
Goth Guru |
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In a derelict starship, there will be 1-3 still active in a room bay. In an enemy base, bypassing one may involve tricking it into believing you belong there.
1:Door locks. The whole area is protected by locked doors. You can slide a proper ID card or try to hack it. As an average lock, DC is 25.
In a derelict ship, the alarms caused by failure will simply attract wandering monsters.
In an enemy base, it can alert the entire base to your presence.

avr |

2: Charged floors. This may be an intentional measure to prevent passage by people without the electricity resistance the staff have by gear or otherwise, or it may be a result of space goblins 'fixing' the wiring. It dies 1d6 electricity damage per round to anyone touching the floor in either case.
Flight or climbing can bypass charged floors, but disabling the system requires prying up or cutting through the floor then a DC 15 check to cut the power.

The Goat Lord |

3: Pro Ambulation Body Scanner – CR 2: This technological device is often found near public transportation hubs and other secure locations, deployed to detect weapons and contraband. Utilizing the latest in imaging technology and consisting of black polycarbonate panels measuring eight feet long, five feet wide, and half a centimeter thick, PABS units are commonly mounted vertically on stands. As few as four and as many as twenty can be connected together into one seamless unit and positioned near walls to create a hallway of sorts. To scan a subject, a creature must move alongside a PABS unit, thus allowing a viewer on its opposite side to monitor in real-time the skeletal structure of those being inspected as they pass by, their skeleton typically displayed digitally in neon green on the panel. The nearby computer terminal that controls a PABS can be calibrated to detect a variety of known materials, such as metal or plastic. When such material is displayed, an alert notifies the active security personnel. A PABS unit can be hacked with a DC 20 Computers check or temporarily disabled with a DC 20 Engineering check. PABS panels are especially fragile, having only 8 hit points.

S. J. Digriz |

5. Gravity Flail - CR 5
The artificial gravity in an area has been modified so its downward vector rapidly changes. This causes anyone entering the affected area to fall onto a ceiling, floor or random wall taking full falling damage. The gravity changes 1d3 times per round, causing falls each time. When first entering the area, one may attempt a DC 16 reflex saving throw to notice that changed gravity and avoid entering the area. Once in the area, if an intruder can find something to grab onto they may attempt a DC 16 reflex saving throw to take hold of some fixed object and avoid the fall, but the saving throw must be repeated each time the direction of gravity changes. If there are loose items in the area, a simple DC 10 perception check will notice them flying about.
Often a gravity flail will be kept deactivated until an intruder enters an area. In this case, noticing that the area is trapped requires noticing the sensors that cause the flail to activate. These are typical location based motion sensors or surveillance cameras that can be spotted with a DC 25 perception check. Deactivating a gravity flail requires access to the gravitic panels on the area's surfaces, and a DC 21 engineering check that takes 1d4 rounds. Deactivation can be tricky if the flail is active while the engineering check is being attempted.

Goth Guru |

6. Wall Safe
Usually hidden behind a picture appropriate to the room, a search check 15 or more allows finding it. All ranks, including shock grid, are +1 rank unless otherwise defined.
Lock type
1. Combination lock
2. Key
3. Retinal and Fingerprint Scan
4. Number Pad
5. Smart lock(It can see, hear, and talk to most sentient life)
6. Double lock(roll twice)
Disable lock fail
1. Alarm
2. Shock grid (Sound and security alerts)
3. 10 minute lockout(after 3 attempts you can't attempt again)
4. Laserfire. Targets everyone in range of a Corona. one shot for each.
5. Silent alarm. Any security or even raiders who picked up a communicator is alerted. No other sign of reaction.
6. Double countermeasures(roll twice)
Contents
1. 1D6 credit sticks. Roll 1D4 for hundreds, then percentile for the change. Replace with plastic coins if you are using the Cleaves, random, derelict, space hulk, tables or decks.
2. Rare, alien, coins. 3D10 in number. Can be copper, silver, gold, platinum, or mixed like electrum.
3. 1-4 stock pads. It's a datapad that contains only 1-4 shares of stock in a company. Like coins, even stock from bankrupt businesses have great historical value. Some businesses still have outstanding debts or are defendants in criminal proceedings, so be careful who you show them to.
4. Gems and jewelry. 1D6 in number.
Roll percentiles. 1-90 normal, worth some money, gives some bonus for disguises. 91-Cursed. -1 to every skill or attack while in your possession. 92-solarion weapon crystal. 93-Ring, aeon stone, or amulet. 94-Fake(requires an appraise check of at least 15 to detect.) 95-Bugged jewelry(Broadcasts sound and video on a frequency when worn). 96-Drift crystal(The heart of a drift drive). 97-100 GMs choice.
5. ID. Passport, vehicle drivers license, birth certificate, some store discount cards, ect.
6. 1-4 Small, technological items.

Goth Guru |

7.Vacuum Trap
When everyone is in the room for 2D6 turns, the doors begin to close. A spot check DC15 will detect the hiss of air being sucked out. Everyone gets a reflex save 15 to get out before the doors close, or they can make a disable device on the doors or sensors. Sticking something in the doorway to stop it from closing is a disable attempt using strength in place of dex. Successfully disabling this trap may make a character MORE desirable as the captain's new first mate.

