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Locks and Traps


No treasure ever goes unguarded. The most experienced adventurers know that often, the most hazardous encounter they will face is a closed, locked box. This is when they call upon a certain breed of specialist. Whether they call themselves a locksmith, acquisitions specialist, or thief, characters with the Pick Locks and Disarm Traps category of skills are invaluable members of any adventuring group. With experience, these characters often advance to building traps, truly the pinnacle of their art. Characters with the ability to pick locks and disarm traps are often viewed with a small amount of distrust. When a crime is committed they are often the first suspects. Characters who possess these talents should strive to remain honest, conceal their operations, or learn to defend themselves [both morally and physically!].


Tools of the Trade

Any player who desires to pick locks or disarm traps will require tools. Some players will be successful with one or two tools; others will require several. Finding adequate tools is mostly a combination of dedicated searching and trial and error. Many players use dental picks. Dental picks are available in a variety of sizes and shapes, and can usually be found in your local hardware store, electronics store, or on the Internet. More experienced players often devise and craft their own tools to suit their needs. Players who only intend to picks locks will need fewer tools than players who disarm traps will. Please keep the following rules in mind when choosing tools:


Picking Locks

One of the most common obstacles encountered on a Mid-Land adventure is a simple lock. Often one of the major hurdles to the success of an adventure, locks will be found on chests, doors, prisoner's chains, and myriad other places. In-game, locks will be represented by simple luggage locks (real locks are never used, as they are far too complex). Players with questions should always check with a GM prior to taking any action with a lock. At times, repeated use will break down a lock and make it impossible to pick. Players who encounter a lock they think may be broken should report the lock to a Game Master. If needed, the Game Master will remove the damaged lock and replace it with a new prop. Players with the Pick Locks skill may attempt to pick locks found In-Game, keeping in mind the following rules:

Locks may not be removed from the place they are found. This is unrealistic, but all locks are the property of Adventures in Mid-Land and must be returned. Players are welcome to re-lock locks after picking them, however, necessitating that the next person to come along also pick it. Exception to this rule: if the lock has an engraved inventory number [or tag], then it is considered treasure, and may be taken. It is likely that this lock was created by another player with the Build Locks skill. If you have a question as to the status of a lock, ask a GM. More on player-built locks below.

Like many other skills (in fact, even more so), Pick Locks is a skill that requires out-of-game practice. Old hands at lock picking have been known to sit at home watching TV with a basket of simple locks in front of them, methodically working their way through them one by one. When practicing picking locks players should take into account that they may need to perform the task in less than perfect conditions such as low light or tight spaces.


Traps

Foolish is the player who blindly opens chests or climbs through windows. Canny adventurers know that such places are likely homes for trip wires, pits, exploding acid sprayers, and many other nasty inventions. In-game, these devices are represented by electronic buzzers, or other noisemakers, and they fall into three categories: Alarm Traps, Simple Traps, and Master Crafted Traps. They will be disarmed in many ways, including battery removal, flipping a switch, or inserting a certain tool into a specific place. Traps are never designed in a way that will not allow them to be disarmed. Disarming a trap may prove difficult but will never be impossible. Players with questions should always check with a GM prior to taking any action with a trap. Players with the Disarm Traps skill may attempt to render these devices harmless, keeping in mind the following rules:


Zero Level Traps

Zero Level traps are simple obstacles like a pit dug in the earth or a heavy weight set to fall [black garbage bag full of foam representing a large rock] if a player opens a door. Disarm Traps is not required to avoid zero level traps. The player is only required to spot the hazard and eliminate or avoid it. Any player may bypass a Zero Level trap the Disarm Traps skill is not needed. Check with a Game Master if it is unclear if a hazard is a zero Level trap or not. Trip wires are not zero Level traps, as they can be disarmed. However, any player can squeeze under, around or over them [at their own risk, of course]. Exposed pit traps are considered Zero Level traps. Pit traps are represented In-game by black plastic sheeting or some similar marker to indicate the borders of the trap [rope, colored tape, etc.]. If at any time a player touches the plastic [or breaks or crosses over the border] he or she falls in. The safest way to avoid falling into a pit trap is to secure the player to a solid object with a rope. Falling into a pit trap may only immobilize, may inflict trivial damage or even instant death. Sometimes, however, pit traps will be hidden and triggered only by a trip wire or pressure plate. These traps are not zero level traps and require a skilled player to bypass. Players are not allowed to build zero level traps. The Game Masters is the only one allowed to use zero level traps during scenarios.

