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Trapsmith: I need a locksmith!
Thooid Offline
#1 Posted : Friday, May 16, 2008 2:21:55 AM
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So I was surfing around on an electronics parts website today, looking at switches and thinking about what I expect Kitten would use as trap switches, and I come across a Keylock switch... So, if I recall correctly:

Traps can only be disarmed by someone who has the disarm skill, anyone else tinkering with said trap would result in it's detonation.

Locks can only be picked by someone who has the appropiate lock picking skill...

So if someone was to make a trap and the way to disable it was to turn the lock, would the skill required be lock picking or disarm trap? Would the person need both, or would simply lock picking be sufficient?
Thooid Tekiofunousha
IF Zheu is still alive and on this planet, he won't be once I find him.
Kazimir Offline
#2 Posted : Friday, May 16, 2008 6:48:41 AM

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I'd argue that because in both cases (locks, traps) what one does to defeat the mechanism is exploit design and manufacturing flaws, building a trap that is to be (legitimately) turned off with a key lock would mean that *either* skill would apply. One could defeat the trap by defeating the non-lock part of the trap mechanism using 'disarm trap' or one could defeat the lock part of the mechanism with 'pick lock'.

To argue otherwise would be to suggest that connecting a trap to a lock in such a functional manner would somehow negate the existence of one half of the mechanism, which makes no sense.
Thooid Offline
#3 Posted : Friday, May 16, 2008 10:46:34 AM
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It is not terriably uncommon for traps to have only one means of disarming them, what if that one means is by turning the keylock?
Thooid Tekiofunousha
IF Zheu is still alive and on this planet, he won't be once I find him.
Kazimir Offline
#4 Posted : Friday, May 16, 2008 11:34:01 AM

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I'm not familiar with the trap or lockpicking rules in-game at all, so I can't speak to how that would work.

I'm only familiar with real-world lockpicking and mechanical device defeat.

Defeating either sort of mechanism relies upon the idea that there are mechanical flows introduced through techniques of manufacturing, and through the design itself, that a knowledgeable individual can exploit, regardless of how the designer of the mechanism intended for it to be legitimately opened. Were there no such flaws, picking a lock or disarming a trap would not work *at all* - The only way to open a lock would be with the key, and the only way to open a door would be by first opening the lock.

We know that both of these things are not true. One can circumvent a lock in order to otherwise open a door (or otherwise manipulate the object protected by the lock). One can manipulate the lock itself to open it without a key (sometimes quite trivially, in the case of pin-tumbler locks)

Adding a lock to a trap *introduces new points of failure*, rather than eliminating the old ones.

Now, it may be that the trap and lock rules are not written that way; if that is the case I would suggest that they are in need of review.
Thooid Offline
#5 Posted : Friday, May 16, 2008 11:43:24 AM
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I belive the way that the rules are written are such that you need to spend spiritual stamina AND manually disarm the trap for it to be disarmed, The way lock picking works is, if it's not an actual lock, you must spend stamina to unlock it, if it's an actual real word lock, you need to physically pick it.You cannot disarm a trap OR pick a lock without the approipate skill.

Lets pretend for a moment that Jane has the skills and all required tools to disarm a trap

Bob is an excellent lock pick artist and has all the tools he needs.

Jane and Bob come up upon a trap, and Jane determines that the ONLY way to disarm that trap safely would involve turning the keylock tumblers present in the front of the mechanism.. Jame doesn not have pick lock. Bob does not have disarm trap, and therefore, can't fiddle with the trap without it going off.

Who can disarm that trap?
Thooid Tekiofunousha
IF Zheu is still alive and on this planet, he won't be once I find him.
Salvadore Offline
#6 Posted : Friday, May 16, 2008 11:47:43 AM
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Whoever wrote the encounter will make that call.
Salvadore Diaz
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Master Bladesmith, founder, Wood/bonesmith, Solutio, Conjuctio
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Kazimir Offline
#7 Posted : Friday, May 16, 2008 11:53:10 AM

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Thooid wrote:
I belive the way that the rules are written are such that you need to spend spiritual stamina AND manually disarm the trap for it to be disarmed, The way lock picking works is, if it's not an actual lock, you must spend stamina to unlock it, if it's an actual real word lock, you need to physically pick it.You cannot disarm a trap OR pick a lock without the approipate skill.

Lets pretend for a moment that Jane has the skills and all required tools to disarm a trap

Bob is an excellent lock pick artist and has all the tools he needs.