Goth Guru |

9:Laser Grid
DC18 perception to notice the smell or slight distortion of dust particles being lit up by the lasers. Disarmed by making them visible with a hand full of dust or sprayed aerosols, then DC18 reflex save to avoid the beams and reach the off switch on the other side of the room.

Goth Guru |

12.Mop Closet
Anyone who looks in must dex save 18 or start mopping up any dirty floors(in a derelict, they all are.) It takes an 18 will save to resist this, or a heal 18 to remove this. While functioning, all operative ship systems will regard him as belonging there. Actually the overalls in the closet have an ID card slipped into a pocket. Dave the janitor.

Goth Guru |

12. Failing the dex save means you got a job chip stuck in your neck. It makes you do janitor stuff.
13: Maise Maze: You are suddenly in a corn maze, outdoors. If you reach the center of the maze, there is an orc with a pie. As soon as it sees you it throws the pie at the face of the closest adventurer. Although you feel the pie, it suddenly disappears and you are back to where you started in the maze.
GM Notes: You can save versus a standard maze spell(DC20 intelligence check). Then you can overload the system in several ways. Divide the party, find your way out instead of inward, ect. Then you will see the room for what it is. Note that the room is obviously equipped with holo emitters and any holographic party members are now recharging their mobile emitters. The wall unit has the trap in a program chip in it. There is also a program chip with a big headed alien who will look things up in manuals for you. +4 to repair, disarm, or operate anything native to this base or ship. There is a total of 5 slots.

E-div_drone |

14:Security cameras:Only DC10 to notice but 18 to effectively disarm. The image is transmitted to the security room. Failure to effectively disarm results in a monster encounter coming from the security room to here in 1D6 rounds.
First guards watching screens must notice Khajiit. (Opposed Stealth vs. Perception, modifiers based on lighting/available cover)

Loreguard |

18: This atmospherically sealed door, with transparent port-hole viewing inside. Warning labels in numerous galactic languages are set on the door, and it is locked.
The area outside the door is only large enough for one medium sized creature to stand and look into the portal. A second door is set outside it, and the outer door cannot be kept open and open the inner door, similar to an airlock.
Any creature looking into the airlock will see (an illusion of with a difficult DC appropriate to the character's level) the corpse of a recognizable species, whom appears to have been affected by whatever contagion the individual fears. Any tools or sensors used to scan the chamber will corroborate the contagion's presence as far as the viewer is concerned if they failed their Will check against the illusion.
While others, after hearing what the first person says they see/experience. It is possible they will sense the same situation, if it was described to them, and they would likewise fear it. ie However, if they have no, or little fear of the situation, they will sense something that will strike fear in them, assuming the prior individual was mistaken, with their own explanation of why they were mistaken.
The actual contents of the vault are protected by invisibility, and can't be sensed or interacted with, while individuals are still perceiving the illusion.

Loreguard |

20: Secure Pocket-Dimensional Maze a recreational maze area. However, by completing a specific path-circuit through the the maze the path opens it up to a pocket dimensional room overlaid over the maze space.

Goth Guru |

22:Number Floor The floor is covered for 9 squares forward with 5X5 tiles. This is in addition to how far across the room is. The squares are numbered. The second, forth, sixth, and eighth rows are moved halfway left or right.
DC18 to detect that the tiles have thin edges holding them up. Only a tiny creature can walk on the edges, normally. Only tiles 1 through 9 do not have hidden hinges that will drop anything more than tiny into the room below. 1 through 9 are in a hopscotch pattern.
The room below already contains 1-4 wandering monsters, 1-4 tech items, and 1-4 cosmic clutter items. (tiny items were dropped through by monsters stepping on the squares.) The room below is 10 feet high and has the effect of that deep a pit.

Goth Guru |

23: Fleshy lump: This thing affixed to the ceiling has 3D8 dice, 20 hit points, a repeating crossbow attached to one tentacle(6 bolts), and a long sword attached to the other. It has a hideous face on the middle of it's body. It's chaotic evil and will attack anything that moves. It's an aberration and is somehow sustained by just the air.

JiCi |

25: Data transfer
Any trepasser activates a data transfer that serves as a tracking device once the owner turns it on.
26: Smile! You're on Game Boy Camera
In a place with hidden security cameras, any trepasser that triggers a switch causes all live footages from those cameras to be broadcast on every single major streaming device, such as billboards, main TV channels... and law enforcement screens.

JiCi |

26-Any communicator with a screen will activate and show the image. It's got it's own camera(at least 1) and power supply. For added fun hide the camera in a stuffed toy.
I actually got that idea from an OLD CG Saturday Morning cartoon called "Action Man".
Fidget, the female tech-savvy assistant of the main character, always wears a GoPro-like camera attached to her goggles. In one episode, while captured, she taunts the main antagonist's henchwoman to reveal her plans... and the main bad guy calls her, saying that she just exposed everything. Fidget simply points to her camera, which was relaying the image and sound to the stadium's main screen... whoops XD

Michael Gentry |

27. Biological Tracking Device
A very small, very simple living organism -- a dust mite or a tiny slime mold, for example -- placed inside a tiny, easily concealable stasis capsule. Plant the capsule on a person, object, or vehicle, then use the organism inside as the target for a know coordinates spell.