quite harmless to their creator(s), often being
merely a psionic tool. In a Fantasy world, these runes could be created by
demonic beings or evil wizards. In more advanced cultures, the runes could be
created by an alien race, or as a information virus by a rogue scientist.
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Abilities:
- 12d6 Mental Illusion, Explosion (+1/2), Difficult to Dispel (+1/4),
Personal Immunity (Can be entire race) (+1/4), 0 END Persistent (+1),
Continuous (+1), Uncontrolled (+1/2), Limited to 1d6 per point of target
INT (-1/2), Visible (-1/4), Always On (-1/2), No Range (-1/2), OIF
Runes, Immobile (-1-1/2), Independent (-2), Only when runes are viewed
for a full phase (-1/2), Only to produce subconscious terrors
(-1/4).
Active Cost: 270; Real Cost: 39.
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Bear Trap
When a victim steps onto this trap, the iron jaws of this spring-loaded
trap snap shut, wounding the leg and pinning the target in place. The trap is
usually attached to the ground or a nearby post by a length of metal
chain.
The standard Bear Trap makes an attack at 0 OCV. (A failed attack means the
target did not step on the trap.) When concealed underneath loose debris, the
trap makes a surprise attack versus 0 DCV. The triggered trap can then be
reset by applying suitable leverage with a metal bar and 15 STR, or by any
being with 25 STR or more.
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Abilities:
- 3d6 Entangle, Takes no damage (+1/2), Only if trap does BODY damage
(-1/2), Can be opened and reset by 25 STR or a metal rod with 15 STR
(-1/4), Victim free to move within a 1" radius (-1/4).
- 2d6 RKA, Reduced Penetration (-1/4), Linked to Entangle (-1/2).
Combined: Trigger (Step on Trap) (+1/4), No Range (-1/2), Single
Renewable Charge (-1-1/4), OAF Metal Trap, Anchored (-1-1/4), Independent
(-2), Trap detected by a Security Systems roll (-1/2).
Active Cost: 89; Real Cost: 14.
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Blocked Passage
When triggered, a massive block of stone slides down to block the passage,
entombing the victims. This trap is usually employed against tomb robbers.
Once activated, it is all but impossible to reset without reconstructing the
entire tomb.
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Abilities:
- 8d6 Entangle, Blocks Sight Group, Area Effect (Hex) (+1/2), Trigger
(Mechanism) (+1/4), Invisible Powers Effects (All, Until Activated)
(+3/4), Single Charge (-2), Charge can not be recovered (-2), IAF Block,
Immobile (-1-1/2), Independent (-2), Trap detected by a Security Systems
roll (-1/2).
Active Cost: 225; Real Cost: 25.
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Bolt Trap
This simple, yet effective trap consists of a spring-loaded bolt that is
fired through a small hole in a wall. The trigger consists of a specific
physical action, such as stepping on a plate or pulling a fine wire. One
expended, the trap can be reset by rearming the spring and loading a bolt back
into the firing slot. Rearming the spring requires a special winch which must
be wound for a full turn.
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Abilities:
- 2d6 RKA, Invisible Powers Effect (All, Hidden trigger) (+3/4), Trigger
(Physical Contact) (+1/4), Requires attack roll at +6 OCV w/ range
modifiers (-1/2), IIF Bolt and Spring, Immobile (-1-1/4), Single
Recoverable Charge (-1-1/4), Independent (-2), Trap detected by a
Security Systems roll (-1/2).
Active Cost: 60; Real Cost: 11.
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Bomb
This alchemical concoction is triggered to explode when a flame ignites the
fuse. After a short delay, the bomb explodes, inflicting damage on anybody
standing nearby. The fuse can be lit by hand, or triggered to burn by a
suitable mechanism.
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Abilities:
- 10d6 Energy EB, Explosion (lose 1d6 per 2", +3/4), Trigger (Ignite Fuse)
(+1/4), Delayed Effect (+1/4), No Range (-1/2), OAF Explosive, Bulky
(-1), Single Charge (-2), Charge does not recover (-2), Independent
(-2), Trap detected by a Security Systems roll (-1/2), Extra Time (Full
Phase) (-1/2), Trigger deactivated by snuffing fuse (-1/2), Not
underwater (-1/4).
Active Cost: 112; Real Cost: 11.
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Caltrops
Also known as Crow's Feet, this small devices consist of four small spikes
welded together to form a pyramid. Regardless of how they land, one of the
spikes is pointing upward, forming a hazard to anybody stepping on the ground.
The more caltrops that are scattered across the ground, the more likely the
device is to pose a hazard to anybody rushing into the area. Caltrops can be
built at any iron smithy for a small fee.
