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Death traps needed

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Death traps needed

Postby Crazyivan777 » Fri Aug 03, 2012 2:10 pm

So, I'll keep this one short. The PC's are about to break into the base that some of the Czar's agents have been keeping in Freedom City. It's bigger-on-the-inside, so space won't be an issue, but half-way through, the security systems will trip and various deathtraps will click on. Problem is, I'm at a loss for good death traps (both concept and stat-wise). Anyone have any ideas?
(Oh, and keep in mind that way-too-high toughness levels are damn near standard on my team. Why did I let them do that?)
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Re: Death traps needed

Postby peregrine » Fri Aug 03, 2012 5:09 pm

Well, there's the first level of knockout gas, in case the Czar wants to interrogate people. Just a hallway with some invisible, odorless fort save gas. Also, pick your flavor of machine guns. And lots of 'em. Maybe make them too weak to do huge damage, but so they know that they're there. Then machine guns on an electric floor, to stun them while they're getting shot at. Walls with high electric current running between two plates, so that if they try to breach the wall, they get a blast of electricity when they complete the current. Who doesn't love monowire triplines? Especially ones at head height? Or that laser grid from the Resident Evil movie. Just drop the whole room into a pool of acid/lava.
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Re: Death traps needed

Postby Belial666 » Sat Aug 04, 2012 4:37 am

Depends on how rich your villain is. Tungsten is a moderately expensive metal ($15 per pound) that combines extreme density (20 tons per cubic yard) with extreme durability that can be used in lair construction. Here's a nice layout;


Walls:
5 ft of tungsten would have impervious toughness 21 and built without weak points (rolled homogenous construction) they'd be immune to criticals. Tungsten is also extremely energy-resistant so you can justify Immunity 10 (energy, half effect) on your walls. That should considerably slow down your heroes when attacking the lair and force them to go along the normal corridors instead of crashing through walls in a direct line and avoiding the other traps.

Trapped Floors:
The simplest is putting large antitank mines all over the place. This is damage 14 but it's also messy. You can also apply a really large electric charge to the ceiling and floor, just a bit less than would be needed to close the circuit through air. This works like those insect traps with the electrified bars that have a lamp to lure insects in between the bars. The insect is significantly more conductive than air so when it passes between bars, the energy needed to close the circuit becomes suddenly less than what the bars have and you get a tiny lightning bolt through the insect, which is blasted apart. The same applies here only the current is much bigger and there are heroes instead of insects.
This electricity trap has several advantages. First, it keeps working as long as your base has power - the heroes would be hit with damage round after round without expending trap ammunition. Secondly, it doesn't make a mess of your base like a big mine would. Third, the heroes themselves are what closes the circuit and they draw the lightning through them - no dodging it (damage is perception). Fourth, it doesn't matter if the heroes wear invisibility cloaks or use smoke and flashbangs to provide concealment like in typical SWAT raids; the trap still works automatically if something closes the circuit. So it is a good method to repel attackers that minions with machineguns wouldn't be able to see at all. Fifth, the trap has neither a delicate trigger mechanism nor relies on any kind of complicated controls to function - it's just a pair of room-sized electrodes in the form of ceiling and floor. Thus it cannot be disarmed or easily destroyed (the electrodes will be of the same composition as the walls) and stopping it would require cutting off the power supply (which would be deeper into the lair itself and hence defeat the purpose of disarming)

Trapped ceiling:
Put a 100x100 ft large chamber in your lair. This will still be a big electric trap like the corridors but it will have a double ceiling. The real ceiling will be 20 ft higher than normal and the lower part will be detachable. Once the heroes get in and start smashing into the inner gate to go further, you unlock the ceiling and it falls. This has two interesting effects;
1) First and foremost, falling damage. The ceiling weighs 120.000 tons if made of tungsten - a bit more than a Nimitz-class supercarrier. That's mass rank 23 so it deals 23 falling damage. Since it is the room's ceiling and fits the room exactly, there's nowhere to dodge so it hits automatically. SPLAT!
2) Secondly, it's the weight. Even Superman is barely capable of lifting such a massive weight - anyone less strong would be unable to lift the ceiling at all so most heroes (or even teams of heroes) are automatically pinned beneath it. And while pinned, they keep taking electricity damage from the electric trap and potentially crushing damage from the sheer weight. A couple rounds later, they're toasted.

