Tuesday, September 13, 2016

D100 Post Apocalyptic Traps

I wrote this up so I would have a d100 table of post apocalyptic traps (though I had to remove a bunch during the brain-storming phase).

TRIGGER TABLE
Roll Trigger Detect Description
01 Heat Sensor 1-5 Functions as thermal vision with a range of 60 feet.
02 Laser Tripwire 1-4 An infrared range laser beam that activates the trap if the beam is blocked.
03 Lever/Switch 1 A switch, dial, knob, lever, button, or toggle which activates the trap if actuated.
04 Motion Sensor 1-5 Can have a range of up to 800 feet, but typically only activates trap with motion within 30 feet.
05 Pressure Plate 1-3 Activates when the plate has weight placed on it. Some will be set to a specific minimum weight.
06 Proximity Sensor 1-5 Functions similarly to a motion sensor.
07 Radar/Sonar/Lidar 1-4 Radio wave, sound wave (usually used underwater, ultrasonic above water), or light waves used as a detection sensor, function as per motion sensor.
08 Sound Sensor 1-5 Detects sounds above a certain level, usually about 50 dB (any sound below conversational speech).
09 Tension cable 1-4 Similar to a tripwire, but usually attached between a door, window, or other movable access panel and the trap, activating the trap when the tension on the cable is reduced.
10 Timer 1-3 A timed device which activates a trap either once (when the timer runs down) or at timed intervals.
11 Tripwire 1-3 A triggering mechanism consisting of a wire or string which activates a trap when broken or moved by pressure.
12 Weight Release 1-3 The opposite of a pressure plate, which activates the trap when the weight is removed from the plate.
Trigger Categories
Any: Roll 1d12 and consult Trigger Table.
Location: Standing in area of trap.
Mine: Roll 1d6: 1 - Motion Sensor, 2 - Proximity Sensor, 3 - Pressure Plate, 4 - Tension Cable, 5 - Tripwire, 6 - Laser Tripwire.
Sensor: Roll 1d6: 1 - Heat Sensor, 2 - Motion Sensor, 3 - Proximity Sensor, 4 - Radar/Sonar, 5 - Sound Sensor 6 - Lidar.
Special: This trigger type requires special interaction with the trap.
Standard: Roll 1d6: 1 - Sensor, 2 - Lever/Switch, 3 - Pressure Plate, 4 - Tripwire, 5 - Tension Cable, 6 - Weight Release.
Trip: Roll 1d6: 1-4 - Tripwire, 5-6 - Laser Tripwire.

TRAP TABLE
Roll Trap Triggers Description
01 Automated Turret/Sentry Gun Sensor Guns/Turrets attack as HD 4 monsters, have an AC of 5 and can be destroyed after suffering 12 hp damage each. Roll on Gun/Turret Subtable below for type.
02 Cage Trap Standard Two types, dropping door that locks into place or heavy cage that drops onto target area. Save vs stun or be trapped in cage. Does no damage, but difficult to escape. May be baited, see Trap Bait Subtable below.
03 Caltrop Field Location A 30 foot radius field of broken glass, razor sharp shards of metal, spiky plant material, or caltrops. Move at 1/3 normal movement or save vs stun every 10 feet of travel or take 1d4 damage to bare feet, half if wearing shoes or boots and reduce movement by 10%. 25% chance that caltrops are poisoned, rusted, or disease-laden.
04 Deadfall Standard A heavy object designed to fall and crush victims if trigger is activated. Save vs stun or take 4d6 damage.
05 Electro-Magnet Trap Any This trap only affects metals. 75% chance of losing any metal object held in hand or not securely attached to body. 50% chance of metal objects that are securely held being ripped into electro-magnet. 25% chance of metal armor wearing creature to be stuck into electro-magnet. Electro-magnet may be located in ceiling, floor, or wall.
06 Flamethrower Sensor Either a gun/turret type mount, or a disguised projector which shoots flames covering a 10 x 10 foot area. Save vs energy attacks or take # damage.
07 Foothold Trap Pressure Plate Save vs stun or take damage. Roll on Foothold Trap subtable to determine size of trap. 50% chance that the trap is chained into place.
