X1. Traps
APPENDIX TRAPS
The following is a sort of card game based system for
resolving interaction between a character and a trap. It slows
things down a little compared to a quick one or two rolls and
your done approach, but it does liven up what is a pretty
boring situation most times. Use it sparingly if you think it
takes too long, save it for the really nasty traps.
I have mostly adopted the system to d20, but it is easily
convertible to other values/systems. I have worked on the
following grades for comparison purposes:
10 ‐ Very easy trap
15 ‐ Easy trap
20 ‐ Normal trap
25 ‐ Difficult trap
30 ‐ Hard Trap
35 ‐ Very hard trap
40+ ‐ Nasty traps.
System:
The GM selects the following values for the trap.
Type:
basic type of trap – pit, spike, shooter etc. A more complex
trap may have more than one type, or even multiples of the
same type. Each extra Type must be defeated.
Ranged (fired or shot items)
Pits (to fall into)
Melee (blades, spears, blocks, walls, roofs etc)
Magical (spells)
Trap Cards:
GMs should make up trap type cards with characteristics predefined.
Values that might be used are:
Type: Ranged, Melee, Pit, Magical
Range: short, medium, long, extended, line of sight
Area of effect (AOE): single, some, many
Attacks: one time, charged, repeated
ToHit score: modifier to chance to hit for mechanical
components
Damage: types of damage and how much.
Basic Difficulty Rating: basic difficulty of the trap
Concealment Rating: target for Spot and Search rolls
Trigger Rating: target required to be rolled if a Trigger event
occurs.
Method modifiers: modifiers to the various methods that can
be used against the trap.
Spells: any magical effects.
Bypass: a way to get past the trap without activating it,
usually requires a Search roll success of 15+. Not always
present. May have a trap all of their own!
Paths:
The GM assigns a number of paths to the trap, each path
represents one possible way that the trap can be defeated
and how difficult it is. Every trap will have a Concealment
Path, plus it must have at least one other Path, and may have
upto 6 per Type.
Concealment: inspection and understanding –Spot/ Search
Force: physical power, breaking, jamming, resisting – Power
Reason: cognitive, perception – Complexity
Manipulative: adjusting the workings – Disable
Agility: movement, fast actions, reflexes – Reflex
Secrets: hidden, unknown, surprises – Will
Each Path will have a Difficulty score assigned to it that is
used to resist Methods to defeat it.
Methods:
A method is a form of attack on a trap, and each trap will
have a difficulty level to resist a Method. Two of the Methods
are rolled only once per trap (unless a special card is played),
Spot and Search. Spot is rolled immediately the player comes
into contact with the trap and has obvious ramifications.
Search is rolled when the played has discovered the trap, or
believes there to be one present. The rest can be attempted
as many times as required, but only one Method can be used
at a time. If the player wants to change to a new Method he
must either abandon his current Method and any cards it may
have gained or they must have a Synergy card that allows a
change.
Spot (once only)(passive)
Search (once only)(passive)
Power
Complexity
Disable
Reflex
Will
If a Trap does not have an appropriate Path then that Method
is not available to be used other than to expose the Vacant
Path card.
Features:
Each trap may have unique features about it, such as:
Extra Paths: GM may add a new Path to the trap as long as an
existing Path has not been revealed.
Secrets: GM may add a secret to an existing non‐disabled
Path
Triggers: GM may roll to trigger a trap
Trigger mods ± 1,2,3,5
Dead Ends: the Method the player has chosen has come to
dead end and cannot be used again on this Path
False Paths: the path the player has been following has
changed types, the player must make one roll against this
new path immediately. This change is permanent. GM must
play a new Path card with this card, which replaces the old
Path.
Side Effects: there are extra effects involved in the trap that
were not obvious before.
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Collateral Effects: some other effect will occur if the trap is
triggered, other than its direct damage.
Magical Effects: the trap gains a magical property (a spell or
some such), the player may make an immediate roll to detect
the magical trap (vs25+). If successful the card is exposed.
Vacant Paths: used to fill unused Path slots
Change of Paths: the selected Path is changed to a new one,
this can only be done to a currently unexposed Path.
Difficulty values ± 1,2,3,5, a modifier applied to one selected
difficulty target.
