10
Introduction
More Fantasy
traps
This product offers a number of traps and
devious devices to impede, fool, slow down, or
outright slay heroes who aren’t careful. Each trap
presents some suggestions on how they may be
tailored, and Gamemasters are encouraged to
use these as guidelines for devising their own
variations.
The following explains how to read a trap’s
entry.
Stealth: Each trap is assigned a Stealth
skill representing how well hidden it is. Roll
when opposing a hero’s Notice rolls to detect
traps or anything out of the ordinary. A particu-
larly well-hidden trap may include a distance,
such as (2”), indicating the hero must be that close
to the trap to detect it at his full ability. Apply a –2
to Notice rolls to spot the trap for each increment
of the provided range the hero is away from the
trap beyond the first increment.
For example, a Stealth d6 (1”) trap would allow
anyone within 1” to make Notice rolls to find it at
their full ability, but someone 2” away would do so
at –2, at –4 for 3”, and so on.
Some traps allow someone to further camou-
flage them by using the surrounding environ-
ment, such as covering a beasttrap with foliage or
the like. In such cases, make a Stealth roll with a
success temporarily increasing the trap’s Stealth
by one die type. Each raise further increases the
die type by one. However, such concealment is
transitory and can easily be swept aside by time,
someone walking by, the weather, etc.
A trap that is activated without having been no-
ticed is considered to be making a surprise attack.
Trigger: A description of the common ways a
particular trap will be set-up to activate.
Author, Colors & Design: Steven Trustrum
Original Art: Scott Harshbarger
Playtester: Douglas S. Kilmer
All content is copyright 2010, Misfit Studios. All Rights Reserved.
This game references the Savage Worlds game system, available from Pinnacle En-
tertainment Group at www.peginc.com. Savage Worlds and all associated logos and
trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
Pinnacle makes no representation or warranty as to the quality, viability, or suitability
for purpose of this product.
Visit Misfit Studios at http://www.misfit-studios.com
MIS7019
Disarm: The skill needed to disarm the trap, once if the original is already hurt. An important difference is
detected, as well as any penalty that may apply to the the doppelganger will be an Extra.
roll due to the task’s difficulty.
A copy will seek to slay the original, also attacking
Attack: Here is where you’ll find the combat skill anyone who gets between it and its prey. The doppel-
used to determine if an activated trap successfully ganger will use the original’s tactics, so a copy of a forth-
strikes whoever set it off (or whoever may be where it is right warrior will charge right out of the mirror to attack
otherwise targeting.) If the trap uses a ranged attack, the whereas a stealthy combatant will see its copy waiting
range will also be listed here in parenthesis. within the mirror until it can sneak out and attack with
surprise, and so on. Once the original is slain, or if the
Effect: What happens if the trigger is tripped, caus-
copy is itself destroyed, the doppelganger falls apart
ing the trap to activate.
into broken shards of glass.
Cost: The cost of purchasing such a trap, as well as
A doppelganger is generally limited to the immedi-
any price modifiers for adjusting its capabilities. This
ate area around its mirror, such as the room it is in or
amount includes the materials and placement.
perhaps even the rooms around it. It cannot go very far,
however, as the mirror is its power source.
Acid Spray
Stealth: None
A hidden jet of acid kept under pressure is released
from a nearby wall, from a chest when it is opened, etc., Trigger: Entering the specified area without the proper
spraying the area where the trigger mechanism is locat- password, object in hnad, etc.
ed. Some traps are filled with acids that only affect flesh, Disarm: Cover the mirror before someone can be re-
metals, and so on. flected in it. Saying the proper passphrase. Carrying
Once activated, the trap must be refilled and reset the required object. Shattering the mirror (Toughness
manually. 2) will also destroy the doppelganger.