08 Forcefield Barrier Sensor The high tech version of the portcullis trap. Make a DEX check or take 2d6 damage bouncing off the forcefield.
09 Gas Vent: Cold Standard Releases a freezing gas that does 4d6 cold damage in a 30 foot radius.
10 Gas Vent: Corrosive Standard Releases a corrosive gas that does 4d6 acid damage in a 30 foot radius.
11 Gas Vent: Explosive Standard Releases an explosive gas that can be ignited by an open flame (50% chance there's a flame generating device associated with the vent) and does 4d6 damage to everything in a 30 foot radius.
12 Gas Vent: Hallucinogenic Standard Releases a hallucinogenic gas in a 30 foot radius. Save vs poison to hold breath unless protected from poisonous gasses or start hallucinating.
13 Gas Vent: Heat Standard Releases a very hot gas that does 4d6 heat damage in a 30 foot radius.
14 Gas Vent: Irritant/Tear Standard Releases an irritant gas in a 30 foot radius. Save vs poison to hold breath unless protected from poisonous gasses or suffer the effects of an irritant gas grenade.
15 Gas Vent: Paralytic/Nerve Standard Releases a nerve gas in a 30 foot radius. Suffer the effects of a nerve gas grenade unless wearing a protective suit.
16 Gas Vent: Poisonous Standard Releases a poisonous gas in a 30 foot radius. Save vs poison to hold breath unless protected from poisonous gasses or suffer the effects of a Class 1-8 (roll 1d8) poison.
17 Gas Vent: Sleep/Anesthetic Standard Releases an anesthetic gas in a 30 foot radius. Save vs poison to hold breath unless protected from poisonous gasses or lose consciousness for 4d4 turns. Victims cannot be awakened inside the gas, but slapping or wounding a victim removed from the gas will awaken them.
18 Gas Vent: Smoke/Choking Standard Releases a cloud of smoke in a 30 foot radius. Save vs poison to hold breath unless protected from poisonous gasses or suffer the effects of an irritant gas grenade. Regardless of saving throw or protection from gasses, visibility is obscured as per smoke grenades.
19 Guillotine Trap Any A large, heavy blade which drops from the ceiling. The character must make a DEX check or suffer 3d6 damage from the falling blade. The blade may block the route if large enough (30% chance), unless it is designed to automatically reset (50% chance).
20 IED: Baby Carriage Bomb Proximity This trap periodically emits the sound of a crying baby. Creatures approaching within 10 feet of the trap activate it. Make a DEX check to get out of the 30 foot blast radius or take 6d6 damage.
21 IED: Exploding Barrel Special Exploding Barrels will only detonate if attacked and 10 or more points of damage are done to the barrel. The barrel does 6d6 damage to everything within 30 feet.
22 IED: Exploding Fruit Special Exploding Fruit will only detonate if attacked and 5 or more points of damage are done. The fruit does 4d6 damage to everything within 10 feet.
23 IED: Exploding Toilet Pressure Plate Exploding Toilets will detonate if the pressure plate hidden under the seat is disturbed. Toilets do 5d6 damage to everything within 20 feet.
24 IED: Exploding Vehicle Special Exploding Vehicles are those either with sufficient fuel to combust, or those deliberately rigged to explode. In either case, if the vehicle takes 25 or more points of damage, it will catch fire and explode, doing 12d6 damage to everything within 150 feet.
25 IED: Flame Fougasse Mine Essentially this is a flame-throwing mine that otherwise functions identically to an Exploding Barrel.
26 IED: Grenade Trap Trip When tripped, this trap activates 1d4 grenades that detonate. While the grenades can be of just about any type, most (90%) of grenade traps use a fragmentation type grenade.
27 IED: Microwave Oven Timed This is a microwave oven that has been modified into a time bomb. It does 5d6 damage and has a blast radius of 20 feet.
28 IED: Molotov Cocktail Trip This variant of grenade trap drops a molotov cocktail.
29 IED: Nail Bomb Mine Nail Bombs are explosive traps modified with many bits of shrapnel (metal darts , flechettes, metal balls, nails, razors, and other bits of metal) to increase the destructive potential of the explosive. The blast does 7d6 damage in a 50 foot radius.