Mods:
Each trap will have a number of modifications available to it
based on its basic difficulty. Mods can be such things as:
DC mods,
Extra Targets,
Extra Area Effects,
extra Damage,
extra To Hit,
extra Damage types,
requires aid,
requires tools,
surprises!
Options:
Players gain options that they can use to overcome the trap,
such things as:
Clarity: the player gains a bonus with Search Method
Force: the player gains a bonus with Power Method
Insight: the player gains a bonus with Complexity Method
Dexterity: the player gains a bonus with Manipulative Method
Reflexes: the player gains a bonus with Agility Method
Serendipity: the player gains a lucky break.
Tools: the player may use tools to aid their attempts.
Aid: the player may bring in another to help them defeat the
Path.
Synergy: allows the player to change his Method without
losing any cards played.
Creativity: the player adds a new Path to the trap.
Defeat: the Path is defeated and removed from the play. May
only be played if all cards under that Path have been exposed.
HOW IT WORKS.
The Player begins the struggle with one random Options card,
the GM begins with 1 Feature card per 5 basic difficulty rating
of the trap.
The Gm will have a number of cards they may randomly draw
from to set the traps basic features. To begin the GM selects
one or more Type cards and sets a basic difficulty level for the
trap. The type may modify the various difficulty levels. They
also decide on a Concealment value.
The Concealment card is placed face up and the Type cards
are placed face down beneath it.
The player must make a Spot roll to see the trap initially, and
may expose Type cards or gain Options cards if their roll is
very good (see below). If the player doesn’t Spot the trap
then they may trigger it (if the GM is able to play a Trigger
card) or they may be lucky enough to Search the area if they
expect there to be a trap. A triggered trap may go off against
the target and reveals the trap, which may still need to be
disarmed. If it was a one time trap then you simply move on.
A successful Search roll will allow the player to expose Type
cards or gain Option cards.
If any Type cards have been exposed then the player picks
one and may try to defeat them by selecting a Method. If no
Type cards have been exposed then the GM will expose one
of their choice, and immediately gains an extra Features card.
Whenever a player defeats a Type card they may expose one
of the remaining Type cards, if any.
Each Trap Type begins with at least one active Path card
choice (other than the Concealment Path). The Base Difficulty
Level of the trap determines the number of extra Path cards
drawn that will form the trap, each 5 levels of difficulty gets
them one extra Path card. The GM takes extra Vacant Path
cards to fill out the unused Path places.
The GM begins by placing upto 5 Path and Vacant Path cards
face down. Whenever a Vacant Path card is exposed the
whole stack is removed immediately. Whenever a Path card
is exposed for the first time the GM may assign as many cards
as they hold to that Path, placing them face down under the
Path. To defeat a trap the player must expose ALL cards and
defeat all Paths, with the exception of a Trap Defeated roll.
Usually the first roll will be a Spot roll, to see if the player saw
the trap before entering it. Consult the Skill Roll Table for
possible effects. A failed spot roll will generate cards that may
include a Trigger card, in which case the trap may be sprung if
the GM can play the card.
The player must then find the trap mechanism, represented
by the Search roll. The result of the Search roll generates
cards that represent the coming interaction between the
player and the cards. Failing a Search or Spot roll doesn’t
mean they have failed to find the trap, just that they are
proceeding under a hindrance to disabling it due to the cards
generated.
The player then selects one Method to disable the Trap Type,
attempting to expose played cards. Once all cards are
exposed then the trap is overcome. Defeating a trap can be
achieved by playing Trap Defeated cards at the right time, or
simply by exposing all the cards involved.
Skill roll table:
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Roll vs DC GMs option Players option
Failed by 20+ GM may take or
play upto 5 cards
or trigger the trap
now.
Next roll is at ‐4.
Failed by 15+ GM may take or
play upto 4 cards
Next roll is at ‐2.
Failed y 10+ GM may take or
playupto 3 cards
None
Failed by 5+ GM may take or
play upto 2 cards
None
Failed GM may take or
play 1 new card
Player may reroll,
but this allows the
GM to take a new
card immediately or
play one.
