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