30 IED: Pipe Bomb Mine Pipe Bombs are improvised explosives that are essentially weak frag grenades. They do 4d6 damage in a 15 foot radius.
31 IED: Pressure Cooker Bomb Mine Improvised bombs created by packing explosives into a pressure cooker. The blast does 8d6 damage in a 60 foot radius.
32 IED: Satchel Charge Mine Any class of satchel charge can be rigged to act as a trap.
33 IED: Time Bomb Timed Time bombs are simply simple explosives rigged to detonate when coupled to a timer. Damage is determined by rolling 2d4 and multiplying the radius and damage by that of dynamite. I.e. 6 sticks of dynamite would do 18d6 fire damage to a 30 foot radius.
34 Laser Cutting Trap Sensor This type of trap relies on special laser emitters which block the passageway, either as a tripwire or decapitation wire, or a portcullis like obstruction. Make a DEX check or suffer 5d6 damage to legs or neck from the wire type, or 30d6 damage from the portcullis type.
35 Liquid Pool: Gasoline Special A 30 foot radius pool of flammable liquid which may be ignited by any open flame source (such as a torch, lighter, firearm discharge, explosion, etc.). Igniting the liquid results in a flaming explosion that does 10d6 fire damage.
36 Liquid Pool: Slippery Liquid Location A 30 foot radius of liquid with a low friction quotient. Attempting to walk on the surface requires a DEX check with a -4 penalty to avoid slipping and falling.
37 Liquid Sprayer: Acid Standard A projectile device that acts as a 2HD attacker and shoots a stream of acid 30 feet that does 4d6 acid damage.
38 Liquid Sprayer: Cryogenic Standard A projectile device that acts as a 2HD attacker and shoots a stream of cryogenic liquid 30 feet that does 4d6 cold damage.
39 Liquid Sprayer: Glue Standard A projectile device that acts as a 2HD attacker and shoots a stream of adhesive liquid 30 feet that If a victim is struck they are covered in sticky glue and must make a saving throw vs energy attacks or be stuck to the floor, a wall, or object. To break free of the surface they must have a strength of 14 or higher, and if successful, taking one turn to break free, they take 2d4 points of damage from parts left behind. To remove an object like a weapon or gadget from a character who has been covered in glue, the victim must make a save versus poison and, if successful, takes 1d4 points of damage.
40 Liquid Sprayer: High Pressure Standard This projector sprays a high pressure liquid out to 20 feet that does 3d4 damage. Attacks as a 2HD creature.
41 Liquid Sprayer: Paint Standard A liquid projector that sprays paint, ink, or dye out to 20 feet. Attacks as a 2HD creature. Generally marks the target in a color. May glow or be distinctive at ML's discretion. There is a 1 in 6 chance of blinding the target, Save vs Poison to avoid being blinded.
42 Liquid Sprayer: Poison Standard A liquid project attack as a 2HD creature which projects a poisonous liquid out to 30 feet. There is a 2 in 6 chance of catching the liquid in the eyes or mouth. Save vs poison to avoid taking Class 1d8 poison damage or being blinded.
43 Liquid Sprayer: Steam Vent Standard Releases a very hot steam that does 4d6 heat damage in a 30 foot radius.
44 Machine Bulk Item Dropper Location This is less of a "trap" and more of a machine hazard. A bulk item dropper is a machine which periodically releases a large amount of bulk materials such as balls, grains, metal balls, plastic pellets, rice, sand, etc. While nominally designed to discharge into a bulk container of some sort, there may not be a bulk container in which to discharge the material (60% chance). Characters encountering such a device as it discharges (2 in 6 chance of discharging) or exploring the interiors large bulk containers (often mobile containers like mine carts, conveyer feed crates, vehicle trailers, etc.) must make a DEX check or be hit by a sizable quantity of bulk material that does 2d6 damage. They must make a saving throw vs stun attacks with a -2 penalty or they risk becoming buried under the large quantity of material as well, requiring 1d4+1 rounds to free themselves. If 19 or 20 is rolled on the saving throw vs stun attacks, the character has been knocked unconscious and cannot free themselves from the material. If knocked unconscious, the character begins to suffocate in CON/2 rounds (round down), unless freed by their comrades.