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Abilities:
- 2d6 Energy Blast versus PD, Linked to EB (-1/2).
- 1d6 Running Drain, Recover 5 per month (+1+3/4), Only if EB does at
least 1 BODY (-1/2).
Combined: Area Effect (Hex, Nonselective Target) (+1/4), Trigger
(Step in hex) (+1/4), 6 Recoverable Charges (-1/4), Independent (-2), IAF
Caltrops (-1), Can be avoided by successful PER roll and 1/2 normal movement
(-1/4).
Active Cost: 47; Real Cost: 5.
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Collapsing Ceiling
This trap is usually unintended, being caused by a growing weakness in the
ceiling of an underground tunnel. The collapse is triggered by any type of
physical disturbance, such as an earthquake or an explosion. Once the ceiling
has collapsed, the trap can not be reset.
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Abilities:
- 6d6 Entangle, Stops Sight Group - Rubble
- 4d6 Physical RKA, Reduced Penetration (-1/4), Linked (-1/2), No Range
(-1/2) - Falling Rocks
Combined: Trigger (Violent Blow) (+1/4), Area Effect (Line) (+1),
Single Charge (-2), Independent (-2), Charge does not recover (-2), Only in
tunnel (-1/4), Trap detected by a KS/PS: Mining roll (-1/4).
Active Cost: 292; Real Cost: 36.
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Crushing Walls
This trap is usually triggered by pulling a lever or activating a switch.
Heavy stone slabs seal off the trap area and a massive ceiling block slides
downward, crushing anybody caught within. Once the trap has been sprung, it
requires considerable effort to reset the blocks.
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Abilities:
- 3d6 Entangle, Stops Sight, Allows free movement within area, Extra Time:
Full Phase (-1/2).
- 2d6 Physical EB, Penetrating (+1/2), 0 END Persistent (+1), Continuous
(+1), Extra Time: Turn (-1), Linked to Entangle (-1/2).
Combined: Area Effect (Radius) (+1), Invisible Powers Effects (All,
Hidden trigger) (+3/4), Trigger (Mechanism) (+1/4), Independent (-2), OAF
Ceiling Blocks, Immobile (-2), Single Recoverable Charge (-1-1/4), Charge is
difficult to reset (-1).
Active Cost: 175; Real Cost: 21.
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Deadfall Trap
A large weight, such as a log or a large rock, is suspended by a rope
harness. A hidden tripwire on the ground releases the weight, allowing it to
fall on the prey below. Depending on the design, the weight may be dropped
vertically, or swung from the side. Variations of this trap use a wooden
lattice with several sharpened stakes attached.
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Abilities:
- 4d6 KA, Area Effect (Hex) (+1/2), Trigger (Tripwire) (+1/4), Invisible
Powers Effects (All, Hidden trigger) (+3/4); Single Renewable Charge
(-1-1/4), Independent (-2), Trap detected by a Security Systems roll
(-1/2).
Active Cost: 105; Real Cost: 22.
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Drowning Passage
This trap consists of a narrow passage that is suddenly blocked off at both
ends by slabs of stone. The enclosed passage then floods with water, drowning
those caught inside. This is a one-shot trap that can not be reset.
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Abilities:
- 6d6 Entangle, Free to move about inside, Stops Sight Group.
- 1d6 Energy Blast, NND (Breathing self-contained, or no need to breathe)
(+1), Continuous (+1), Uncontrolled (+1/2), No Knockback (-1/4), Linked
(-1/2).
Combined: Area Effect (Line) (+1), Trigger (Mechanism) (+1/4),
Invisible Powers Effects (All, Until Triggered) (+3/4), Single Charge (-2),
Charge does not recover (-2), Independent (-2), Trap detected by a Security
Systems roll (-1/2).
Active Cost: 265; Real Cost: 35.
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Electrified Floor
This metal floor is connected to a powerful source of electricity that is
unleashed when the trap is triggered. The source is either Air Elemental magic
or via capacitors connected to a modern power plant.
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Abilities:
- 6d6 Energy Blast, NND (Insulated) (+1), Area Effect (Any) (+1), Trigger
(Switch) (+1/4), 0 END Persistent (+1), No Knockback (-1/4), OAF Metal
Floor, Immobile (-2), Independent (-2), Trap detected by a Security
Systems roll (-1/2), Requires a minute to recharge after use (-1/2),
Target must be in contact with the floor plate (-1/4).
Active Cost: 170; Real Cost: 26.
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Elevator Room
This small room functions like an elevator when the only door is closed,
depositing those caught inside on a lower floor, then returning to its proper
station. The end point of the ride is usually a guard station, or an area
equally dangerous for an intruder.