Stealth: d8 Attack: None
Trigger: A pressure plate, tripwire, or a trapped lock Effect: Doppelganger
are all common. Cost: $15,000. +$2,000 per +1 of Toughness (maximum
Disarm: Lockpicking, or plug up the nozzle or place 10.) +$10,000 to allow the doppelganger to remain once
some manner of shielding object between it and the the original is slain so long as other threats are pres-
target area. If there is enough space between the noz- ent. +$15,000 to allow the doppelganger a much farther
zle and the target area, someone in the spray’s path roaming area, such as an entire dungeon, castle, etc.
may be allowed an Agility roll at –2 to avoid the acid
even if he were caught by surprise. Floor Spikes
Attack: Shooting d8 (1/2/4) or Shooting d8 and a Small Retractable spikes or blades are fitted into the floor,
Cone Template (choose when installed.) shooting up when activated. The spikes or blades are
roughly six inches long and when triggered are thrust up-
Effect: 2d6 damage, plus 1d8 damage for 1d4 rounds
wards with enough force to penetrate most insufficiently
following.
protected feet. These spikes or blades may also be placed
Cost: $1,200; +$250 for Stealth d10, +$500 for Stealth in other surfaces—trapping the sides of a poorly lit cor-
d12. +$750 for a 2” Stealth increment. +$400 for 2d8 ridor where most potential victims will try feeling their
(1d10 for 1d4 rounds) damage. +$800 for 2d10 (2d6 way by placing a hand on the wall, for example. Some
for 1d4 rounds) damage. +$500 for the damage to last floor spikes and blades may also be coated in poisons
1d6 rounds following. +$1,000 for damage to last 1d8 or the like.
rounds following. +$800 for an acid reservoir that
Once sprung, the floor spikes or blades remain in
contains multiple shots, taking one round of inactiv-
their triggered position and must be manually retracted
ity between shots to refill.
back into concealment and rearmed.
Doppelganger Mirror Stealth: d8
This enchanted, full-length mirror creates a copy of Trigger: Not using the secret switch first, not properly
whoever is reflected in it when the trap is triggered (or completing a puzzle, or the like is most common.
whoever is closest to the mirror if more than one person Many may also always be on, with avoidance being
is reflected.) This doppelganger has all the character’s the best means of not getting struck by a spike.
abilities, equipment, and powers, but will have its maxi- Disarm: Succeed at the triggering puzzle. Avoid the
mum Power Points (if applicable) and will be unharmed trapped spots. Throw something across the floor that
is not easily penetrated by the spikes. an additional –2 for wet surfaces) once per round. This
may not be possible if the stairwell has been designed
Attack: Fighting d12
to be smooth and handhold free, however. If the Agility
Effect: 1d6 damage, AP 1. roll succeeds, the victim must then attempt a Strength
roll to arrest his own weight’s descent; apply penalties
Cost: $150 per 1” squared area; +$400 for Stealth d10,
to this roll based on Encumbrance (see Savage Worlds:
+$800 for Stealth d12. +$75 per 1” squared area for 1d8
Explorer’s Edition.)
damage. +$150 per 1” squared area for 1d10 damage.
+$25 per 1” squared area for AP 2. Double the cost for Attack: None.
an automatic reset that retracts the spikes for further
Effect: 1d4 damage per 2” slid if there is an impact at the
use one round after the previous activation.
bottom, plus any possible additional effects if there is
something waiting for a victim at the stairs’ end.
Folding Stairs
Cost: $750 per 2” of stairs; +$500 for Stealth d12 (d10.)
These stairs will fold up once stepped upon, cre-
ating a slippery surface that will cause anyone upon
them to fall and slide down at Pace
8. This is often used to remove the
victims from a desired area, deliv-
ering them to a much more danger-
ous location. It is also common to put
pits or other traps at the bottom of the
stairs.
Some of these traps add spikes or
blades to the stairwell’s walls or cause
them to spring forth from the slide
surface itself at periodic intervals. In
such cases, treat as a combination of
the Floor Spikes and Folding Stairs
trap, making a Fighting roll once per
round against anyone sliding down
the stairs.
The stairs remain in their slide po-
sition for a period estimated to give
sufficient opportunity for multiple
people to succumb to it and reach the
bottom, after which it resets and
returns to a “normal” set of stairs.
Stealth: d10 (d8 if the stairwell is
designed to reduce handholds in
a way that makes the area appear
somewhat suspicious compared
to the rest of the area’s design
and architecture.)
Trigger: Stepping on the wrong (or
any) stair(s) under any conditions.
Failing to complete a puzzle or the
like before stepping onto the stairs.
Disarm: Completing a puzzle.
Jamming the stairs before they
can collapse.