Jane and Bob come up upon a trap, and Jane determines that the ONLY way to disarm that trap safely would involve turning the keylock tumblers present in the front of the mechanism.. Jame doesn not have pick lock. Bob does not have disarm trap, and therefore, can't fiddle with the trap without it going off.

Who can disarm that trap?


In this case that's semantic handwaving. If the way to turn off the trap is with the lock, Bob defeats the lock. Would Bob need a special skill to open a door attached to a lock that he's picking? No.
Skik Offline
#8 Posted : Friday, May 16, 2008 12:21:55 PM

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If you make an IG lock using production skills, and it is used as a component in a trap, here is how I see it working.

The rules state that:

Quote:
Traps are devices or substances set to deliver an effect to anyone who disturbs them or attempts to get past them. Anyone can avoid a trap, but no one can attempt to manipulate a trap by moving it, disarming it, or affecting the individual components unless they have a skill that allows them to do so.


Assume Thief A comes to your lock trap and he has the pick lock skill but not the disarm trap skill. If the lock is an IG lock, then Thief A can attempt to pick it, since he is using his pick lock skill to manipulate one individual component, the lock. He may use the pick lock skill to manipulate the IG lock component of the trap and disarm it that way. He may not fiddle around with the rest of the trap however, since his pick lock skill only covers picking locks. In short, he can pick the lock, and if the trap gets disarmed as a result, that is a nice bonus.

Thief B comes to the lock trap with the disarm traps skill but not the pick lock skill. This gets more complicated. The disarm trap skill is deliberately vague, saying only that “You may attempt to disarm traps”. This is due to the large variety of traps one might encounter, and gives the thief a wide variety of options in disarming the trap. If the lock is an “individual component” of the trap, then thief B gets to use the disarm trap skill to manipulate the lock portion of the trap with a trap disarming kit. In essence, thief B is getting a free "pick lock" skill for the purposes of disarming this one trap. He cannot use a lockpick set to do it however, and can only use his own trap disarming kit, not borrow someone elses lockpicks since he does not have the pick lock skill and does not know how to use them. Good luck picking the lock with scissors and a mirror!

The only real problem I see is Thief B might not know he can manipulate the lock if it not labeled.

As for the use of stamina, that is only in the cases of traps and/or locks that do not have an IG phys-rep.
Thooid Offline
#9 Posted : Friday, May 16, 2008 12:27:59 PM
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That seems to be a reasonable assumption, it may also be worth noting, however, that lockpicks themselves MAY be included in a trap kit, they are useful for more than just picking locks, good for shimming through small cracks. I agree, however that simply because a trap kit may contain lock picks, does not mean the kit is called a lock pick set by in game terms and, as such, would only work for locks which are marked as part of the trap.
Thooid Tekiofunousha
IF Zheu is still alive and on this planet, he won't be once I find him.
Fagin Offline
#10 Posted : Friday, May 16, 2008 12:39:34 PM
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From a Production/Logistics point of view (admittedly, not my forte), a set of Thieves' Tools is not a set of Lockpicks, nor is the reverse true.
That being said, I can't see why an enterprising individual might not carry both. I do realize, however, that spending 3 Steel and 1 Silver every 2-9 events might get expensive.
Varius Offline
#11 Posted : Friday, May 16, 2008 9:21:22 PM

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To disarm a trap (in the Spectrum system) you must have a TrapKit. You can either use Spiritual Stamina to 'automatically' disarm it in 60 seconds (called 'virtual disarm') or you can 'Actually' Disarm it, which costs no stamina but you must actually defeat the trap.

Starn/Mario can tell yo more about lockpicking, but I believe it works much the same way.

Also, it takes Spiritual Stamina to ARM a trap as well. This is to prevent people from setting dozens of traps in a few seconds.

Dwayne
Assume no malice.
Assume no altruism.
Zhinn Offline
#12 Posted : Friday, May 16, 2008 9:36:49 PM
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In game terms, there are two skills.

Pick Lock, and Disarm Trap.

You cannot use one to do the other, but you can use one without the other.

If you pick a lock without checking for a trap, well, you get what you get.
If you disarm a trap - but cannot open the lock, well, you know it is safe when you find someone who can pick the lock ...

The notion of disarming a trap would extend to disarming a trap found in the woods,
or across a hallway. Due to simple OOG logistics of trying to trap a lock, you are far more likely to find
a trap that is NOT connected to a lock device than one that it ...