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Abilities:
- 10" Teleportation to fixed location, Trigger (Door closes) (+1/4),
Useable against Another (+1), Area Effect (Room) (+1), Invisible Powers
Effects (Sight) (+1/4), 0 END Persistent (+1), Independent (-2), Trap
detected by a Security Systems roll (-1/2), Requires a full phase to
recharge after use (-1/4), Only to specific location (-1/2), Extra Time
- Full Phase (-1/2).
Active Cost: 90; Real Cost: 19.
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Giant Webs
These enormous webs are created by giant spiders who have since moved on to
fresh hunting grounds. The strong, sticky webs remain as a trap for the
unwary. In a sci-fi setting, these webs could be high-tech nets coated with a
contact-activated bonding agent.
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Abilities:
- 4d6 Entangle, Transparent to attacks (+1/2), Area Effect (Any) (+1),
Sticky (+1/2), OIF Giant Webs, Immobile (-2), Independent (-2), x2 BODY
from fire (-1/2).
Active Cost: 120; Real Cost: 22.
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Illusionary Floor
This trap uses a masterful illusion to hide the opening to a pit in the
floor. The hole is a single hex in diameter, and the bottom of the pit is
lined with sharp rocks or metal spikes. The illusion can be created by a
magical spell, or a holographic projection.
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Abilities:
- 3d6 RKA Falling Damage, Area Effect (Hex) (+1/2), Armor Piercing (+1/2);
Only after falling into hole (-1).
- Images to Sight Group, Only to hide opening in floor (-1/4), Always On
(-1/2), Linked (-1/2).
Combined: 0 END Persistent (+1), Uncontrolled (+1/2); No Range
(-1/2), Independent (-2), Requires a pit (-1/4), Detected by touch (-1).
Active Cost: 182; Real Cost: 31
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Natural Gas Vent
This trap is caused a natural vent that releases invisible, toxic gases
into the surrounding air. The bane of many mines, this bad air is a good
reason to carry a Canary when exploring caves.
- 4d6 Energy Blast, NND (Life support or alien physiology) (+1), Explosion
(+1/2), 0 END Persistent (+1), Continuous (+1), Invisible Powers Effects
(All) (+3/4), No Knockback (-1/4), Always On (-1/2), IAF Open Vent(s),
Immobile (-1-1/2), Independent (-2), Trap detected by a Survival roll
(-1/2), Only when breathing (-1), 1/2 normal effect when outdoors
(-1/4).
Active Cost: 105; Real Cost: 15.
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Pit Trap
This carefully concealed floor trap is usually triggered when a specific
weight limit is exceeded within the area of the pit. The floor swings open,
dropping the victims several meters onto a series of spikes securely mounted
in the pit bottom. Unless propped open, the trap doors will automatically
swing shut, trapping the victims within the pit where they usually die from
their wounds.
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Abilities:
- 8d6 Physical EB, Reduced Penetration (-1/4), No Knockback (-1/4).
- 2d6 Entangle, Stops Sight, Allows free movement within area, Only escape
is through doors, which can be propped open from above (+0), Linked to
EB (-1/2).
Combined: Area Effect (Radius) (+1), Invisible Powers Effects (All,
Hidden trigger) (+3/4), Trigger (Weight limit exceeded) (+1/4), 0 END
Persistent (+1), Activation Roll 14- (-1/2), No Range (-1/2), Independent
(-2), Trap detected by a Security Systems roll (-1/2), Requires a prepared pit
(-1/2), Only after fall into pit (-1/2).
Active Cost: 280; Real Cost: 44.
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Poison Needle Trap
This trap is used as a deterent against thieves and untrustworthy
employees. When a lock is improperly opened, usually as a result of a failed
lock pick attempt, the needle fires out and injects the victim with a small,
but potent dose of a lethal toxin. The poison takes effect rapidly, usually
killing the victim within minutes.
The needle can be safely avoided by opening the lock from a safe distance,
either by smashing it open or using Telekinetic abilities.
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Abilities:
- 1 pip RKA, Penetrating (+1/2), Single Charge (-1), No Range (-1/2),
Linked to Drain (-1/2) - Needle
- 2d6 BODY Drain, Recover every 1 hour (+3/4), Continuous Uncontrolled
(+1+1/2), Only after needle does BODY (-1/2), Single Clip of 3 Charges
(-1-1/4), Gradual Effect (1 Minute) (-1/2), Must be eaten or injected
(-1/4) - Toxin
Combined: Invisible Powers Effects (All, Hidden trigger) (+3/4),
Trigger (Opening lock improperly) (+1/4), IIF Needle (-1/4), Independent (-2),
Charges do not recover (-2), Trap detected by a Security Systems roll
(-1/2).
