Traps

Traps/TL (IQ/Average) is the skill of building and nullifying traps. A successful Traps roll can disarm a trap, reset it, or build a new trap (given suitable materials). Time required is as for Lockpicking.Basic Set, p.226-227 Characters with this skill may roll using Perception (instead of IQ) to detect traps.
Defaults: IQ-5 or Lockpicking-3. You may use DX-5 if you are disarming or resetting a trap, but not if you are detecting or building one.
For examples of Dungeon Fantasy traps, see Traps (DF)!
== Modifiers ==
* Modifiers are highly variable depending on the complexity of the trap. Some traps may be easy to find but hard to disable, or vice versa. On average though, it tends to be a simple Traps roll (or Vision or Observation) to detect a trap, and a Traps roll to disable it.for example, Low-Tech, p.119
* Acute Vision usually helps detect traps!
* While some traps are timeless (ye olde tripwire string attached to noise-making objects), some high-tech ones will may involve pressure-pads, heat-sensors, and lidar beams! 
== Tactics ==
Typically, any trap left unattended can, and might, eventually be bypassed. The most effective traps tend to be ones that can quickly be reinforced, whether it's bone chimes that alert orc guards or laser grids that summon security. Often, a trap that would be almost harmless (a floor with obvious caltrops) can become deadly if the defenders force a retreat.
== Not Quite Traps ==
* If you're building a "demoman" type character, you can set explosive traps using Explosives (Demolition) instead!
** Vice-versa, modern land mines from High-Tech can be placed with Traps+2, although Explosives (Demolition) gets +4.High-Tech, p.189
== Examples ==
* See Low-Tech, p.122-124 for traps and alarms.
* For modern examples, see High-Tech for: Hand-Grenade Booby TrapHigh-Tech, p.190, Traps,High-Tech, p.203 and Security SystemsHigh-Tech, p.205-206
* For dungeon-delving traps, see Traps (Dungeon Fantasy)
== References ==
Category:TL Skills