45 Machine Chomper Location Chompers are machine hazards consisting of snapping metal jaws into which a creature could come into contact with. If a character is thrown, knocked, or otherwise dumped into the chomper, they take 4d10 damage. If carried into the chomper, such as being on a conveyer or other moving platform, they make make a DEX check to avoid the jaws.
46 Machine Crushing/Smashing Press Location Crushing and smashing machine presses are large machine hazards which have two large walls smashed together to press objects that are in them flat. They typically do 12d6 damage to a 10 x 10 foot area, but some larger machines may exist.
47 Machine Feed Hopper Location This type of machine hazard is generally only dangerous if a victim falls in to an open hopper bin. This is the upper section of a machine bulk item dropper. If a character is thrown, knocked, or otherwise dumped into the hopper, they take 1d4 damage and must make a saving throw vs stun attacks or become stuck in the bulk material and begin sinking at a rate of one foot per round, or two feet per round if they struggle. It generally takes 1d6 rounds for a human-sized creature to be completely buried, at which point they begin suffocating/drowning and will last CON/2 rounds (round down). Those who fall into a feed hopper cannot free themselves, they must have help. A total of 20 strength points are needed to pull out small creatures. 30 strength points are required to rescue human-sized creatures. 80 strength points are required to save large creatures.
48 Machine Grabbing Arm Sensor Grabbing Arms are machine arms designed to grab and move objects. While these machine hazards come in different sizes, they attack as 4HD creatures and generally require 20 strength points to be opened if they grasp a creature. While they only do 1d6 damage when grabbing a creature, they tend to deposit the creature by dropping it into something else, such as machine chompers, feed hoppers, smashing presses, conveyer belts, machine grinders, roller presses, or vacuum chambers.
49 Machine Grinder Location A machine hazard composed of grinding teeth (such as a wood chipper, snow blower, rock crusher, etc.). Since they are large machines, they tend to do 4d8 or more damage per round if they are fallen or thrown into.
50 Machine Roller Press Location Roller presses are machine hazards which consist of two rotating drums which flatten materials which pass through the rollers. They do 6d8 damage if encountered.
51 Machine Vacuum Chamber Trap Location As per decompression chamber, Mutant Future, page 137.
52 Mine: Bounding Mine Does 10d6 damage in a 90 foot radius.
53 Mine: Concussion Mine Does 75 hp damage to everything in a 150 foot radius.
54 Mine: Cryogenic Mine Does 8d6 cold damage in a 60 foot radius.
55 Mine: Directional Mine Does 12d6 damage in a 60 degree arc up to 150 feet from mine. Does 6d6 damage between 150 and 300 feet from mine.
56 Mine: Dirty Radiation Mine As per Dirty Radiation Bomb, Mutant Future, page 120.
57 Mine: EMP Mine Does 5d8 damage in a 60 foot radius against robots, cyborgs, and androids (excluding replicants) unless the creature in question has specific countermeasures, in which case the blast has no effect. It does minimum damage (5 hp) against living creatures.
58 Mine: Fragmentation Mine Does 10d6 damage in a 40 foot radius.
59 Mine: Incendiary Mine Does 10d6 fire damage in a 60 foot radius.
60 Mine: Plasma Mine Totally disintegrates everything in a 90 foot radius.
61 Mine: Sonic Mine
62 Noose Trap Tension Cable This is a snare trapped designed to connect around the throat of a creature. Save vs death or die. On a successful save, will suffocate in CON/2 rounds (round down).
63 Pendulum Trap Standard Characters must save versus stun attacks or be hit by a swinging weight, roll on the Pendulum Trap Type Subtable below.
64 Pit Trap: Acid Vat Location Fall 1d4x10 feet into a 1d4x10 foot deep pool of acid. Save vs death or die. On a successful save, still take 3d10 damage per round.
65 Pit Trap: Basic Pit Location An uncovered pit, that is 1d6x10 feet deep and does 1d6 damage per 10 feet fallen.
66 Pit Trap: Boiling Liquid Location Fall 1d4x10 feet into a 1d4x10 foot deep pool of boiling mud, water, pitch, etc. Damage is 3d6 heat damage per round.
