My apologies to you, fagin.
Now that I finished dinner I'll resume my post.
I don't have the patience right now to dig out the specifics. The trap rules are scattered amongst multiple sections of the rules & staff rulings.
But I'll answer anyways.
I believe it is Matt's goal to have a box with a trap and a lock.
Matt wants to be able to get into the box without using the skill disarm traps when he uses the key.
My goal is to design a treasure box that has a lock & trap in it. The lock when unlocked used prevents the need to have the trap disarmed to open the box. In other words allows the lock user to bypass the trap. Since the trap is still active if the box is moved the trap will go off. (nudging bits of the trap in the box might still set off the trap till it is disarmed.) My preference is to use a type of trap that does not destroy the contents of the box if it goes off but that aspect of the trap hasn't been decided on. Anyways if the lock is smashed open then the trap would still be active.(open the box at your own risk.) I have a basic mental picture of how this could work and could draw out the rep if necessary.
Semantics with the lock/trap are important.
A physical lock must not actually hold the box shut. If magic is used to open the box or the ingame lock is destroyed then the box must be openable without a key. I don't believe there is currently any effects that could be used against a lock, shields & weapons yes but not a lock...
Normally one is required to have disarm traps skill (and tools) to manipulate parts of the trap. A tripline is considered part of the trap. It is refered to as an actuator under the spetrum rules.
Normally if somebody picks up a trapped item and carries it away the trap goes off. There are some exceptions to this rule.
There is a distinct difference between bypassing a trap & disarming it. For example I see a tripwire. I step over it. I avoided the trap but I did not diarm it. That trap is still active. It will still go off if I pick up the trap or pull the tripline.
In one trap example I read cutting the tripline and but not diconnecting the battery clip of a trap was not enough to disarm the trap but enough to get to the treasure inside(bypassing the trap) To do this option I still would need the trap disarm skill & tools.
And of course if I disarm it, I could then pick it up and carry it away...
By rules definition a trap must be disarmable by a person with the skill & the tools.
Unaccessable is different then undisarmable. A trap that is kept behind a locked door or in a locked box does not make it undisarmable.
So a trap that
must have its attached lock picked to disarm the trap is unacceptable. (One is only required to have disarm traps & trap disarm tools to deal with a trap.)
Also a trap must be safe to the players oog. This must be considered with a physical trap design.
Last note, Fagin: I had roughly a dozen trap designs/recipies approved.(n-teraction type) The approved designs were of types that were common knowledge for my character's people. In addition to that my character encountered a few others types while adventuring. At one point it was ruled that any trap my character disarms my character could claim, refurbish and set elsewhere by spending one additional unit of material that went into its construction.
It was ruled that If I first pick a lock(or use the key) I can spend a full minute role-playing to remove the lock.
It was ruled that when one makes a lock one gets 3 keys with that lock. If one uses a unit of metal as the same type of the lock of better 3 more keys can be made.
It was ruled that Door locks can be made with the following features:
Openable without a key from one side of the door. (this is so players won't get trapped in the cabin.)
May be set up that the key from one door matches the key of another lock.
Auto-maticly lock when closed.
I remember getting
some sort of approval of building locks using more materials (than normal) to get a higher difficulty rating to pick open. The increase of materials compared to the amount of increase to the difficulty progressed along a pascal's triange. (I can't remember the numbers right now and the computer it should be on is currently down.)
This post without drawings makes it difficult to explain myself fully.
If you have other questions I'll try to answer them.
Mario.
P.S. The traps/locks I am trying to design I believe use technology that would funtion within the tech limits of the isle. My designs mostly use kinetic energy to deliver its pain. My reps tend to be heavily physical with a simple mechanical means to close the electronic circuit or trigger a mousetrap. My rep designs take into consideration player safety.
-Starn-
"And they say my money can't protect me!" Starn says while putting on his silver helmet & loads his bone inlayed silver hand-cannon with golden bullets...