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1995-04-25
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Path: usenet.ee.pdx.edu!news.netins.net!solaris.cc.vt.edu!swiss.ans.net!prodigy.com!uunet!not-for-mail
From: iceblade@eskimo.com (Bob)
Newsgroups: rec.games.frp.archives
Subject: SUPPLEMENT: HERO: Digest of Traps
Followup-To: rec.games.frp.misc
Date: 24 Apr 1995 15:41:06 -0400
Organization: UUNET Technologies Inc, Falls Church VA USA
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Approved: smm@uunet.uu.net
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--------------------------------------------------------------------------
Disclaimer: HERO System is a trademark of Hero Games, Inc. Any reference
to HERO, the HERO System Rulesbook, or any of the HERO System supplements
should not be construed as a challenge to the trademark status. The author
is not affiliated in any manner with Hero Games, Inc. You can distribute
this product freely, but you can not charge more than a minimum delivery
fee. Copyright 1995, All rights reserved.
--------------------------------------------------------------------------
DIGEST OF TRAPS
----------------------------------------------------------------------
This list of traps is intended for use in a Hero-level setting.
Active and real costs are included primarily for comparison.
----------------------------------------------------------------------
# Trap Name Primary Power(s)
---- ----------------------- ---------------------------------------
01 Acid Trap 2d6 RKA AE Hex, AP, Continuous
02 Alien Runes 12d6 Mental Illusion, Explosion
03 Bear Trap 3d6 Entangle; 2d6 RKA
04 Blocked Passage 8d6 Entangle AE
05 Bolt Trap 2d6 RKA
06 Bomb 10d6 EB Explosion
07 Collapsing Ceiling 6d6 Entangle; 4d6 RKA, AE Line
08 Crushing Walls 3d6 Entangle; 2d6 Continuous EB
09 Drowning Passage 6d6 Entangle; 1d6 Continuous NND
10 Electrified Floor 6d6 NND AE
11 Elevator Room 10" Teleport, AE Room
12 Giant Webs 4d6 Entangle, Sticky, AE
13 Illusionary Floor Images; 3d6 RKA
14 Natural Gas Vent 4d6 NND Continuous Explosion
15 Pit Trap 6d6 Physical EB; 3d6 Entangle
16 Poison Needle Trap 1 pip RKA; 3x 2d6 BODY Drain
17 Rolling Boulder 8d6 Physical EB, AE Line
18 Scything Blade 5d6 RKA AE Hex
19 Secret Door Images
20 Snare 1d6 Entangle, 1" Flight
21 Spiked Walls 3d6 RKA AE
22 Teleport Trap 20" Teleport AE
----------------------------------------------------------------------
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, burning its
way through most armor.
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.
---------------------------------------------------------------------
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.
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.
----------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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 equally dangerous area.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
Abilities:
* 3d6 RKA Falling Damage, Area Effect (Hex) (+1/2), Armor Piercing
(+1/2), Uncontrolled (+1/2), Only after falling into hole (-1).
* 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: 230; Real Cost: 39.
---------------------------------------------------------------------
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
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 water or a windmill.
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.
---------------------------------------------------------------------
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.
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.
---------------------------------------------------------------------
--
Bob | I may not know what the heck you're babbling about,
iceblade@eskimo.com | but I'll defend to the death your right to confuse me.