TEXT: Writer: Kyle Carty
  All interior art taken from Creative Commons resources
  Graphic Design: Kyle Carty 
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  This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Genesys Foundry.
  All other original material in this work is copyright 2020 by BPB Games and published under the Community Content 
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  Genesys Traps
  Genesys, the generic system roleplaying game from 
  Fantasy Flight Games, is a fantastic system that oﬀ ers 
  a great amount of versatility in how a Game Master 
  or player might approach a given situation. Presented 
  in this document is one way to handle traps in your 
  Genesys game.
  Trap Design
  The ﬂ exibility of Genesys really lends itself to designing 
  clever, fun to interact with traps. This means that they can 
  be approached from many angles in both the way they are 
  designed and the way they can be overcome. Traps activate 
  the moment they are triggered and do not have an initiative 
  in structured encounters. 
  Traps consist of several, smaller sections that explain how it 
  functions:
  Triggers are how the trap is activated. Manual triggers 
  might mean stepping on a stone, walking on a trip wire, 
  or pressing the wrong button.. This commonly means 
  the victim becomes engaged with the trigger. Proximity 
  triggers are often magical or steeped in a high level of 
  technology. These triggers activate by simply drawing 
  within range and activating the warding spell or setting 
  oﬀ  something like a motion detector. The mastermind of 
  a lair might also activate traps on their own. This is not 
  necessarily a trigger and is usually a maneuver. A manual 
  or proximity trap might also have the ability to be activated 
  remotely by someone.
  Notice explains the diﬃ  culty and skill used to detect a 
  trap. Traps that have visible mechanisms or areas where  
  something like an arrow might be ﬁ red from will almost 
  always use Perception. To represent smaller ammunition 
  slots, like for a dart or arrow instead of a spear, consider 
  adding Setback dice instead of increasing the diﬃ  culty. 
  Advanced traps, such as those in a computer system 
  that cannot be seen with the naked eye, usually require a 
  Computers check to bypass. Particularly powerful magical 
  traps might be completely undetectable or might require the 
  use of the magic skill that was used in its creation to notice.
  Eﬀ ect details what happens if the trap is activated. The 
  arrow is loosed, the ﬁ reball summoned, the ﬂ oor electriﬁ ed. 
  The eﬀ ects for a trap are the meat of its design and are 
  varied in as many ways as possible. Some eﬀ ects are 
  incredibly easy to design, such as traps that emulate the 
  eﬀ ects of an existing weapon. Simply use the existing 
  damage and qualities for ranged weapons and add a Brawn 
  value for weapons that require one. Other traps require 
  legwork to create the eﬀ ects of. Active qualities on traps are 
  not activated with Threat and Despair (see Spending t 
  and D on Trap Checks).
  Countermeasures give information on how to disable or 
  otherwise prevent the activation of the trap. Some might 
  be a simple Mechanics or Arcana check while others might 
  require multiple individuals to work together to prevent the 
  trap from activating.
  Special sections are not included in all traps. This section 
  is only included if the trap has special rules associated with 
  it.
  
  Eldritch Rune Trap
  Carved runes infused with magic, this trap comes in many 
  forms. Some larger runes are simple proximity traps carved 
  into ceilings, walls, and ﬂ oors. Other, smaller rune traps 
  might be written on paper with ink and triggered when 
  read. Their eﬀ ects might vary. Some explode, others curse, 
  and more yet might bind. Multiple eldritch rune traps are 
  often inscribed in a single room to create a mineﬁ eld of 
  sorts.
  Trigger: Proximity (Engaged) or Manual (When Read).
  Notice: Easy (d) Perception to notice the rune, Easy (d) 
  Arcana to realize it’s magic.
  Eﬀ ect: Damage 5; Disorient 5, Stun Damage.
  Countermeasures: The trap can be disarmed with a 
  successful Hard (ddd) Knowledge check. A failed check 
  activates the trap.
  Fireball Trap
  A ﬁ reball trap is a magically constructed trap that emanates 
  from a large, glowing crystal enchanted to ﬁ re powerful 
  orbs of ﬁ re. These crystals are often placed in sconces, 
  chandeliers, or alcoves. When their magic is active, these 
  crystals ﬁ re at anything that draws too close. Smaller, less 
  powerful versions might have less ammunition, while more 
  powerful versions might be able to ﬁ re consecutively.
  Trigger: Proximity (Medium Range, Motion Sensitive)
  Notice: Average (dd) Arcana or Formidable (ddddd) 
  Perception.
  Eﬀ ect: Damage 8; Blast 6, Burn 2, Limited Ammo 5, Slow-
  Firing 1.
  Countermeasures: The trap can be disarmed with a 
  successful Hard (ddd) Arcana check. The trap can also 
  be destroyed by dealing 10 Wounds to the large crystal used 
  as its arcane focus.
  Special: The crystal is worth 500 currency in its depleted 
  state. If the crystal still has ammunition, it is worth an 
  additional 100 currency for each use. If destroyed, its 
  shards are worth 100 currency.
  Alarm Trap
  Alarm traps are not explicitly dangerous like many other 
  traps are. Instead, they serve as an early alert system 
  to notify creatures of potential intruders so they can 
  prepare their defenses appropriately. Some are magical or 
  technological but many are simple string-and-can devices.
  Trigger: Manual (Trip Wire) or Proximity (Computer 
  System, Spell, etc).
  Notice: Hard (ddd) Computers, Perception, or Magic 
  check.
  Eﬀ ect: Triggers a silent or auditory alarm to alert its creator 
  or nearby creatures. The range of the alarm varies based on 
  the trap’s composition.
  Countermeasures: The trap can be disarmed with a 
  successful Average (dd) Mechanics or Skulduggery check 
  for mundane alarms or a successful Average (dd) Magic 
  or Computers check for other, less common varieties. A 
  failed check activates the trap.
  Special: Magical alarms can only be countered with the 
  same skill that was used to create them.
  Dart Trap
  A simple trap, the dart trap activates when someone 
  becomes engaged with the stone trigger installed on the 
  ground. All creatures within short range of the trigger suﬀ er 
  the trap’s eﬀ ect as darts ﬂ y in a quick volley from small slits 
  in the wall or ﬂ oor.
  Trigger: Manual (Pressure Plate).
  Notice: Average (dd) Perception; b for size of holes.
  Eﬀ ect: Damage 7; Limited Ammo 1. Targets all creatures 
  within short range of the trigger.
  Countermeasures: The trap can be disarmed with a 
  successful Average (dd) Mechanics check. A failed check 
  activates the trap. The trap can be avoided if activated with 
  a successful Daunting (dddd) Coordination check.
  activates the trap. The trap can be avoided if activated with 
  a successful Daunting (
  