Passed GM may play 1
card
Player may play or
expose one card
Passed by 5+ GM may play one
new card but this
allows the player
to take or play 1
card
Player may take,
expose or play 1
card
Passed by 10+ GM may play one
new card but this
allows the player
to take or play 1
card
Player may take,
expose or play 2
cards
Passed by 15+ None Player may take,
expose or play 3
cards.
Passed by 20+ None Trap defeated.
Skill Roll effects
Skill roll Reward types
(Mods)
Failure Types
(Features)
Spot Serendipity, Insight,
Tools, Reflex
Any
Search Serendipity, Insight,
Tools, Force
Any
Power Serendipity, Force,
Tools, Aid, Defeat
Trigger, Side
Effects,
Collateral
Effects, Change
of Paths, Dead
Ends
Complexity Serendipity, Insight,
Manipulation,
Tools, Reflex,
Synergy
Trigger, Secrets,
Dead Ends, False
Paths, Side
Effects,
Collateral
Effects, Change
of Paths
Disable Serendipity,
Manipulation,
Force, Tools, Aid,
Trigger, Dead
End, Side Effects,
Collateral
Synergy, Defeat Effects.
Reflex Serendipity, Reflex,
Aid, Synergy
Trigger, Side
Effects,
Collateral
effects, Dead
Ends
Will Serendipity, Insight,
Manipulation, Aid,
Synergy
Trigger, Secrets,
Change of Paths,
Side Effects,
Collateral
Effects.
Mods and Options
Mod Player GM
Spot DC ± 1,2,3,5
Search DC ± 1,2,3,5
Power DC ± 1,2,3,5
Insight DC ± 1,2,3,5
Manipulation DC ±
1,2,3,5
Agility DC ± 1,2,3,5
Secrets DC ± 1,2,3,5
Targets ± 1,2,3,all
Area effect ±1,2,3,5
Damage ± 1,2,3,5
d6
Accuracy ± 1,2,3,5
Damage ± 1 die
type
Extra Damage type NA Multiple cards –
acid, fire, cold,
poison,
electricity, sonic,
force, slashing,
stabbing,
smashing
Reqs Aid or +1,2,3,5 NA
Reqs Tools or
+1,2,3,5
NA
Surprise ! NA Extra special
effect – another
trap,
Activation Speed ±
1,2,3,5
Activation trigger ±
1,2,3,5
Path Defeat ±
1,2,3,5
Tools ± 1,2,3,5
Trigger roll 11+ NA
Synergy Change methods
taking all your
cards played
NA
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with you, but
leaving the GMs
cards behind.
Creativity New Path,
change the
existing Path into
another type,
which may result
in DC mods being
cancelled.
NA
An Eg:
The player is wandering down a corridor and enters the area
of a trap the GM wishes to play out. The basic values of the
trap are as shown in the box.
Concealme
nt Path
Forc
e
Path
Reaso
n
Path
Manipulati
ve Path
Agilit
y
Path
Secre
ts
Path
DC 15
Type:
melee –
Spear
ATK +10,
single
DC
12
DC 18 DC 15 Vaca
nt
Vacan
t
Type:
melee –
Blade
ATK +10,
short
DC
16
DC 18 DC 15 DC 15 Vacan
t
Basic Diff:
15
The GM will begin with 3 Feature cards and the player with
one Options card.
The GM asks the player to make a Spot roll vs the
Concealment Path DC of 15. He rolls 16 and succeeds, this
allows the GM to play one card and the player to play or
expose one card.
The GM does nothing. The player chooses to expose one of
the Type cards (random choice) – the Blade Type.
The GM then gets the player to make a Search roll vs
Concealment Path DC of 15. He rolls 14 and fails, which
means the GM may take or play 1 new card. The GM takes an
option card.
The player has an option to reroll and does so, rolling 20. This
means he may take, expose or play 1 card. The GM make take
or play one card because of the reroll. The GMs action occurs
first.
The GM takes a new Option card, the player elects to expose
the Agility Path card. Because the Agility Path is exposed for
the first time the GM may elect to play any crads in his hand
at that time to that Path. He elects to play a Reqs Tools
The player now selects the Reflex Method to attack the Agility
Path with a DC of 15. He rolls 18 allowing the GM to play one
card and the player to play or expose one card.