Once sliding down the stairs, a victim may attempt
to grasp a handhold, such as a rough stone in the stair-
well’s wall, by making an Agility roll (at –2 to –4 if such
handholds are scarce or otherwise difficult to grasp, and
Magnetized Floor the unpredictable rays. This penalty should be in-
creased if the potential target is not giving the rays
Once activated, the magnetized floor (or other sur- his full attention. Alternatively, a sufficiently reflec-
face) remains magnetized until the trap is disarmed. tive surface, such as a polished metal shield, may be
Anything magnetic within a Small Burst Template of the employed to reflect an incoming ray elsewhere. Do-
area will be pulled towards the magnetized floor, requir- ing so requires an Agility roll (in the case of using a
ing an opposed Strength roll to resist (although straps shield, add its Parry bonus to your roll.)
and the like on a character wearing metal objects may
first break due to the strain.) Another opposed Strength Effect: 1d10 damage
roll is needed to tear the object away once stuck unless Cost: $500 per 1” cubic area included in the ray matrix;
the magnetic field is shut down. +$500 for Stealth d8/d10/d12, +$1,000 for Stealth d10/
Stealth: d10 d12/d12. +$350 per 1” cubic area for 2d8 damage.
+$500 per 1” cubic area for 2d10 damage.
Trigger: Not using the secret switch first, not properly
completing a puzzle, or the like is most common. Many
may also always be on, with avoidance being the best
Reversed Gravity
means of not succumbing to the magnetic effect. Once triggered, this trap reverses gravity in the
affected area, causing anyone or anything therein to
Disarm: Succeed at the triggering puzzle. Avoid the
“fall” upwards as though the ceiling and floor were
magnetized areas. Find the source of the magnetism
reversed. If the ceiling is high enough this may result
and shut it down.
in falling damage. Furthermore, this affect is often com-
Attack: None. bined with other traps to compound the threat, such as
spikes lining the ceiling.
Effect: Strength d8
Typically the trap stays on until deactivated, al-
Cost: $400 per 1” squared area; +$500 for Stealth d12.
though it may have a set timeframe, after which gravity
+$200 per 1” squared area for 1d10 Strength. +$400
returns to normal and any victims may again fall as they
per 1” squared area for 1d12 Strength. +$600 per
slam down towards the true floor.
1” squared area for 1d12+2 Strength. +$800 per 1”
squared area for 1d12+4 Strength. +$1,000 per 1” Stealth: d12
squared area for 1d12+6 Strength.
Trigger: A pressure plate, tripwire, or a trapped lock
are all common. It is also possible the effect can al-
Ray Room ways be active and requires no trigger.
A room, corridor, or the like is either fitted with mir- Disarm: Lockpicking to disarm the trigger. Using
rors or prisms along its surfaces or they are revealed handholds along the floor or tying oneself to a rope
from behind false walls and the like once the trap is trig- that spans the area. Finding the deactivation switch
gered. If triggered, a number of harmful rays (of magic, or equivalent.
dangerously concentrated sunlight, etc.) are shot into
the room periodically, altering their firing angle slightly Attack: None
with each new ray. This causes the rays to bounce be- Effect: Up becomes down.
tween the prisms and mirrored surfaces in a dangerous
matrix that crisscrosses the trapped area, potentially Cost: $400 per 1” of floor space with a maximum “fall”
striking anyone within its boundaries. of 12”. This can be layered for higher ceilings or areas
with no ceiling at all.
Stealth: d6 if the mirrors and prisms are visible and
out of place, d8 if they are worked into the area’s de- Rolling Rock
sign and architecture, and d10 if they are hidden be-
hind a façade until activated. Activating the trap releases a large rolling rock, stone,
or similar object.
Trigger: A tripwire, pressure plate, closing door, or some-
thing similar that will indicate the ray matrix’s line of fire. The area the trap is released in will be designed to
accommodate it, such as having a long hallway down
Disarm: Lockpicking if a mechanism such as a lock which to pursue and roll over its intended targets. This
or otherwise avoiding the trigger is the only option. area will likely have few escape routes to the side (al-
Once activated, it may also be possible to find the ray though designers may have included some for those who
sources and block them. know about the trap, in case of accidents), and obstacles
Attack: Special; every round someone spends in the or something similar will likely be included along the
room or passage filled by a ray matrix they must rolling rock’s path of destruction to prevent people from
make an Agility roll at –2 to avoid being struck by taking advantage of its round shape and thus avoiding
it by crouching in the hallway corners where the spheri- Shocking Floor
cal trap won’t be able to touch.