Magma traps:
No good lair is without ovens. They're useful in disposing of dead bodies, annoying minions, functioning as incinerators for the lair's non-recyclable waste, vaporizing toxic or radioactive compounds so they can be spread over the city's atmosphere if your reasonable demands are not met and, naturally, baking. Improving upon said ovens, you put some pipes from them to several rooms you want to trap. Then you load your high-temperature ovens with stone, brick, soil, dirt and the like and melt them to produce "magma" you can funnel into those rooms when heroes come calling.
Leave the front door of said rooms or corridors open so the heroes don't break it in entering but leave the back door closed and heavily reinforced. Heroes go in, you seal the front door and flood the room. This has several effects;
1) Damage. Magma does 18 damage per round of total immersion. That's bad for most heroes. Tungsten melting at twice the temperature of typical magma, it will be unaffected so your base won't take damage (mechanically, 18 fire damage would leave your tungsten walls unaffected due to immunity+impervious)
2) Birthday Suit Surprise Party. The heroes might be able to survive magma for a time. All those gadgets, devices, suits and whatnot the heroes come with? Not so much. It's magma - if it can melt a tank, it will melt Batman's utility belt even if the Bat somehow survives.
3) Drowning. A need to breathe is counterintuitive if you are submerged in most liquids. Magma is especially bad in this case. Not only you can drown in it but it is also substantially denser than water and thus harder to get out even if you survive inhaling it. And if you're unlucky enough, it will cool down before you get rid of it, solidifying inside your respiratory track. That's probably bad.
4) Entrapment. The heroes can survive the magma attack? No problem. Engage the attached cooling system and freeze the magma in what it was before you melted it down. If you used dirt and rocks, the heroes are now trapped in 20-ft-thick solid rock. If you used stuff from the scrapyard, the heroes are now trapped in 20-ft-thick solid iron and nickel.

Inner Sanctum:
You can't have this kind of area damage traps in your inner sanctum, seeing as they are nondiscriminatory. OTOH, you could have more standard stuff. The GAU-8 Avenger is a good rotary cannon usually mounted on the A-10 Thunderbolt aircraft in the antitank role. It shoots 30mm tungsten carbide shells that can penetrate tank armor (damage 10) at a rate of 60 shells per second (multiattack+improved critical), turning most targets into Swiss cheese. Get a couple dozen of them, automate them and have them shoot the heroes all at once.

Final Solution:
If the heroes manage to overcome the traps, make for your quick escape route after removing the safeguards from the lair's main reactor - the one you were using to power the electrified floors and the high power ovens and your mad science experiments. Set it to blow up in a multikiloton nuclear explosion and don't worry about the radiation. The consequetive layers of tungsten walls in your base act as anti-nuclear bunkers, containing all but the most powerful nuclear blasts so the city won't be leveled. Tungsten is also significantly denser than lead so it stops radiation a lot better and it is also conductive so the layers of walls will function like a huge faraday cage, trapping in the explosion's EMP - so both you and the city's inhabitants (your future slaves) will survive without problems.
The heroes OTOH, will eat the blastwave, radiation and EMP in a closed environment, suffering the maximum possible results.
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Re: Death traps needed

Postby HappyDaze » Sun Aug 05, 2012 6:07 am

If this base has tech to make it bigger on the inside than out, you have some fun options using that same tech for traps. You can genie-bottle the heros or jujst Growth attack them to keep them stuck.
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Re: Death traps needed

Postby saint_matthew » Mon Aug 06, 2012 4:56 am

Oh, this is my forte... I swear in another life i was a Bat-Villain, there is no other explanation.

Here are some of my favourites
- Electrified floors
- Slowly crushing walls
- Sonic Screachers that deafen, but also do damage
- Gravity Thrashers (move object w/area effect that changes which way is up & the intenisty of the gravity)
- Vats of acid/magma/sharks with lasers on there noses/angry bass
- Escher vault (like the painting)
- Oh, the dropping elevator (thats a favourite of mine)
- Mounted weapon emplacements

An possibly the most horrible thing i ever created... Something so terrible my players made me not only promise never to use it again, but also to rip up the plans. I called them "Clays" & my players really grew to hate them & hate themselves for hating them.

I had an evil genius in my game, who was both a business man & a fully fledge socipath... He was Lex Luthor minus the limited amount of scrupules. He had his entire staff innoculated with with "flu shots" that actually contained a programmable meta virus called "Meta 7." When activated Meta 7 transforms the victim into any one of a dozen different monsters, who will fight until put down & when put down they burn out, melting into proto-slime. There was no cure, nor was it at all reversable & no one knew how many people were infected since the "company health plan" also extended to immediate families: fathers, mothers, children, the elderly, all unwilling, unknowing victims, awaiting activation at the flick of a switch

An each person can turn into any one of 7 known variations of monster, including
- The Bohemoth
- The Flyer
- The Knight
- The Dream Weaver
- The Banshee
- The Necro-Nuke

Essentially, go back and watch the original Guyver & then throw in some love craft & you are about half way there.
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Re: Death traps needed

Postby Belial666 » Mon Aug 06, 2012 4:33 pm

It should be pointed out that there is no such thing as "no cure" in comics. If in doubt about how to cure someone's disease/curse/whatever, freeze them to halt the process then make a fully grown cloned body with tech/magic/whatever out of their DNA (naturally, clear up the DNA of nonhuman additions before curing). Then transfer the memories and their soul to the new, disease-free body and let the disease/curse/whatever have the now empty original.

There is also no such thing as "undetectable". Any gadgeteer or ritualist worth their salt can make a gadget/spell that gives the user Detect (the thing you want to detect) with negates all concealment and illusion. The thing you want to detect can be as broad as "metals" for a supertech metal detector to as narrow as "irish redhead girls that usually go commando" for when Santa is using his naughty-detector to get a date.
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Re: Death traps needed

Postby saint_matthew » Tue Aug 07, 2012 2:48 am

Belial666 wrote:It should be pointed out that there is no such thing as "no cure" in comics.


