With permission by VictorSeven, I am happy to present his BREAK!! adaptation of the CLICK! Trap system in a consolidated format here! It was published on the official community Discord some time ago and I’ve been wanting a nice URL to send people to instead. So, here we are. I hope you find use for the system in terrorizing your players! Because in the words of one of my players: “brother you CANNOT be saying ‘click’ all willy-nilly in sentences anymore.”

CLICK! Traps

These Traps are designed to be run within Adventure Sites, however they can find use during Journeying Encounters.

The mechanics are straightforward: when a player unknowingly triggers a Trap, you announce CLICK! and all players freeze. Go around the table, and see what their reaction is. Most reactions will fall into 3 categories: Prone, Jump, or Brace. Depending on what specific trap it is, the chosen reaction might incur an Edge or a Snag on the resulting Check to save. Failed Checks either directly apply the Failure Result or require a follow-up roll on the relevant Result Table.

Iterate and make the table your own! It is easy to reflavor or add traps, reward creativity, and factor in BREAK!!’s rules like Exploration for additional bonuses. Some examples of this could be: allowing Scouts to discover and disarm trap, automatically detecting which type of trap it is on Cautious Movement, factoring in PC Positions, and so on.

CLICK! Traps For BREAK!! TTRPG
Player Reactions

Players narrate what their character does; the GM matches the action to one of three buckets.

Prone
Moves you Down
Diving prone, ducking, crouching behind cover, shrinking with a spell.
Jump
Moves you Up
Leaping back, vaulting a stone, levitating, being hauled up by an ally.
Brace
Holds Ground
Planting your feet, raising a shield, sidestepping, conjuring a barrier.
Trap Table

Players declare Prone/Jump/Brace; the columns then show which Reaction has an Edge or Snag, and what a failed Check means.
It is recommended to pre-set the traps in an Adventure Site but a roll distribution is provided.

# Trap Check Edge Snag Fail Result
1-2DartsDFTProneJumpPIERCE
3-4PitDFTJumpProne-1 Speed
5-6SnareMGTJumpProneRestrained
7-8SpikesDFT-PronePIERCE
9-10Falling DebrisMGTBraceProneSMASH
11-12Swinging BladeDFTProneJumpSLASH
13-14PoisonGRTProne-BREATH
15-16FlameDFTProneBraceBurn Injury
17Smash WallsGRTBraceJumpSMASH
18Knee BladesDFTJumpBraceSLASH
19WallmasterINS-JumpMOVE
20Dark ApparitionAURProne-MIND
Mitigation Order (Physical Damage)

On a failed Check against PIERCE, SLASH, or SMASH, walk these Steps in order and stop at the first that applies.
BREATH, MOVE, and MIND skip this chain and roll directly on the Result Table below.

Step 1
Brace w/ Gear
Using Gear to Brace (e.g., holding up a shield, spinning a weapon to deflect) takes the damage instead,
or becomes Sundered. Degree of damage is at the GM's discretion.
Step 2
Wearing Armor
If the character did not Brace w/ Gear but is wearing armor, they take an Armor Crash.
Step 3
Otherwise
If no Gear was used and Armor is not intact, roll d20 on the matching Result Table below.
Exceptions (Cleverness & Magical Gear) If the player does some particularly clever or has relevant Magical Gear to counteract a trap, adjust the results!
Example: a player calls "I Brace with my Mirror Shield" against what is a Flame trap. Have this character roll first,
and if successful, the shield fully absorbs the blast so no one else has to roll!
Result Tables (ROLL D20)
Pierce
Gear Sundering (Brace w/ Gear)
Armor Crash
1-5Burning Injury
6-15Putrefied (Bleeding)
16-20Light Injury
Slash
Gear Sundering (Brace w/ Gear)
Armor Crash
1-10Burning Injury/Ailment
11-20Light Injury
Smash
Gear Sundering (Brace w/ Gear)
Armor Crash
1-5Light Injury
6-15Severe Injury
16-20Critical Injury
Move
1-5Transport to Start
6-15Transport to Captivity
16-20Transport to Fight
Breath
1-5Out Cold
6-15Putrefied (Poisoned)
16-20Shadow Blight
Mind
1-5Disoriented
6-15Out Cold
16-20Dispirited
Lingering Effects Some Result Table outcomes are meant to have lingering effects during Exploration:
  • Putrefied (Bleeding or Poison): every time the Party transitions to the next node in an Adventure Site, lose 1 Heart.
  • Pit Trap: the -1 Speed Rating is meant to last until the end of the Adventure Site.
Effects are curable via standard means (Abilities, Gear, etc.).