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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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