I would "encourage" not trapping a lock in the manner mentioned at the top of this thread.
The spirit of the rules has 2 separate skills, and they should not be intermixed.

Not to mention, the limited tech level of the game would preclude much in the way of
more complicated or electronic locks / trip mechanisms.

-Chris
Thooid Offline
#13 Posted : Saturday, May 17, 2008 2:34:34 AM
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Aww... ok.. Pity, I was just about to commision Starn and Kitten to do a joint effort to create the first key armed box.. Sure you can open it without the key, but you'll go boom. :P

I was just curious anyways, ideas bumping about in my head.
Thooid Tekiofunousha
IF Zheu is still alive and on this planet, he won't be once I find him.
Zhinn Offline
#14 Posted : Saturday, May 17, 2008 1:03:56 PM
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As a general rule - it is allowable to use electronics to communicate the noise that a trap has gone off,
but they should not be part of a complex electronic lock.

The usual box traps with pressure switches or connection-based triggers are fine.

Remember, just because it can be repped in real-life, does not mean it is applicable to The Isles.
Starn Offline
#15 Posted : Sunday, May 18, 2008 3:40:45 PM
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I was toying with many types of trap designs.

I was though working my way through the least complex to the most complex. As simple traps got approved and built I would try to get a new one but slightly more complex one to work...

One design I keep trying to design mentally was an oversized lock that inside had a button. The button represented hollow wax hemisphere filled with acid. You picking the lock if you push the button your hands get sprayed with acid. You open it normally with a key and you don't get burned because you don't trigger the trap.

Remember though any trap or lock must be defeatable with tools. Any trap before it can be brought into game must be approved by staff.

Traps & locks can either be virtual or physical.

A physical trap/lock must be manually defeated by the player. While attempting this it should be noted that strings may be cut/unhooked, battery clips may be disconnected. Wires may not be. The simple rule to remember for traps is that without tools a staff person should be able to undo the damage done to the rep.

A virtual trap/lock is a trap/lock that does not have a physical trigger/lock. It will have a Difficulty rating. That rating is the amount of spiritual stamina the person trying to defeat the trap must spend. That person must spend a minute roleplaying the picking/disarming. If a person spends stamina points beyond what is needed to disarm the trap each extra point spent will reduce the time needed to disarm the trap by 5 seconds to a minimum of 10 seconds.

Normal PC made locks have a difficulty ranging from 4 to 10 based on materials & quality of craftsmanship.
N-teraction traps don't have an official virtual disarm rating.
Spectrum style traps have a range from 4 to 13 based on materials & quality of construction.

Note an N-teraction style trap normally destroys everything in a small box/enclosure (no longer than 3 feet in any dimension) the trap is set in when the trap goes off. If a person manages to crawl completely into the box an n-teraction trap is set up in if the trap goes off the fool is destroyed instantly.

This is just scratching the surface about traps & locks. Trap tatics & strategy are conveluted.

Matt I'll give my opinion about your example in a bit.

-Mario-
-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...
Fagin Offline
#16 Posted : Sunday, May 18, 2008 3:56:47 PM
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Mario, could you be more clear, please?
It seems to me that what you and Matt want is to create devices that require a player to have both Pick Locks and Disarm Traps to defeat. Is this what you are saying, or are you asking us to consider more technologically sophisticated devices?
Starn Offline
#17 Posted : Sunday, May 18, 2008 6:43:00 PM
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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...
Thooid Offline
#18 Posted : Monday, May 19, 2008 12:50:06 PM
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Mario, you do bring up an intresting point which tells me I may be using the wrong wording.

Please, as any of you continue to read this post please keep in mind I do no expect any of this to be approved, this is a 'what if' scenario and, at any point, please tell me to stop my train of thinking, and I will do my best to push the thoughts aside.

Mario is correct in thinking that, specifically, what I was thinking of was a trapped box which had a lock on the side. If a key was placed into that lock and turned, the trap would be prevented from going off when the box was opened. My original thought was the trap was 'disarmed' but, indeed as was pointed out, this is not nessesarly the [i]only[i] way to disarm the box. I was primarly curious if such a device would work and, as Mario pointed out, you can disarm it by bypassing the trap as you open it (I will leave the method of such up to the rogue who does such) and then simply disable/disarm the trap from the inside of the box. The 'Key lock' would simply be a secondary disarm switch available from the outside.

Matt
Thooid Tekiofunousha
IF Zheu is still alive and on this planet, he won't be once I find him.
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