Of course there is: Vampirism in MArvel, OMAC virus in DC, Prime Sentinels in Zero Protocol or whatever that story was called.

Its probably completely curable, but that doesn't mean the players have any idea how to do it. Think of it like cloning post 1 year later, or Roy Harpers arm: Its a plot impediment.

Belial666 wrote:If in doubt about how to cure someone's disease/curse/whatever, freeze them to halt the process then make a fully grown cloned body with tech/magic/whatever out of their DNA (naturally, clear up the DNA of nonhuman additions before curing). Then transfer the memories and their soul to the new, disease-free body and let the disease/curse/whatever have the now empty original.


Players don't have access to that level of tech, or skill, or money at the moment.

Belial666 wrote:There is also no such thing as "undetectable". Any gadgeteer or ritualist worth their salt can make a gadget/spell that gives the user Detect (the thing you want to detect) with negates all concealment and illusion.


Thats not how invent works, an even without GM Fiat its completely permissable for a GM to shoot that down. Science/Medicine work in a similiar fashion to investigation, in that it requires clues. You can't just cobble together a handy dandy genetic screener out of pipe cleaners, to scan for an unknown genetic strain: That kind of story element requires material that can be used to check for active meta-7 gene samples to compare against, something made a lot harder by the fact the clays melt into a clay like substance when they burn out, which happens in a couple of minutes, or when knocked out.

Belial666 wrote:The thing you want to detect can be as broad as "metals" for a supertech metal detector to as narrow as "irish redhead girls that usually go commando" for when Santa is using his naughty-detector to get a date.


Thats not how either detect or device work: You need to be able to justify your invention or power with some kind of description, even if it is a comic book version of science & since none of my players are Grant Morrison i refuse to accept transcendental arguments as a justification for a device. :roll:
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Re: Death traps needed

Postby Shoe2 » Thu Aug 09, 2012 8:00 am

saint_matthew wrote:
Belial666 wrote:It should be pointed out that there is no such thing as "no cure" in comics.


Of course there is: Vampirism in MArvel, OMAC virus in DC, Prime Sentinels in Zero Protocol or whatever that story was called.


storm was cured of vampirism....I'd have to dig to find the exact issue.
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Re: Death traps needed

Postby saint_matthew » Thu Aug 09, 2012 8:21 am

Shoe2 wrote:
saint_matthew wrote:
Belial666 wrote:It should be pointed out that there is no such thing as "no cure" in comics.


Of course there is: Vampirism in MArvel, OMAC virus in DC, Prime Sentinels in Zero Protocol or whatever that story was called.


storm was cured of vampirism....I'd have to dig to find the exact issue.


Different sort of vampirism apparently. Silly x-comics & your inconsistencies, above and beyond any other comic franchise. :lol:
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Re: Death traps needed

Postby Witchslasher » Thu Aug 09, 2012 8:36 am

If there's a "cure" for death in comics (no one stays dead in comics except Uncle Ben), I imagine there just needs to be an appropriate enough story line to cure whatever diseases are currently incurable..
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Re: Death traps needed

Postby saint_matthew » Sat Aug 11, 2012 1:24 am

Witchslasher wrote:If there's a "cure" for death in comics (no one stays dead in comics except Uncle Ben), I imagine there just needs to be an appropriate enough story line to cure whatever diseases are currently incurable..


There is no cure for death in comics... There is an innoculation called "Plot Releveance"
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Re: Death traps needed

Postby Witchslasher » Sat Aug 11, 2012 9:13 am

saint_matthew wrote:
Witchslasher wrote:If there's a "cure" for death in comics (no one stays dead in comics except Uncle Ben), I imagine there just needs to be an appropriate enough story line to cure whatever diseases are currently incurable..


There is no cure for death in comics... There is an innoculation called "Plot Releveance"


That same "inoculation" that can also cure any disease :P
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Re: Death traps needed

Postby saint_matthew » Sat Aug 11, 2012 9:23 am

Witchslasher wrote:That same "inoculation" that can also cure any disease :P


Yet strangely, its more often then not used to keep the person diseased. In fact, its easier to come back from death then it is to undisease someone from a comic book disease with no cure.
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Re: Death traps needed

Postby Kevin_MacTaggert » Wed Aug 15, 2012 1:07 pm

Whatever Deathtrap you build, if it has significance - as in, you need the PCs to fall for it - Link the Luck Control effect to it, using it to DENY Hero Point Re-Rolls - HPs unbalance your game and I've found this Linked Effect to counter them when you really need a certain outcome - I'm starting to use it for NPCs as well
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Re: Death traps needed

Postby peregrine » Thu Aug 16, 2012 5:50 pm

If you're going to do that, just give them a hero point and GM fiat. Because when you have literally unlimited points to work with, and that's what you're doing when you're the GM, it's a huge dick move to just say "nope, it just so happens that this is built JUST to stop you from having a chance.

Especially when it turns out that more people have it than you would expect. Everyone is a luck controller in your world? Really? REALLY?
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