Traps and Locks

In order to make a trap, you must have the skill Create Traps. This skill works on the Production Point system as described in the chapter on the Skills System. All trap designs must be checked and approved by a properly authorized marshal. All traps must make a noise or flash a light or otherwise be constructed so that it is obvious when the trap has been set off.

Weapon Traps

A weapon trap is a trap which contains a weapon on a spring-mounted mechanism. These traps cost 2 Production Points per point of damage with a minimum damage of 2 and a maximum damage of 40. Weapon traps may be reset by anyone with the Disarm/Arm Traps skill without paying the cost to rebuild them.

These traps must be mounted to a door, wall or inside a large chest to be effective. If not mounted to a heavy, stable object of this sort, they cannot be set with enough force to be effective. You cannot attach these traps to a body.

The mounted weapon must be any standard NERO-safe boffer weapon. This is the only trap that can be blocked, Parried, Dodged or stopped by the Magic Armor spell.

Massive Mechanical Traps

Massive mechanical traps represent collapsing ceilings, rockfalls, giant scythes, and other such contraptions. They are completely immovable. They have a minimum size of 3" by 3" by 3". Anyone struck by any part of the trap when it goes off takes the full damage of the trap. Massive mechanical traps must be rebuilt after they are set off; they cannot be reset.

These cost 1 Production Point per point of damage with a minimum damage of 16 and a maximum damage of 80.

Massive mechanical traps are usually represented with pillows, plastic trash bags filled with newspapers, and other soft items. Whoever is touched by the phys rep will take the complete damage from the trap.

Fire / Acid Traps

A fire or acid trap represents a trap which sprays a burning or caustic liquid in a five foot radius. Anyone inside this radius when it detonates takes the full damage of the trap plus the additional effects listed below. In addition to a trigger and detonating mechanism, there must also be a physical representation for the oil / acid “container.” The required size of this container is on the table on the next page. The detonation mechanism must be attached or adjacent to the container. The radius effect is measured out from this container.

These traps destroy all “fragile” items within their radius, unless they are protected within a sealed metal container. Common “fragile” items include scrolls, potions, papers, glass items, ritual components, and any other non-metal, non-weapon/shield/armor items. Only in-game items are destroyed by this effect.

These cost 2 Production Points per point of damage with a minimum damage of 12 and a maximum damage of 40. This trap is destroyed when it detonates.

Explosive Traps

Explosive traps are very similar to Fire/Acid Traps except that the container now represents the explosive. It is also somewhat larger. Explosive traps will destroy all shatterable items in the area of effect as the Destroy spell. Sealed containers will not protect items from explosions. All in-game items except unshatterable items will be destroyed by an explosive trap.  Items within an indestructible sealed container will not be affected if they are in the radius of an explosive trap, unless the trap is inside that container or the container is open.

To make these traps costs 2 Production Points per point of damage with a minimum damage of 16, and a maximum damage of 40. This trap is destroyed when it detonates.

Gas Traps

The Production Point cost for creating a gas trap is the same as the cost for the gas itself. The trap builder must also include a dose of the gas poison in the trap itself. To make a gas trap with a Paralysis gas within will cost 36 Production Points for the trap (and 36 production points for the gas, which must be supplied separately).

For example: Edison the trapmaker has the skill Create Trap 4, giving him 16 Production Points. He can make a trap capable of holding any gas that costs 16 Production Points or less to make. To make a Weakness gas trap (costing 16 according to the chart on page 29), he must pay logistics in-game money and he will receive a trap card. He does not have to have any alchemical skill to place the gas in the trap but must have the actual gas itself, represented by a Weakness gas tag which he can get from an alchemist in-game.

Remember that the trap must contain both a trap card and the gas poison tag.

Multiple Cause Damage gasses can be placed into a single gas trap but no other gasses can be “stacked” to increase their damage potential.