Building locks

The ability to Pick Locks leads naturally to the skill Build Locks, which allows a player character to introduce locks into the game as an In-game item. A Game Master, prior to introducing the lock into play, must inspect all locks brought In-game. Inspection is to insure that the lock follows the same guidelines for all other In-game locks, as detailed in the Picking Locks section above. After all, if the Game Masters can't lock a chest with a bulletproof Master Lock, why should players be allowed to? Locks should be pickable with standard thief tools. All locks will need to be given an inventory number by Logistics prior to introduction into the game. Once the lock is In-game, it becomes the property of Adventures in Mid-Land, logged into the item database, and may be stolen by other characters or NPC's. This inventory number will differentiate crafted locks from locks placed In-game by Game Masters. If it there is no place to inscribe a number of the lock the lock can be given an identification tag instead. A player is allowed to bring as many locks into game as they are willing to provide props for, there is no limit. It is permissible to utilize a chain or lanyard to secure the lock to the item it is locking. Players may not break such a chain or lanyard. Finally, locks brought In-game need to have a key. The player may do what they like with the key once the lock enters play. In most cases the player keeps the key or sells it to another player along with the lock. In fact, the player bringing the lock In-game does not even need to be able to pick the lock himself, provided a Game Master is convinced that it is pickable, and the player has a key.


Building traps

As with the lock skills, the Disarm Traps skill leads into the creation of traps. Players can create three types of trap: Alarm, Simple, and Master crafted. A player's skills determine the type of traps they can create. The most common application of traps is in the form of box traps. A box trap is a device that protects a small chest or similar object. Most of the following rules are intended to cover box traps, but apply to every trap used in the game. Exceptions to the rules are often based on the design of the trap being brought into game and are dealt on a case by case basis. A player is allowed to bring as many traps into game as they are willing to provide props for and of any type that their skills will allow. All traps are given an inventory number and are logged into the item database. Other players may never steal traps. The player who created the trap is allowed to move the trap from place to place if deemed possible by a Game Master. This inventory number will differentiate crafted traps from traps placed In-game by Game Masters. A one-step mechanism is a single, standalone trip wire, depressed button, pressure plate or similar trap. Because the possibilities for traps are as limitless as the imaginations of the players who create them, it is impossible to foresee every trap players will devise. For this reason, all traps to be brought In-game will be inspected by a Game Master familiar with traps at logistics prior to the trap's deployment to ensure that it functions, and is able to be disarmed without destruction of the trap. Master crafted and Simple traps must be labeled as such. Master Crafted and Simple traps should spell out their effects in detail. This is tricky, as a player will not want to advertise the effects of their trap to any curious party. The responsibility for labeling a trap falls squarely on the shoulders of the trap creator. If your trap is not labeled in an accessible manner, players and Game Masters will assume it is an Alarm Trap. Typically a trap is labeled inside the lid of a box, or next to the buzzer or noisemaker mechanism. Traps may be sold to other players keeping in mind that regardless of who owns a trap, it requires a player with the Disarm Trap skill to set or disarm it. It is possible to build a trap with a switch that shuts the trap off. A trap with this option does not require a character with Disarm Traps to disarm. Typically the switch is concealed so that only the owner knows how to shut off the trap. If a trap fails to function as designed, then it has no In-game effect. For example, if the battery powering the buzzer on your Alarm Trap is dead, then when it is triggered it will make no noise. Maintain your creations. Poorly maintained traps may be ruled completely non-functional by a Game Master and removed from game at any time. Multiple traps may guard one box, door, or other location. Each trap will need to be created separately following all trap creation rules. If there is more than one trap present they should be clearly differentiated with labels. Once a trap is created it must be deployed in a manner consistent with the trap type. For example, Master Crafted traps must be deployed in a building or similar permanent structure. Traps may never be perverted from their intended use regardless of any logic presented by the player. For example it is not possible to throw trapped treasure boxes around like grenades. Traps must add to the atmosphere of the game just like any other element of the game. Traps are intended to be clever but dangerous logic puzzles, not some form of science fiction super power or high tech bomb!


Trap types and effects

While the number of ways to trigger trap is nearly endless, the types of traps available to players must be limited to keep the game easy to understand. As mentioned above there are three basic types of traps: Alarm, Simple, and Master Crafted. The types of traps a character can bring into game are limited by the skills they possess. Alarm and Master Crafted traps are easy to describe and have very simple, standardized effects. Simple traps have a variety of effects requiring that the player choose which type of Simple trap they are creating. Due to space limitations, this rulebook offers only two types of Simple traps: poison gas and mantrap. Additional forms of Simple traps may be offered in further supplements. It is important to mention that traps used by Game Masters are allowed to exceed the options listed below.


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