67 Pit Trap: Chute Trap Location A trap such as a trap door over a slide, stairs designed to collapse into a slide, and similar. The chute is 2d4x10 feet long, dropping 1d6x10 feet, and doing 1d4 damage per 10 feet slid, unless (20% chance) there is a soft landing at the bottom (in which case, reduce damage by half).
68 Pit Trap: Collapsing Bridge Location This is a bridge of some type that has been sabotaged to fail. There is a 2 in 6 chance of noticing that the bridge is designed to fail. Roll 2d4x10 to determine how deep the pit or chasm below the bridge is.
69 Pit Trap: Drowning Pit Location Fall 1d4x10 feet into 1d4x10 foot deep water. See Swimming on page 38 of Mutant Future. There is a 10% chance of treasure at the bottom of the pit.
70 Pit Trap: Fire Pit Location Also known as incinerators, these traps do 12d6 fire damage per round.
71 Pit Trap: Lava Pit Location Creatures must make a saving throw vs death or die. A successful save still results in 12d6 damage per round.
72 Pit Trap: Pushing Wall Location A hydraulically driven section of wall will attempt to knock victims into a Basic Pit Trap. Make a DEX check with a -2 penalty for every creature in a 10 foot area.
73 Pit Trap: Spiked Pit Location As per Basic Pit Trap, but if a character falls in, they will also strike 1d4 spikes which do an additional 1d6 damage each.
74 Pit Trap: Trapdoor Location A covered version of the Basic Pit Trap. There is a 3 in 6 chance of detecting the trapdoor.
75 Pit Trap: Weak Floor Location This is a weakened section of floor. Creatures walking across this weak section of floor must make a DEX check or fall 1d4x10 feet (at 1d6 damage per 10 feet fallen) onto the floor below. There is a 2 in 6 chance of detecting a weakened floor.
76 Projectile Launcher: Clay Trap Mine A clay pigeon is fired from a hidden location, attacking as a Level 1 character, for 1d2 damage.
77 Projectile Launcher: Crossbow Mine A crossbow bolt is fired from a hidden location, attacking as a Level 1 character, for 1d6 damage.
78 Projectile Launcher: Pitching Machine Mine A small ball is fired from a hidden location, attacking as a Level 1 character, see Ball Type Subtable below for damage.
79 Projectile Launcher: Poison Dart Mine There are two versions of this trap, the single dart launcher and the dart volley launcher. Single Dart launchers fire one dart as a level 1 character that does 1d4 damage, plus a saving throw vs poison or die. A Dart Volley launcher attacks as a level 1 character but fires enough darts that each creature in 30 feet will be strike by 1d6 poison darts that do 1d4 damage each, and each dart that hits requires a saving throw vs a class 1d8 poison.
80 Projectile Launcher: Saw Blade Mine A circular saw blade is fired from a hidden location, attacking as a Level 1 character, for 2d4 damage.
81 Radiation Emitter Trap Sensor As per Radiation Trap, Mutant Future, page 138, except the radiation emitter can be any radioactive object.
82 Rotary Fan Trap Location Another machine hazard (more commonly found in fiction to be honest) where the passage is blocked by a rotating fan. It requires 10 strength points to stop the blades from spinning and objects used to block the blades have a 1 in 6 cumulative chance per round of becoming dislodged (i.e. 1 in 6 the first round, 2 in 6 the second round, etc.). Damage from encountering the blades is 2d4.
83 Saw Blade Trap Standard Characters must save versus stun attacks or suffer 1d10 damage.
84 Scything Blade Trap Standard As per Mutant Future, page 137.
85 Shock Trap: Electric Arc Location Passing between two electrified posts causes an arc of electricity to attack the creature. Inflicts 4d6 electric damage. A save verses energy attacks reduces damage by half.
