Weapon Traps: A Weapon trap contains a Weapon on a spring mounted mechanism. This must be mounted on a large or heavy object, such as in a crate or a trunk, or onto a door. Once armed, a Weapon trap cannot be moved.
OOG, the trap merely has to have a standard trap trigger (a light or noisemaker) and a Weapon with a valid item tag must be attached. There must be a clearly marked “pivot point” for whichever Weapon physrep is being used. When the trap goes off, a Pause Game is called and the Weapon is rotated around the pivot point. Anyone touched by the Weapon is affected as though they had been struck by a Weapon blow of the stated amount and type. Note that the Weapon does not actually need to be swung or be on a spring for safety reasons. The mounted Weapon may be any standard approved Weapon.
Weapon traps are not destroyed when set off and may be re-armed by anyone with the appropriate Skill without paying the cost to rebuild them.
Weapon coatings may be applied to the Weapon used in a Weapon trap. These coatings are consumed as normal when the trap is set off and must be re-applied when the trap is rearmed.
Weapon Traps may not be blocked by a Weapon or Shield, but any pertinent defense against a Weapon qualifier attack or physically delivered Poison (if the Weapon is coated) can be used, like Evade, Parry, Dodge, or the Weapon Shield spell.
Mechanical Traps: Mechanical traps represent collapsing ceilings, rockfalls, giant scythes, and other such contraptions. They are completely immovable once set and 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. Mechanical traps must be rebuilt after they are set off and cannot be re-armed.
Mechanical traps are usually represented with pillows, plastic trash bags filled with newspapers, and other soft items.
Explosive Traps: Explosive traps represent a container filled with a volatile substance. When set off, this Area Trap will destroy all destructible IG items within its range (as per the Shatter effect.) This includes armor, Weapons, coins, scrolls, potions, etc.
Closed containers will not protect items from explosions unless the container itself is indestructible. This trap is destroyed when it detonates.
Gas and Scroll Traps: These Area Traps are loaded with an Alchemical gas or Battle Magic scroll respectively that will affect everyone in the Game Room when triggered. The Production Point cost for creating the trap does not include the cost of the gas or scroll itself. When setting the trap, the trap setter must include a gas or scroll or the trap is not successfully armed. Once set off, the trap physrep itself counts as the “caster”. In this case, any spell which has wording regarding the “caster” (such as Line of Sight spells, Charm effects, etc.) will effectively expire after five seconds (for Line of Sight) or have no effect (Charm). Any legitimate applicable targets/physreps in the Game Room are separately targeted by the effect. Note that only one item may be loaded in each trap; you cannot stack multiple gasses or scrolls to increase their effect.
Items loaded into one of these traps can never be removed or salvaged once the trap is armed. If the trap is successfully disarmed, the trap may be re-armed again, but in no case may the gas or scroll be taken from the trap to be used in other traps or on their own.
The effects of any gas trap will be blocked by any defense against the Poison qualifier such as Poison Shield or Resist Poison. If two or more gas traps have the same trigger, then they are all set off at once and one defense will stop them all.
Similarly, a scroll trap will be blocked by any defense against the Spell qualifier such as Spell Shield or Resist Spell. If two or more scroll traps have the same trigger, then they are all set off at once and one defense will stop them all.
Note that Protection/Enhancement and Eldritch Force scrolls may never be put into a Scroll Trap.
These traps are not destroyed when set off and may be re-armed by anyone with the appropriate Skill without paying the cost to rebuild them.
Noisemaker: Alarms and noisemakers are traps that do no damage but set off loud alarms. These traps are not destroyed when set off and may be re-armed by anyone with the appropriate Skill without paying the cost to rebuild them.
Containers: Explosive, Gas, and Scroll traps must have a container representing their contents. Each container must be a minimum of 32 cubic inches, with no less than one inch on any particular side. For example: a 3“ by 3” by 4“ bottle or a 5” x 7“ x 1” box.