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GADGET GUIDE: TRAPS

“I have you firmly


in my clutches now,
heroes! Bwa HA HA HA
TRIGGERS
HA HA HA HA HA HA HA!” The Triggered extra (see
Chapter 6 of the Hero’s Hand-
- Every Villain Ever book) is a common element
of trap effects, allowing the
They are a part of every well-
trap to lie in wait until a target
prepared villain’s bag of tricks,
comes into range, or does
ranging from the fiendishly
something to set it off.
complex to the seemingly
simple—traps. As the extra specifies, a trigger
must have a particular circum-
Some are meant just to capture,
stance that activates it, and the cir-
others are meant to interrogate,
cumstance must be detectable to a
torture, or kill. All of them are poten-
normal sense, or a Senses effect Limited
tial challenges for heroes in your MUTANTS
and Linked to the Trigger. Note that there is
& MASTERMINDS games.
a difference between a trigger limited to a par-
ticular target or class of targets and an effect that is Selec-
TYPES OF TRAPS tive or Limited. For example, a Burst Area Damage effect
Resisted by Will might be Triggered by a Detect Mental
The MUTANTS & MASTERMINDS Gamemaster’s Guide discusses Powers Sense but, once triggered, affects all targets in its
traps in some depth in Chapter 5, focusing on traps as area unless the Damage effect is also Selective or Limited
challenges for heroes to overcome. to Targets With Mental Powers (or the like).
This Guide divides traps into four main types, including the
two from the Gamemaster’s Guide. They are: DETECTING TRIGGERS
• Action traps, meant to be used during action time A set Triggered effect has a degree of subtlety (it is not
to capture or incapacitate opponents, function much noticed automatically) but may be detected with a suc-
like other gadgets. cessful Perception check (DC 10 + effect rank).
• Capture traps, intended to restrain or contain sub- Subtle: The addition of a rank of the Subtle extra makes
jects, but generally leave them unharmed (although the set effect only noticeable to certain unusual senses,
such traps can still be quite dangerous). while Subtle 2 means the set effect is undetectable until
• Stress traps, used for interrogation or torture of cap- it is triggered. These are separate from the effect itself,
tured subjects, but still intended not to kill, although which can also be Subtle or Insidious, making it difficult
they may cause lasting harm or even death uninten- to detect even after it is triggered. 1 point per rank.
tionally. Example: A magical exploding glyph is Triggered by
• Deathtraps, designed as slow (and often torturous) anyone walking across or touching it, but the glyph
forms of execution for their victims. is also only visible to those able to perceive magical
forces, giving it a rank of Subtle. If the glyph were in-
By their very nature stress traps and deathtraps tend to visible to everyone, it would have Subtle 2.
be limited to villains, although some vigilante heroes may
use stress traps of a sort, or even find that “deathtraps”
seem to spring up when they’re around (see the Poetic
DISARMING & BYPASSING TRIGGERS
Justice sidebar under Deathtraps). Once detected, a set Triggered effect can be potentially
disarmed or bypassed with a suitable skill or power check
TRAPS & INSTALLATIONS (DC 10 + effect rank). The Gamemaster should choose rea-
sonable checks to disarm or bypass the trigger, based on
Other than action traps (which are often portable), traps its descriptors.
are usually found as features of installations (see Gadget A disarmed effect is no longer set and will not activate.
Guide: Installations and Chapter 7 of the Hero’s Hand- A bypassed effect remains set, and may activate if the
book) using the Defense System, Deathtrap, Effect, or requirements of its trigger are met again, but does not
Holding Cells features or some combination thereof. For activate in that particular instance. Whether the effect is
ease, each trap can be considered an Effect feature, re- disarmed or bypassed depends on the trigger’s descrip-
gardless of its intended purpose. tors and possibly the choice of the character making the
check. The GM can choose to make one option more dif-