Part or all of a floor (or other surface) will shock any-
The rock is about half as tall as a man and weights one touching it once triggered. To save on cost, specific
several hundred pounds, making stopping it very dif- locations are usually electrified as part of a puzzle or the
ficult, especially once it gains momentum. like rather than an entire floor surface being rendered
Once the trap has been sprung the rock must be capable of shocking a victim.
rolled back into its starting position. Once the trap has activated its charge is depleted.
Stealth: d6 (architecture designed to accommodate Stealth: d10
the trap), d8 (the rolling rock’s position)
Trigger: Not using the secret switch first, not properly
Trigger: A pressure plate (weight placed upon or exist- completing a puzzle, or the like is most common.
ing weight removed), tripwire, or a trapped lock are Many may also always be on, with avoidance being
all common. the best means of not getting shocked.
Disarm: Lockpicking to disarm the trigger or Agility Disarm: Short it out somehow. Succeed at the trigger-
at –2 to switch the weight on a pressure plate trig- ing puzzle. Avoid the electrified spots. Insulate one-
ger without activating the trap. Blocking the rock’s self against the surface
hidden location to prevent it from rolling in the first
place. Once the rock is rolling, an opposed Strength Attack: None.
roll is needed to prematurely stop it. The rock is Effect: 1d8 damage.
Strength d10 and gains a +1 bonus per 3” it has rolled
due to momentum. Cost: $300 per 1” squared area; +$500 for Stealth d12.
+$200 per 1” squared area for 1d10 damage. +$200
If there is room to do so, an Agility roll may be used per 1” squared area for 2d6 damage. +$400 per 1”
to jump out of its path to a safe location. squared area for 3d6 damage. Double the cost for a
Attack: Fighting d10 or an automatic success if there is floor that can discharge multiple times, requiring one
nowhere in the rock’s path to get out of its way. round to recharge. Triple the cost for a floor that can
discharge continuously during contact, effectively
Effect: 2d8 damage +1 per 3” rolled removing a recharge time.
Cost: $1,000; +$600 for Stealth d8/d10, +$1,000 for Stealth
d10/d12. +$600 for a 3” Stealth increment. +$1,000 for Wind Rush
2d12 damage (man-sized; Strength d12, Agility roll Whether by harnessing nature’s ferocity or some
–2.) +$2,400 for 3d12 damage (double man-sized; mystic means, when triggered this trap unleashes a fo-
Strength d12+4; Agility roll –4.) +$500 per additional cused rush of wind that attempts to overpower anything
rolling rock to follow after the first (to await another in its way, pushing it in the desired direction.
trigger or to follow the one before it the following
round, as determined during installation.) A well-timed wind rush trap will often be used to
suddenly push victims over a precipice, off a fragile
bridge, into a pit trap, against a wall of spikes, and so
on. To ensure a large area is covered, multiple wind rush
traps are often placed side-by-side. potential victim fails it is pushed in the direction the
wind is blowing by 2d4”, plus 1d4” per raise. If the
Stealth: d8
victim strikes a wall or the like before this full dis-
Trigger: A pressure plate, tripwire, or a trapped lock tance has been travelled, he suffers 1d6 cumulative
are all common. damage per 2” remaining (rounded down) from the
impact.
Disarm: Lockpicking to disarm the trigger. Using
handholds along the floor or tying oneself to a rope Cost: $1,200; +$350 for Stealth d10, +$700 for Stealth
that spans the area. Blocking the holes emitting the d12, +$600 for a 2” Stealth increment. +$1,200 for
wind. Strength d10, +$2,400 for Strength d12. +$1,000 for a
standard Cone Template. +$500 for each additional
Attack: Small Cone Template
1d4” of distance. +$2,000 for a continuous rush that
Effect: Strength d8 blast. Make an opposed Strength remains active until disarmed or deactivated.
Test (Gamemasters may give bonuses for Encum-
brance as being heavier makes one more difficult to
move, being able to grab secure obstacles, etc.) If the
Small Cone Templates
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