Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-26-2014, 01:14 AM   #1
Miles
 
Miles's Avatar
 
Join Date: Oct 2009
Default Re: Trap Toolkit

Quote:
Originally Posted by Henchman99942 View Post
Has anyone put together a Trap Kit the same way Low Tech puts together Carpentry Kits and Smithing Kits? If you have it in GCA format, all the better.

One for setting and one for disarming? Based on TL?
Setting traps that you've bought in a store is pretty much a tool-free activity.

Making traps varies. For your basic hunter's traps, you just need some cord for snares, a shovel for digging, and local foliage for camouflage.

For elaborate traps, it would be entirely fair to say that non-artificers can't make them in the field in a reasonable time. Otherwise, I'd use a Smithing Kit, since you're looking at essentially a specialized version of that to make traps.

To disarm traps, you don't need a thing. But Dungeon Fantasy 4 has trap-finding kits to make the skills rolls easier.
Miles is offline   Reply With Quote
Old 04-26-2014, 08:01 AM   #2
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Trap Toolkit

Quote:
Originally Posted by Miles View Post
But Dungeon Fantasy 4 has trap-finding kits to make the skills rolls easier.
Are those reasonably plausible for a non-DF campaign? Edit: yes, reasonably.

Last edited by johndallman; 04-26-2014 at 08:15 AM. Reason: bought DF4
johndallman is online now   Reply With Quote
Old 04-26-2014, 08:56 AM   #3
Varyon
 
Join Date: Jun 2013
Default Re: Trap Toolkit

I don't have DF 4, but I can't think of any realistic kit that would somehow make any but a very narrow subset of traps easier to find.

As for bypassing traps, there are basically three main methods. One is simply springing the trap in a way that won't harm you - this would require you to figure out what the trap does and how it's activated (likely using Traps skill or similar), then using a decoy, barrier, or whatever. The second is to disable it by jamming the gears, cutting the tripwire, etc (Traps to figure out how it works, then something relevant to break it - which may just be Traps again). The third is to figure out how the owner bypasses it and using that - this might be a specific path you need to take, a hidden switch for disabling it, and so forth. For DF purposes, I would typically assume this bypass is in the form of a key that turns the trap on and off (or accesses some sort of "control panel" to do the same), allowing Lockpicking (or at least a lockpicking set in conjunction with Traps) to be used to disable it.
Varyon is offline   Reply With Quote
Reply

Tags
toolkit, trap


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:29 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.