GADGET GUIDE: TRAPS 1


and all Senses effects are both Limited and Linked to
“(GASP!) MY ONE WEAKNESS!” Trigger (a –1 point per rank flaw).
A common element of traps for superheroes is targeting • Infrared or Laser Beam: A subject crossing the
their specific weaknesses and vulnerabilities. If a hero
beam triggers the effect (infravision), Senses 1 (In-
is amphibious, for example, then a trap may rely on de-
fravision), Subtle • 3 points
hydrating him, while an ice-using hero is surrounded by
intense heat or fire, and so forth. Sometimes this is the • Light Sensitive: Triggers the effect when the surround-
villain guessing at fairly obvious weaknesses while in
ing light level changes in a specific way (vision) • 1 point
other cases the trapper exploits a known and useful weak-
ness, such as a rare element or a hero whose secretly Faer- • Mind Detector: Triggers the effect when a subject is
ie-derived powers are taken away by chains of cold iron. detected, Senses 2 (Detect Minds, Ranged, mental).
Sometimes the “weakness” exploited by a trap is not Add Acute for detecting specific minds. • 2 points
even a Power Loss or Weakness complication per se, but
more of an instance of one effect countering another • Motion Sensitive: Triggers the effect when the
(see Countering Effects in Chapter 6 of the Hero’s device is moved (touch) • 1 point
Handbook). It’s fairly common-sense for a villain looking
to trap a fire-using hero to use fire-retardant materials, • Pattern Recognition: Triggers the effect when the
for example. Whether the GM chooses to consider this device detects a particular image (face, logo, etc.;
a complication is largely based on whether or not the visual) • 1 point
hero gets an effect rank check to resist versus simply
suffering the power loss. Indeed, Gamemasters can • Timer: Triggers the effect after a set amount of time
even leave it up to the player: choose to resist normally elapses. Senses 1 (Time Sense) may be required for
or accept a complication and lose out on the resistance truly split-second timing • 1 point
check altogether.
• Tripwire: Triggers the effect when the subject
touches or crosses a line (touch). A related trigger is a
ficult than the other, adding a major circumstance penalty pressure sensitive floor or other trigger that responds
to the former (+5 DC). The two options may require differ- to touch. • 1 point
ent traits for the check as well.
• Voice Activated: Triggers the effect when the device
Examples: A technological trap may be bypassed detects a specific voice or voices (hearing). A related
or disarmed with a Technology skill check, but trigger is someone speaking a key word or phrase
some traps may be harder to bypass rather than • 1 point
disarm, adding +5 to the check DC. The trap could
also be bypassed using physical means—such
as an Acrobatics check—for that character only,
REPEATED TRIGGERS
without the increase to DC. A magical trap might Once activated, a Triggered effect is expended and does
be disarmed with a successful Nullify check, or by- not activate again until it is reset. For an effect that ac-
passed with an Expertise: Magic skill check. An “in- tivates over and over in response to a particular trigger,
telligent” trap could even be disarmed or bypassed apply the Reaction modifier to the effect instead. This
using an interaction skill check! follows the same guidelines for a Triggered effect, except
Complex: The triggered effect is especially difficult to the number of activations is unlimited and the effect
bypass or disarm. Each additional rank of the Triggered remains set until it is specifically disarmed or deactivated.
extra devoted to this modifier increases the DC to do so Repeating: At the GM’s option, an intermediate stage
by +5. 1 point per rank between Triggered and Reaction is to allow additional
Layered: At the GM’s option, each additional rank of the ranks of the Triggered extra to extend the number of ac-
Triggered extra devoted to this modifier adds an addi- tivations; each additional rank allows the Triggered effect
tional check (at the trigger’s base DC) needed in order to to activate an additional time before it is expended and
disarm or bypass it, taking the normal time required for must be reset. 1 point per rank
that check. So a laser beam detection system with Layered
2, for example, requires three successful checks to bypass TRIGGERS & EXTRA EFFORT
or disarm. 1 point per rank
As many characters—particularly heroes—are unlikely to
Unusual: Requiring a rare or unusual trait to disarm or take many regular power effects with the Triggered extra,
bypass a trigger may call for a rank of the Subtle modi- but will occasionally wish to create traps employing it
fier to reflect the added benefit this grants the user of the (and some of their other effects), Gamemasters may wish
effect. 1 point to employ the following guidelines.