Active Cost: 122; Real Cost: 15.
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Rolling Boulder
After this trap is activated, a large boulder is released to roll downhill
along a corridor, crushing those caught in its track. The 2" diameter boulder
is slightly smaller than the width of the corridor and weighs roughly 5 tons.
The boulder will roll for a distance of up to 32", but must begin on a ramp
and will not extend uphill.
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Abilities:
- 8d6 Physical EB, Area Effect (32" Line) (+1), Invisible Power Effects
(All, Hidden trigger) (+3/4), Trigger (Mechanism) (+1/4), Single Charge
(-2), OAF Boulder, Massive (-1-3/4), Charge does not recover (-2),
Independent (-2), Trap detected by a Security Systems roll (-1/2), Extra
Time: Full Phase (-1/2), Not uphill and requires a slope to start
(-1/4), Damage reduced to 5d6 in corners (-1/4).
Active Cost: 120; Real Cost: 12.
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Scything Blade
When triggered, a razor-sharp blade sweeps through the area where the
character is standing, usually with fatal result. The blade must be physically
reset before it will function again.
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Abilities:
- 5d6 Physical RKA, Area Effect (Hex) (+1/2), Trigger (Mechanism) (+1/4),
Invisible Powers Effects (All, Hidden Trigger) (+3/4), No Range (-1/2),
Single Renewable Charge (-1-1/4), IIF Blade, Immobile (-1-1/4),
Difficult to reset (-1/2), Independent (-2), Trap detected by a Security
Systems roll (-1/2).
Active Cost: 187; Real Cost: 27.
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Secret Door
This door has been built to blend into the wall or furniture. The door is
usually opened by means of a disguised lever or button, such as a book or wall
fixing, that appears to serve an entirely different purpose. A careful and
persistent search will eventually reveal the door, assuming the
character knows where to look.
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Abilities:
- Images (Sight Group), -4 PER, Invisible Power Effects (All) (+3/4), 0
END Persistent (+1), Always On (-1/2), No Range (-1/2), Only to hide a
door (-1), Independent (-2), Door opened by switch (-1/4).
Active Cost: 88; Real Cost: 17.
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Snare
This trap consists of a spring-loaded rope snare that, when triggered, will
grab the target by the leg and hold him upside down above the ground. The
snare is usually concealed beneath some brush or other debris. This trap can
be readily reset with a bit of work.
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Abilities:
- 1d6 Entangle (Hung by leg in mid-air), Transparent to Attacks (+1/2),
Brittle (1 BODY, -1/2), No Range (-1/2), Linked (-1/2).
- 1" Flight, Persistent (+1/2), Continuous (+1), Uncontrolled (+1/2),
Useable against another (+1), Only to lift target 4" (-1).
Combined: Trigger (Snare) (+1/4), Single Recoverable Charge (-1-
1/4), IAF Noose (-1/2), Independent (-2), Trap detected by a Security Systems
roll (-1/2).
Active Cost: 59; Real Cost: 8.
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Spiked Walls
The walls of this chamber are pierced by many holes through which protrude
iron spikes. When the trap is triggered, the spikes are extruded through the
holes, piercing any creatures caught within. After a short interval of time,
the spikes return to their normal position.
Typically this trap is used to guard a treasure horde of some type, and is
triggered when the treasure container is improperly opened. This mechanism is
usually powered by flowing water or a windmill.
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Abilities:
- 3d6 Physical RKA, Armor Piercing (+1/2), Area Effect (Any) (+1), Trigger
(Mechanism) (+1/4), 0 END Persistent (+1), Reduced Penetration (-1/4),
Extra Time - 1 Turn (-1), No Range (-1/2), Independent (-2), Only in
hexes between opposing walls (-1/2), Trap mechanism detected by a
Security Systems roll (-1/2).
Active Cost: 169; Real Cost: 29.
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Teleport Trap
This magical (or high-tech) trap will transport a victim into a holding
cell for later interrogation or disposal by the owner. The Teleport is
triggered when a target of a specific type steps onto the activation plate.
The type of target must be selected when the trap is originally constructed,
but can be as general or specific as required.
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Abilities:
- 20" Teleport to Fixed Location, Armor Piercing (+1/2), Useable Against
Another (+1), Area Effect (Hex) (+1/2), Invisible Powers Effects (Sight
and Sound) (+1/2), 0 END Persistent (+1), Always On (-1/2), Independent
(-2), Trap detected by a Security Systems roll (-1/2), Requires a Turn
to recharge after use (-1/2), Only to specific location (-1/2).
Active Cost: 180; Real Cost: 36.
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