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Booby traps

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psycho835

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« on: <03-07-14/1406:25> »
Which skill (and specialization, if any) would you use to set them? And I don't mean mines - something a little more MacGuyver-esque - a plank studded with nails mounted on a spring, a grenade with a tripwire, a camouflaged pit with spikes at the bottom, snares etc.

JackVII

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« Reply #1 on: <03-07-14/1408:39> »
Off the cuff?

Industrial Mechanic to build an improvised trap and probably Disguise to conceal it since you're effectively camoflauging it.
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WellsIDidIt

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« Reply #2 on: <03-07-14/1410:18> »
It's a mix of things. Depending on the trap in question, you'd probably use a mix of Demolition, Survival, Hardware, and Disguise.

Triskavanski

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« Reply #3 on: <03-07-14/1503:52> »
I did a thread earlier on traps before.

Pretty much anything that could make something could be used to make traps. Its best to talk to yoir gm, as you could through in any mechanical skill, artisian, armorer, chemical, disguise, survival, demo, weapon (like a crossbow trap), disguise to camo it, hardware, alchemy, grapple gun, intimidate..

psycho835

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« Reply #4 on: <03-07-14/1627:14> »
I did a thread earlier on traps before.
Drek, sorry, forgot to run a search.
Pretty much anything that could make something could be used to make traps. Its best to talk to yoir gm, as you could through in any mechanical skill, artisian, armorer, chemical, disguise, survival, demo, weapon (like a crossbow trap), disguise to camo it, hardware, alchemy, grapple gun, intimidate..
Looks like there's lot of room for substituting skills. All right, thanks.

Triskavanski

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« Reply #5 on: <03-07-14/1629:34> »
Yep. Your biggest limiations are your imagination and the Gm's approval. It might be best to start off with a particular focus of booby traps, then slowly work your way out.

Oh and locksmithing or palming might also be needed for disarming traps, or a similiar disarm skill (provided its not an explosive trap) depending on GM

WellsIDidIt

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« Reply #6 on: <03-07-14/1709:05> »
It's not necessarily substituting skills as it is, different skills are appropriate to different traps.

Rigging up a standard snare trap would almost definitely be survival (classic rope trap that halls prey up in the air). Pit traps would likely be similar, with disguise being used to camo them. Although, a nice GM would probably let the survival test camo them.

On the other hand, rigging up a bomb from household chemicals to slag an engine block when it starts is probably going to be Demolitions and Automotive Mechanic.

On the other hand, rigging up motion sensors to splash grenades (filled with UV dye) and UV lights would be hardware.