From Burning Wiki
Trap can help create an great adventure. Here are some guidelines for their manufacture and effects First of all, there are two kinds of traps, the Simple Trap, and the Detailed Trap.
The Simple Trap Tell the GM what you want the trap to do. The DM agrees if it sounds reasonable. When someone stumbles into the trap, roll Trapmaking if it is an indoor trap, Trapper if it is an outdoor one against Observation or Trapper. If they intruder fails, they suffer the effect of the trap. Otherwise, they pass it by.
This is useful if you want to speed up the trap process, and have the matter gotten out of the way, or if traps play only a minor part in the adventure. However, sometime you want to have some chance of traps failing regardless, or desire have a more impressive, varied effect occur. At times, the GM may think it is unfeasible to allow the player's intent to simply occur if the versus test succeeds. In these cases, you may wish to use the Detailed Trap rules.
The Detailed Trap
The base OB for a Trapmaking check is 1. Here is a list of various matters pertaining to Detailed Traps.
Detection: Traps are detected using Observation. The base OB for the Observation test is 3. One may try to detect the trap using Perception at double obstacle, as usual. By adding 1 to the OB of the Trapmaking check, a trapmaker may increase the OB to detect the trap by 1. Traps which are quickly created (i. e. in a few hours), are detected with a Perception check, rather than an Observation check.
Disarming a Trap: Traps are disarmed using Lockpicking (which also covers other fine manipulation) The base OB for the Lockpicking test is 3. By adding 1 to the OB of Trapmaking check, a trapmaker may increase the OB to disarm the trap by 1.
Normally, traps attack with the trapmaker's exponent and Mark damage of B4. Armor protects as normal
You may avoid the need for an attack roll by adding +1 to the Trapmaking OB. In this case, the trap deals Incidental damage on each hit. If you allow the trap to attack once per exchange, or to hit several characters at once, add +1 to Trapmaking OB. If the trap can do both, add +2 instead.
Damage to stats, abilities, and skills: The trap's attack may damage one or more statistics, abilities, or skills, in addition or instead of ordinary damage. Add +1 to the OB per die subtracted from a score. Lost dice may return at the end of the adventure or be restored by a Medical Skill or Get A Job! as appropriate.
Locks: A trap start with 2D Power. For each +1 OB you add, you may increase the trap's Power by 2.
Traps may impose hindrances on characters.
+0 OB for a tripwire
+1 OB for being stuck in a bog, or left without light
+2 OB for having all gear become Poor Quality until repaired
+3 OB for being captured and/or stripped of valuables
Traps may alert guards and hostile creatures to the presence of intruders.
+0 OB to alert nearby creatures
+1 OB to alert creatures in the general area or identify the intruder to nearby creatures
+2 OB to alert creatures in the same wing, identify the intruder to creatures in the general area, or inform nearby creatures of your precise capabilities
+3 OB to alert creatures in the same building, identify the intruder to creatures in the same wing, or inform creatures in the general area of the intruder's precise capabilities
+4 OB to identify the intruder to creatures in the same building, or inform creatures in the same wing of the intruder's precise capabilities
+5 OB to inform creatures in the same building of the intruder's precise capabilities.
Page under construction.