  Pitfall Trap
  A large pit with a ﬂ imsy board or tarp across it, a pitfall 
  trap is one of the most basic traps in existence. Some line 
  their ﬂ oor with spikes and stakes which could increase the 
  damage of the trap. Some traps using these spikes even 
  coat them in poison to create a truly lethal combination.
  Trigger: Manual (Falling).
  Notice: Average (dd) Perception.
  Eﬀ ect: The victim and all creatures engaged with them fall 
  short range (page 112). D can be spent to give a character 
  the Crippled Critical Injury.
  Countermeasures: The trap cannot be disarmed, only 
  avoided.
  Laser Pistol Trap
  Often created by frantic survivors in a sci-ﬁ  setting, this 
  simple trap is activated by stepping on a trip wire or 
  opening a door the wire is attached to.
  Trigger: Manual (Trip Wire).
  Notice: Hard (ddd) Perception, b for ﬁ neness of the wire.
  Eﬀ ect: Damage 6; Burn 1.
  Countermeasures: The trap can be disarmed with a 
  successful Easy (d) Mechanics check. A failed check 
  activates the trap.
  Special: The pistol can be collected after disarming the 
  trap.
  Leghold Trap
  Originally created to capture poachers and intruders, the 
  leghold trap is commonly known as a bear trap. This large 
  metal circle contains a pressure plate in the center that, 
  when engaged, causes the trap to snap shut. Some leghold 
  traps contain robust, metal teeth but many do not.
  Trigger: Manual (Pressure Plate).
  Notice: Average (dd) Perception, and bb if hid under 
  leaves or brush.
  Eﬀ ect: Damage 6; Ensnare. D can be spent to give a 
  character the Crippled Critical Injury on one of their legs.
  Countermeasures: The trap can be disarmed without 
  issue once spotted. Disarming the trap without it making 
  noise requires a Hard (ddd) Mechanics check.
  Special: The trap’s Ensnare quality does not have a 
  duration. The victim is immobilized until it succeeds on its 
  Athletics check.
  Spending t and D on Trap Checks
  Disarming traps can be dangerous work. The following table lays out some of the consequences a character attempting to 
  disarm a trap might experience as a result of their eﬀ orts.
  Pitfall Trap
  Pitfall Trap
  Pitfall Trap
  Pitfall Trap
  Pitfall Trap
  Pitfall Trap
  Pitfall Trap
  COST
  RESULT OPTIONS
  h or D
  The stress from disarming the trap exhausts the character, and they suﬀ er 2 strain or 1 
  wound (controlling player's choice).   
  The character pinches their ﬁ nger or otherwise harms themselves, adding b to their next 
  check.
  hh or D
  The trap appears disarmed but remains active until the start of the next round, or after a 
  minute in narrative gameplay. 
  If the character is using a tools, they become damaged one step.                                                           
  hhh or D
  Any tools being used by the character are destroyed.
  The trap makes a loud noise when disabled and alerts all creatures within long range of it.
  D
  If the trap has a harvestable component, such as a crystal or weapon, it is destroyed.
  DD
  The trap is disarmed but its mechanisms or security system severely wound the character, 
  dealing a Critical Injury.
  
SOURCE: textdata/thevault/Genesys/Genesys - Traps for Genesys.pdf