86 Shock Trap: Electric Panel Lever/Switch As per Electrocution Trap, Mutant Future, page 137.
87 Shock Trap: Electrified Door Lever/Switch As per Electrocution Trap, Mutant Future, page 137.
88 Shock Trap: Electrified Net Standard Falling Net: Make a DEX check to avoid being entangled in net. If entangled in net, cannot attack or move unless a saving throw vs stun attacks is made to get free of the net. A new saving throw may be rolled each round until free of the net. Add +2 to the saving throw if using a dagger or other short, bladed weapon to cut free from net, and a +1 to the saving throw for each creature outside the net who helps to free the victim. Falling nets can ensnare one man-sized creature for every 10 feet of net size. Roll 1d4x10 feet for net size. In addition to standard falling net effects, and electrified net will do 4d6 electric damage per round of contact, this applies to both those ensnared and those who attempt to help free the victim(s).
89 Shock Trap: Jacob's Ladder Location This trap acts as an electrical barrier or fence. It does 40d6 electric damage per round of contact. Save vs energy attacks for half damage.
90 Shock Trap: Plasma Globe Location A small globe projects electric arcs over a 30 foot radius. 1d4 creatures in the area are struck by electricity for 4d6 damage per strike. A save verses energy attacks reduces damage by half.
91 Shock Trap: Tesla Trap Proximity A weaponized version of the plasma globe that does 8d6 damage per strike out to 60 feet.
92 Siren/Alarm Standard Setting this trap off results in a loud siren or alarm sounding. Increases wandering monster encounter chances by double, unless the alarm is tied into a security system, in which case encounter chances are tripled.
93 Snare Trap Tension Cable A classic trap. Make a DEX check or be snagged by the snare and either raised up into the air (typically ten to twenty feet) or flung into an object for 3d6 damage.
94 Spike Fence/Wall Location This is a hazard modification to walls and fences where spikes, broken glass, concertina wire, etc. are attached to the top of the wall, doing 1d4 damage if contact with the top of the barrier is made.
95 Spotlight Trap Standard This trap clearly illuminates a 30 foot area out to 100 feet.
96 Spring-Gun Tension Cable This trap has a gun (roll on Gun/Turret Subtable for type) connected to a door, window, hatch, gate, or other access barrier by a tension cable. Attacks as a 4HD creature.
97 Tripwire: Barbwire/Razorwire Tripwire Make a DEX check at -4 or fall to the ground for 1d4 damage, additionally take 1d4 damage from being cut by the wire.
98 Tripwire: Chain Tripwire Make a DEX check at -4 or fall to the ground for 1d4 damage.
99 Tripwire: Electrified Tripwire Make a DEX check at -4 or fall to the ground for 1d4 damage and take 4d6 electric damage (or save vs energy attacks for half electric damage).
00 Tripwire: Monofilament Tripwire Make a DEX check at -4 or fall to the ground for 1d4 damage, additionally take 2d6 damage from being cut by the monofilament line.

FOOTHOLD TRAP SUBTABLE
Roll Size Damage Strength to Open Movement Penalty*
1 Mouse Trap 1 point 4 N/A
2 Rat Trap 1d2 6 N/A
3 Otter/Fox/Raccoon Trap 1d3 8 -10%
4 Beaver/Coyote/Bobcat Trap 1d4 10 -20%
5 Wolf Trap 1d6 12 -30%
6 Bear Trap 1d10 16 -50%
* If trap is not chained in place.

TRAP BAIT SUBTABLE
Roll Bait
1 None
2 Roll on Random Artifact Table
3 1d100 silver
4 1d100 gold
5 Food
6 None (10% chance of dead body)

BALL TYPE SUBTABLE
Roll Ball Type Damage
1 Tennis/Racquet Ball 1d2
2 Softball or Golf Ball 1d4
3 Hardball or Cricket Ball 1d6
4 Billiards Ball 1d8
Note: Large types of balls, such as soccer balls, basketballs, bowling balls, volley balls, etc. would need a larger launcher, such as a (small) catapult.

PENDULUM TRAP TYPE SUBTABLE
Roll Pendulum Type Damage
1 Ball Pendulum 1d4
2 Spiked Ball Pendulum 1d6
3 Blade Pendulum 1d8
4 Swinging Log 1d10
5 Spiked Log 1d12
6 Swinging Metal Girder 3d6
7 Engine Block Pendulum 4d6
8 Battering Ram Pendulum 6d6