I made a compendium class about setting traps.
The Trapmaster
When you repel 3 invading parties with the help of traps you set or repel a single party with nothing but traps you set, you may take these two moves when you level up in place of an advance.
Prepare Traps
When you spend a few hours preparing traps in an area, you set your hold to 3 and forget where any previous traps are. Don’t tell any players where these traps are yet: they could be anywhere.
Reveal Trap
When you reveal someone has triggered a trap in the area you most recently prepared with traps, Roll 2d+Int. On a hit, the trap is activated. Describe the trap and pick the effect it has on who triggered it.
-Deals d6 damage to them.
-Separates them from the action.
-Holds them in place for a brief moment.
-Seals off an exit for them.
On a 7-9, you spend 1 hold from the Prepare Traps move. You can’t trigger this move if you have 0 hold. The GM may ask you at anytime how you set up this trap, tell them now.
When you have those two moves, you may pick one of these moves in place of an advance.
Treacherous Traps
When you reveal a trap that deals damage, you may also give it the Forceful, Messy, or Piercing 2 tag.
The Big One
When you reveal a trap on a 10+, you may spend 1 hold to pick a second target for it’s effects.
Alarm Ears
When you hear an alarm go off, you may ask the GM “Have we encountered the creature who triggered the alarm before and if so, who is it?” and they will answer truthfully.
Acme Quality
When you roll a 7-9 while revealing a trap, you may choose to forgo spending hold. If you do, the trap unintentionally gives an advantage to an opponent or a disadvantage to you or an ally.
Notes: I sort of had “Number Appearing” style games in mind when I wrote this, considering you’d be spending a lot of time in the dungeon with frequent intruders. You could probably use it for any campaign that has a central base of operations you find yourself defending frequently.