As I'm sure a lot of Watchers do I find myself increasingly thinking of the comics I'm reading, supers 'toon & movies I'm watching in Marvel RPG terms.
While watching an old '60's Batman episode with my daughter this morning I was struck with pondering how I'd represent the deathtraps that Bats and so many others get caught in (eg. Arcade's Murder World).
Strictly speaking the Hero would probably roll against the Doom Pool + a Distinction for the trap, or may be it might be a Viallian's Resource or a Complication for the Hero. Now that's fair enough if the trap is a feature of the scene and environment eg an "Automated Defences" Scene Distinction. However if the trap is the main feature of the Action Scene, especially if it's a scene early in the Act, then leaving it's strength solely to the winds of fate of the Doom Pool (however good you are at building/maintaining it) is a little unpredictble for me.
Therefore I'm suggestiong that where the trap is the focus of the Action Scene (i.e. The Riddler leaves Bats slowly descending into a pit of molten wax or Arcade has the heroes as balls in a giant pinball game) teh trap should be stated out as a Watcher character.
This way you can represent a host of minor traps (Mob), a nefarious trap (specialist, Minor or even major characters) and if you want to simplfy the Murder World as a single entity you could make it a Large Scale Threat (though personlly I'd run it as a series of scenes each versus a different unique trap-adversary).
Affiliation becomes how well the trap functions in conjunction with other traps.
Distinctions are pretty obvious
Power Sets & Traits are what the trap actually "does" - basic stuff will be weapons but take a look through the pages of some old comics - or watch a few Bond movies - villains are nothing if not creative with their ways to remove meddlesome heroes.
I'd suggest each trap has a single Speciality relating to it's quality/the skill of teh creator. A simple pit in the jungle filled with snakes might be Rookie D6 while something created by Dr Doom will likely be Master D10.
As for Damage I would suggest that most Traps would be immune to Emotional stress - unless there is a living component or controller, but Physical stress would relate to simply trying to break out and Mental Stress would be trying to solve the trap/pick the locks etc. The trap would be stressed out as per the rules for Watcher Characters.
I'd stress (pun not intended) that I think the current system works PERFECTLY well when the trap is part of a greater scene but I think when things are focussed upon the trap itself as the "threat" in the scene this system could work well.
Any thoughts?