SAMPLE TRIGGERS Treat the creation of a trap as a use of extra effort (Chapter
1 of the Hero’s Handbook), essentially a power stunt of
sorts. Rather than immediately taking effect, the hero is
The following are just a few potential Triggered extras a
setting up the stunt, Triggered for later use. Although it
trap might have. All of them include the Triggered extra
slightly bends the Alternate Effect guidelines, given the
for 1 point (unless 1 rank is added for a Variable Trigger)

2 GADGET GUIDE: TRAPS


single use nature of the Triggered modifier, it works rea- plausible explanation or opportunity for how the trap got
sonably well. Since this option may permit heroes the there; otherwise, this is best handled as a regular power
time to recover from the fatigue of extra effort, the GM stunt instead of a retroactive Triggered effect.
may wish to require a hero point for this type of extra
effort (treating it like a Heroic Feat). Example: Extending the prior example, the Rook,
having infiltrated and scouted Deathtrap’s lair
Example: Giving Deathtrap a taste of his own after escaping from his latest trap (and also black-
medicine, the Rook lays a trap for his foe, a simple ing out his sensors), confronts the villain, who
tripwire intended to give him an edge in the con- rushes to his control room.
frontation with Deathtrap to come. He uses mate-
rials from his gadgets and makes it a power stunt “I want to spend a hero point to have planted a
of his arsenal array: tripwire trap across the door of the room,” the
Rook’s player says, outlining its effect. The GM
Tripwire: Affliction 9 (Resisted by Dodge, nods, requesting an additional hero point for the
Overcome by Fortitude; Hindered and power stunt of the trap itself. She then rolls the dice,
Vulnerable, Defenseless and Prone), Extra saying:
Condition, Triggered, Limited Degree
“Deathtrap glances back over his shoulder as
he rushes towards his console, failing to see the
The GM asks the Rook’s player to spend a hero
nearly invisible wire. He tumbles into the room and
point on setting up the trap, noting that it has a DC
sprawls across the floor!”
of 19 (10 + rank 9) to notice and to disarm. When
Deathtrap rushes to his control panel, thinking he
has the advantage, he’s in for a surprise! TRAPS & COMPLICATIONS
Used as Gamemaster tools, traps often rely on complica-
RETROACTIVE TRAPS tions (see Chapter 2 of the Hero’s Handbook and Chapter
5 of the Gamemaster’s Guide). While power effects, chal-
Players may even be able to use the Edit Scene capability lenges, and environments have a great deal to do with de-
of spending a hero point (Chapter 1 of the Hero’s Hand- fining traps, complications are sometimes useful (or even
book) to retroactively insert a trap into the scene! This necessary) in making them function. Trap complications
should be in addition to any requirements for creating tend to break down into two main types: catching the
the trap in the first place, and the player should have a heroes unprepared or unawares (springing the trap) and

GADGET GUIDE: TRAPS 3


making it more difficult for heroes to overcome or escape Gas Gun: Cloud Area Affliction (Resisted and Overcome by
the trap, or making the trap more effective against its par- Fortitude; Impaired, Disabled, Incapacitated), Cumulative •
ticular targets. 3 points per rank

In the first case, the occurrence of the trap itself—setting


it off or falling into it—is treated as a complication. Rather HYPNOTIC INDUCER
than giving the heroes Perception checks or other op-
portunities to avoid the trap, the GM simply springs it The hypnotic inducer places its target into a trance, al-
on them without warning, perhaps even editing things a lowing for easy capture. Other versions of the device may
bit behind the scenes to make the trap fit into the overall induce states like fear, ecstasy, or even agony to incapaci-
story, as if the villain planned it that way. Generally, when tate the target, rather than a passive trance state, but all of
the players are hit with an unavoidable situation that them incapacitate, regardless of the descriptor. An inducer
does not result from their choices, it’s a complication. This that relies on a visible beam or display may be Vision De-
means many traps start out with the heroes earning a pendent, having no effect on those unable to see it.
hero point just for being put into the trap.
Hypnotic Inducer: Ranged Affliction (Resisted and Overcome
In the second case, Gamemasters can make traps more by Will; Entranced, Stunned, Incapacitated), Cumulative • 3
challenging by limiting the heroes in various ways. This points per rank
might be a direct use of a Power Loss or Weakness com-
plication (see the sidebar, previously, for more on this) or SPEED BUMP
adding innocent civilians or loved ones into the mix, giving
the heroes people other than themselves to take care of, The “speed bump” is a trap for high-mobility targets, typi-
who may be more at risk. Traps can also step on a hero’s cally involving things like scattering marbles or ball bear-
psychological quirks and complications, intentionally or ings, or creating slicks of oil or other low-friction materi-
accidentally, such as a claustrophobe being trapped in a als, causing quick-moving targets to slip and fall. The Cone
room where the walls a closing in, or an arachnophobe Area is a typical spread from the user, but you can substi-
confronted with a pit of deadly spiders. tute other Area modifiers for different dispersal patterns
(or make the different patterns and modifiers Alternate

