Re: [Basic] Skill of the week: Traps
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Re: [Basic] Skill of the week: Traps
I was thinking more like MacGyver that used basic chemistry for traps in a few episodes.
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Re: [Basic] Skill of the week: Traps
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My secondary point was to question using Chemistry to do poisons at all. The Basic Set says that Poisons defaults to Chemistry-5 or Pharmacy-3, which seems to say that though anyone in those professions will know a little about toxic effects, details like taste, dose, detectability, and concealment may be outside their competence. |
Re: [Basic] Skill of the week: Traps
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Re: [Basic] Skill of the week: Traps
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Re: [Basic] Skill of the week: Traps
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Re: [Basic] Skill of the week: Traps
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Re: [Basic] Skill of the week: Traps
There's no need to set verbal traps for each other, guys.
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Re: [Basic] Skill of the week: Traps
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Re: [Basic] Skill of the week: Traps
One thing that's a bit irritating about Traps (and to a degree it's close relative Lockpicking) is how poorly it fits in with the rest of GURPS tech skills. I tend to think of it as a slightly odd version of Mechanic, which I also consider the appropriate skill to build or sabotage a machine, but then people use it for design too, so maybe it's Engineering?
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