Camouflaged Pit Trap
Type Pit
Range Short
AOE Some
Attacks Repeated
ToHi NA
Damage 5d6
Diff 10
Conceal 25
Trigger 10
Bypass 30
Power 0
Complex +5
Disable 0
Reflex +5
Will 0
Spell 1
Spell 2
Spell 3
Spell 4
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PATH CARDS (GM)
Concealment: inspection and understanding –Spot/ Search
Force: physical power, breaking, jamming, resisting – Power
Reason: cognitive, perception – Complexity
Manipulative: adjusting the workings – Disable
Agility: movement, fast actions, reflexes – Reflex
Secrets: hidden, unknown, surprises – Will
MTHOD CARDS (PLAYER)
Spot (once only)(passive)
Search (once only)(passive)
Power
Complexity
Disable
Reflex
Will
FEATURE CARDS (GM)
Extra Paths: GM may add a new Path to the trap as long as an
existing Path has not been revealed.
5 extra paths
Secrets: GM may add a secret to an existing non‐disabled
Path
Secrets?
Triggers: GM may roll to trigger a trap
Vs 12,15,18,20,25,28,30
Trigger mods, GM may modify a future Trigger roll
+1,2,3,5
Dead Ends: the Method the player has chosen has come to
dead end, remove all player cards on that Method.
False Paths: the path the player has been following has
changed types, the player must make one roll against this
new path immediately. This change is permanent. GM must
play a new Path card with this card (so they must have one),
which replaces the old Path.
Side Effects: there are extra effects involved in the trap that
were not obvious before.
???
Collateral Effects: some other effect will occur if the trap is
triggered, other than its direct damage.
???
Magical Effects: the trap gains a magical property (a spell or
some such), the player may make an immediate roll to detect
the magical trap (vs25+). If successful the card is exposed.
???
Vacant Paths: used to fill unused Path slots
Blank cards
Change of Paths: the selected Path is changed to a new one,
this can only be done to a currently unexposed Vacant Path.
Can replace a Vacant Path card
Difficulty values, a modifier applied to one selected Method
difficulty target.
+1,2,3,5
MOD CARDS (PLAYER & GM)
DC mods,
+1,2,3,5 to various difficulties
Extra Targets
Increase the number of targets possible to be affected by the
trap
Extra Area Effects
Increase the range of effect of the trap
extra Damage
Increase the amount of damage done by the trap
+ extra dice (+5d6)
+ extra dice type (d6‐>d8)
+ additional damage amount (+10)
extra To Hit
Increase the attack power of the trap (+1,2,3,5)
extra Damage types
Add a new type of damage (+Acid, Fire, Cold,
Elec,Poison,Force,Sonic)
requires Aid
requires an extra set of hands or suffer a penalty to all rolls
(+1,2,3,5)
requires tools
requires tools to defeat or suffer a penalty to all rolls
(+1,2,3,5)
surprises!
Add a surprise to the trap of the GMs choice, be creative.
SURPRISE CARDS (GM, incase you don’t feel creative)
OPTION CARDS (PLAYER)
Clarity: the player gains a bonus with Search Method
+1,2,3,5 bonus to Search roll
Force: the player gains a bonus with Power Method
+1,2,3,5 bonus to Power roll
Insight: the player gains a bonus with Complexity Method
+1,2,3,5 bonus to Complexity roll
Dexterity: the player gains a bonus with Manipulative Method
+1,2,3,5 bonus to Manipulative roll
Reflexes: the player gains a bonus with Agility Method
+1,2,3,5 bonus to Agility roll
Serendipity: the player gains a lucky break.
+1,2,3,5 bonus to Will roll
Tools: the player may use tools to aid their attempts.
+1,2,3,5 bonus to any roll that allows Tools
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Aid: the player may bring in another to help them defeat the
Path.
+1,2,3,5 bonus to any roll that allows Aid
Synergy: allows the player to change his Method without
losing any cards played.
Creativity: the player adds a new Path to the trap.
Defeat: the Path is defeated and removed from the play. May
only be played if all cards under that Path have been exposed.
Trigger mods
‐1,2,3,5 from trigger rolls
Lucky break, remove one feature or mod card in play.
Rethink, discard