These traps have a 5' radius. Anyone inside this area when the trap goes off will be affected as if they had been struck by the a gas poison of the same name. The effects of any gas trap, even traps with multiple gasses, will be blocked by a Poison Shield or the skill Resist Poison. If two or more traps have the same trigger, then they are all set off together and one Poison Shield or Resist Poison will block them all.

Gas traps, like Fire/Acid traps and Explosive traps, must have a “container.” This container is always 32 cubic inches, regardless of the trap’s effects. Gas trap mechanisms that go off are reusable.

Alarms and Noise Makers

These are traps that do no damage but set off loud alarms and other noises. They cost 4 Production Points apiece to make but do not cost any in-game money.

Containers

Fire / Acid, Explosive and Gas traps must have a container representing their explosive or liquid contents. The more damage the trap does, the larger the trap container need be. After all, the boxes must be large enough to hold the contents.

The accompanying chart shows the minimum sizes for these containers in cubic inches. (As previously noted above, all gas trap containers are always 32 cubic inches.)

Miscellaneous Trap Rules

Both weapon traps and mass mechanical traps must be mounted on large or heavy objects to be properly set. They cannot be carried and used as weapons.

Gas which is contained in a Gas trap cannot be removed, reused, or “salvaged,” under any circumstances. (If the trap was successfully disarmed, the gas trap may of course be reset, but in no case can the gas be taken from the trap.)

Containers may not have a minimum dimension less than 1 inch. Setting a trap takes the real setting time of the trigger followed by 60 seconds of counting while both hands remain on the trapped item.

If either hand is removed from the trap, or the person setting the trap is struck by a physical blow or packet attack, then the trap backfires on the setter. The backfire will hit only the person setting the trap; there is no radius effect.

After a trap has been set, it cannot be moved more than five feet without automatically setting it off, even if the person moving it has a Disarm Traps skill. In the case of weapon traps, they will automatically hit the person carrying the chest.

An armed trap will be set off (and destroyed) if affected by a Shatter or Destroy effect. This includes traps and other game effects that duplicate Shatter and Destroy. Traps that are not armed will not be set off in this manner (although they will still be destroyed).. 

Traps are never considered “NERO-safe” weapons and cannot be thrown or used in battle as a weapon.

Trap Triggers

All traps must have a real, physical trigger. Setting off the trap must produce a noise or light that is detectable by an impartial observer. It must always be possible to see how to disarm a trap, although it may require light and a small mirror. To be used, a trap must be approved by a Marshal on the Trap Card.

A simple trap trigger can be made out of a clothespin (the kind with a spring in it), two tacks, some string or thread, two pieces of wire and a small piece of cardboard. Attach the wire to the tacks just below the heads of the tacks.

Now pull the clothespin apart and place the parts outside-down on a table. Push a tack through each half of the clothespin so that the two tack heads will contact each other when the clothespin closes. Reassemble the clothespin.

Punch a small hole in the piece of cardboard and tie one end of the piece of thread to the cardboard. The cardboard can now be placed between the jaws of the clothespin to keep the tacks from conducting electricity.

The other end of the string can be tied across a doorway or path so that when someone hits it with their leg it will pull out the cardboard and make a connection. This trigger can then be used to set off a buzzer or other device to indicate the trap has gone off.

Disarming Traps and Picking Locks

Traps may be disarmed by any method that does not permanently destroy the trap. For example, popping a battery clip off would represent disarming a spring.

Permanent damage is defined as any damage that cannot be fixed by the marshal within ten minutes with no tools.

Anyone wishing to put a lock on a box, chest, or door must use one of the NERO approved locks (for sale by various characters). These locks are simple and can be fairly easily picked using thieves’ tools.

Generally speaking, if you wish to place a lock on your door and you can pick the lock yourself in the presence of a Marshal, then you will be allowed to use that lock. Combination locks are not allowed to be used by players (although they may be found in modules).

For more advice on thieving skills, see the chapter “So You Want to Be a Thief”.