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#1 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Traps is the IQ/A TL skill for both building and dealing with traps. The defaults are IQ-5, Lockpicking-3, and a special default of DX-5 for disarming or resetting a trap, but not for building or detecting them. A Per-based skill roll is normally used for detecting traps. The skill appeared at GURPS 1e.
Detection devices count as "traps", so this skill covers security cameras and the like at appropriate TLs. On a success, you can build a trap, given time and materials, detect an existing trap, disarm a trap to allow passage, or reset a trap after passing it. The main GURPS FAQ has more details on the relationship and overlaps between this skill, Electronics Operation (Security) and Lockpicking. The time required is as per Lockpicking, which I suspect doesn't apply to building traps. Modifiers depend on the specifics of the trap, and the GM is encouraged to be creative and vary his trap concepts. B503 has some useful guidance. Like many things in GURPS, this is a lot easier with some understanding of how real traps and alarms work. Equipment modifiers apply for setting and disarming traps, but modifiers for good or bad senses usually only to detecting traps. Explosive traps are set with Explosives (Demolition), although they're apparently still detected with Traps, and disarmed with Explosives (EOD). You can use Traps-5 to try to trap wild game as a substitute for Survival, and a Work By Touch technique to buy off darkness penalties is possible. Traps is a common option on templates for thieves, intruders, bomb-makers and scavengers. Action has comprehensive rules for modern settings, where you use Traps as a detection option, and for disabling mechanical and electrical devices. Electronic devices call for Electronics Repair (Security), or Electronics Operation (Security) if you can get at the controls. Tripwires are Traps, and the skill is useful as a complementary skill when rigging elevators, power lines, and other machines to do harm. Use Camouflage to conceal traps outdoors, or Smuggling within vehicles or buildings. A simple grenade trap can be set with Soldier, and disarmed with Traps+4. After the End has the same rules as Action, and adds more for the demands of its setting. Many templates with Traps don't have skill levels that you would want to bet your hands on, but Banestorm: Abydos has a master of the art. DF uses Traps for finding and opening secret doors, setting noise-makers as alarms when camping in a dungeon, using traps in an ambush and for opening trapped locks, with the lower of Traps and Lockpicking. Spotting traps is at -5 when fleeing, and is quite important when advancing: a high-Per fighter with Traps skill looks plausible. DF2 and DF16 have plenty of traps to build, and Artificers do that best. High-Tech has plenty of ways to make traps, and Infinite Worlds has a good one built into Infinity's palmtop computers. Locations: Hellsgate has some nasty traps, and St George's Cathedral has hidden places that you need Traps to find. Low-Tech has several traps, including ones built into simple locks, and LTC3 has trapping for meat. The Power-Ups series has a couple of Talents, a Quirk, and quite a lot of Wildcard skills for Traps, and Powers: The Weird reckons the skill becomes available at TL1, which I'd dispute: pit traps and snares for game are surely TL0. Thaumatology has a ritual that boosts this skill, and a spirit-vessel package for Coyote, who's good at it, but since he's TL0, he shouldn't get far with the traps in Ultra-Tech. Damaging traps are very important in some genres of adventure, but very rare in others. In realistic games, they're only really practical in places where nobody normally goes, since the need to bypass a trap routinely will cause regular accidents. Alarms are far more practical, especially once electricity becomes commonplace. I don't think I've ever used this skill in GURPS as a GM, and as a player, I remember rigging one grenade trap, and disarming it later. What have you done with this skill, as GM or player?
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#2 |
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Join Date: Jun 2006
Location: On the road again...
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I had a character once who used this skill as his intended go-to skill, along with Lockpicking. The GM expected me to also toss in Filch and Pickpocket, but as I remarked ICly, "I am a professional treasure hunter, not a mere undersized burglar!" :)
Of course, the GM also tended to not throw in many traps, sending us against hordes of goblins and orcs in a crawl. She didn't actually like it when I used the "set traps" clause to even our odds against these hordes either. Caltrops and tripwires, not to mention flammable oil flasks, make great traps. Also, in a cyberpunk setting, I essentially recycled the character, only this time I used monowire tripwires. o/`
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#3 |
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Join Date: Jun 2005
Location: Lawrence, KS
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Yes, but as you note, "You can use Traps-5 to try to trap wild game as a substitute for Survival," which implies that the normal skill for pit traps and snares is not Traps, and in fact that it's Survival. So at TL0 you use Survival to make snares, and you can't do traps to safeguard a temple or fortress or what have you; at TL1 you use Survival to make snares, but you can default it to Traps-5, as the skill is now available. At least, that seems to me to be the rule that best saves the appearances.
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Bill Stoddard I don't think we're in Oz any more. |
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#4 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Fair enough! You can also make pit traps for humans on the approaches to your Neolithic hill fort, but I don't know if this ever actually happened.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#5 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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When I first encountered this skill, I thought it was a silly hold over from fantasy games with implausibly ancient and intricate traps worth more than what they guarded. I promptly ignored it.
Then someone pointed out that Traps covers modern security alarms, bomb triggers, and other hostile sensors. And suddenly the skill gained much relevance. I like to put it on appropriate characters. It is a touch cinematic, as it covers ALL traps, from covered pits to heat detection technology.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#6 |
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Join Date: Jul 2008
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Low Tech clearly places uses of the Traps skill at TL0 on p122-123, and LTC3 uses Traps without penalty for trap-based hunting (though unpenalized Survival is also allowed in some cases).
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#7 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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I'd assume basic dead falls, and pits "fall" under Survival if only because it's how Les Stroud from his show Survivorman catches animals in the wild.
Traps is enormously broad of a skill just like many in Gurps as they're generally meant to confine a motif for gaming. I bet every writer here has said how this game isn't meant to be simulationist at least a dozen times by now. ;)
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#8 |
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Join Date: Sep 2008
Location: near London, UK
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Well, it came up today (an improvised electrical trap on an abandoned spacecraft) but it's not a common skill in my games.
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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#9 |
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Join Date: Aug 2004
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| Tags |
| basic, skill of the week, traps |
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