ACTION TRAPS Effects in an array).

Speed Bump: Cone Area Affliction (Resisted by Perception,


Traps used during action time tend to fall into two cat- Overcome by Fortitude; Hindered and Vulnerable,
egories: weapons that immobilize or incapacitate targets Defenseless and Prone), Alternate Resistance (Perception),
rather than damaging them outright, and stand-alone Extra Condition, Limited Degree • 3 points per rank
gadgets that are Triggered (see Triggers, previously, and
the other types of traps following).

BINDING BLASTER CAPTURE TRAPS


Capture traps are often fixed versions of action traps (pre-
A binding blaster is a straightforward ranged weapon de- viously) installed as defense systems in structures (see
signed to restrain a target using netting, cables, webbing, Gadget Guide: Installations and Chapter 7 of the Hero’s
fast-hardening glue, or similar materials. Some binding Handbook). They are designed to restrain or incapacitate in-
blasters feature materials that can be layered to enhance truders without any lasting harm. Capture traps even show
their effect; apply the Cumulative extra to reflect this. For up in villainous lairs as a means of capturing foes alive in
things like capture materials that replicate and “grow” on order to subject them to the torture of stress traps or to
their own once they have stuck to the target, apply the eliminate them in proper deathtraps (see the following).
Progressive modifier instead. For a net gun or similar area
weapon, apply the Burst Area modifier (or another Area
modifier like Cone or Cloud).
DROP CAGE
The drop cage is simplest of capture traps: when trig-
Binding Blaster: Ranged Affliction (Resisted by Dodge, gered, a cage or enclosure drops into place around the
Overcome by Damage; Hindered and Vulnerable, target, trapping them. The cage is typically barred, but
Defenseless and Immobilized), Alternate Resistance could be composed of a solid material, even airtight once
(Dodge), Extra Condition, Limited Degree • 2 points per rank
it is closed, to entrap targets mere bars cannot contain.
The cage has Toughness equal to its rank.
GAS GUN
Drop Cage: Create Cage, Continuous, Triggered, Limited to
This weapon fires a cloud of knockout gas intended to Cages, Limited to Trapping • 1 point + 1 point per rank
incapacitate targets. Gas guns with greater range may
fire gas grenades that burst on target, adding the Ranged GRAPPLERS
extra. A gas gun might also have the Cone or Line Area
extras in place of the Cloud Area, but lack the secondary Grapplers consist of artificial tendrils, tentacles, hands, or
effect Cloud Area has on targets. similar grabbing devices that seize and immobilize targets
in their area.

4 GADGET GUIDE: TRAPS


POETIC JUSTICE
While heroes don’t plan fiendish deathtraps for their foes, they are still known to happen from time to time. Usually, they’re
“tragic accidents” or cases of villains hoisted on their own petards—such as falling into a trap set for the heroes, either too
suddenly for the good guys to do anything about it, or too stubborn to let them. (“Take my hand!” – “Never!”) Such fates
usually occur “off-panel” enough to leave the villain’s ultimate fate in doubt, at least ensuring there’s no body to recover. This
sets villains up for a sudden and mysterious return next time, along with an explanation of how they avoided certain death.

Grapplers: Burst Area Affliction (Resisted by Dodge,


BRAINWASHING
Overcome by Damage; Hindered and Vulnerable,
Defenseless and Immobilized), Extra Condition, Triggered.
Rather than torment, a brainwashing trap attempts to
Limited Degree • 1 point + 2 points per rank break the victim’s will, “reprogramming” them to suit the
captor’s wishes. Victims often exhaust themselves using
extra effort to attempt to resist the effect.
TAR PIT
Brainwashing: Affliction (Resisted and Overcome by Will;
A tar pit trap drops the victims into a sticky or viscous sub- Entranced, Compelled, Controlled), Cumulative • 2 points
stance (which may or may not be actual tar). If it is pos- per rank
sible for the victims to sink deep enough to suffocate, a tar
pit may also eventually be a deathtrap.
MIND PROBE
Tar Pit: Burst Area Affliction (Resisted by Dodge, Overcome
by Strength; Hindered and Vulnerable, Defenseless and
A mind probe delves deep into the target’s thoughts and
Immobilized), Extra Condition, Progressive, Triggered, memories to extract information.
Limited Degree • 1 point + 4 points per rank
Mind Probe: Mind Reading, Cumulative, Close • 1 point per rank

TELEPORTER
A teleporter trap suddenly transports targets into another
DEATHTRAPS
trap, ranging from a prison cell to one of the traps de- Although designed to be lethal, the ultimate purpose
scribed in this Guide. This type of capture trap is often of all deathtraps is to prolong the victims’ struggles, to
applied as a complication, waiving the resistance check allow them the opportunity to fight against their fate,
and awarding a hero point for the automatic capture. knowing they are doomed, before it its finally sealed.
After all, if a villain truly wanted to eliminate captured
Teleporter: Burst Area Teleport Attack, Triggered • 3 points heroes, there are far more brutal and efficient means
per rank than a deathtrap. The key is that the villain wants the
heroes to suffer, and needs for them to be awake and

STRESS TRAPS aware of their impending doom, which also allows them
the opportunity for escape.
The degree to which Gamemasters and players want to Chapter 5 of the M&M Gamemaster’s Guide details a
play out the effects of stress traps in the game depends on number of different types of deathtraps, including the
how comfortable they are with the idea of even fictional idea of combination traps using two or more of the basic
torture. Generally, more four color stress traps inflict pain types at the same time. As described in that chapter,
in a bloodless fashion, with the focus more on a struggle deathtraps are best handled as challenges rather than
of wills between the interrogator and the victim, while power effects, although they may include power effects,
darker settings might have more realistic interrogation particularly for instances where the heroes accumulate
techniques and effects. degrees of failure on their challenge checks.
Afflictions associated with stress traps often have the As described in the Gamemaster’s Guide, the base DC for
Instant Recovery flaw; once the victim is free of the trap, a deathtrap check is the series power level, with the base
all of its effects end immediately. number of degrees of success required equal to half that
number (so DC 10 and 5 degrees of success for a base
AGONY BEAM PL10 trap). The heroes must accumulate enough success
before three total degrees of failure to escape the trap.
This trap has a neural stimulator or similar effect that
causes the victim searing pain. If you are using the Deathtrap feature for installations,
base the DC on the installation’s power level and the
Agony Beam: Affliction (Resisted and Overcome by Will; Dazed success threshold on half that number. Each additional
and Impaired, Defenseless and Stunned), Cumulative, Extra Feature rank increases either the DC or threshold by +1.
Condition, Limited Degree • 2 points per rank

GADGET GUIDE: TRAPS 5


CREDITS & LICENSE
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Playtesters: Leon Chang, James Dawsey, Glenn Hall, their associated images, descriptions, backgrounds, and
Nathan Kahler, Jack Norris, Aaron Sullivan related information are declared Product Identity.
Publisher: Chris Pramas The following text is Open Gaming Content: all game system
Green Ronin Staff: Pauline Benney, Joe Carriker, Steve rules and material not previously declared Product Identity.
Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold,
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Mutants & Masterminds Gadget Guide: Traps is ©2013 Seattle, WA 98118
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6 GADGET GUIDE: TRAPS

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