Rin’s Locks, Traps, and all that

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  • #85276
    Zan
    Participant
    @zan

    Hey Northwatch!

    During the last year I have learned all the recipes available to me. Any locks, traps, manacles, and twiststones are available.

    Coin cost has already been altered for what you would be paying for a 6 month duration
    If you are interested or have any questions feel free to send me a private message via the boards or message me on this thread.
    I am happy to install any locks, traps, or bars free of charge.

    LOCKS

    Lock (Level 1) 4 copper

    Lock (Level 2) 10 copper

    Lock (Level 3) 20 copper

    Lock (Level 4) 40 copper

    Lock (Level 5) 60 copper

    Lock (Level 6) 90 copper
    Onyx x1

    Lock (level 7) 90 copper
    Tellurian dust x1
    Fade Root x1

    BARS

    Bar (Level 1) 4 copper

    Bar (Level 2) 40 copper

    Bar (Level 3) 60 copper
    Fade Root x1

    TRAPS

    Novice Lock Trap- 10 copper

    The Lock Trap is triggered thru attempting to burst or pick open a lock, which the trap is attached, without first disarming the trap. Once triggered, a Lock Trap immediately deals ‘Force 20 Normal’ points of damage. A Lock Trap is destroyed once triggered. Can be found with Conceal level 1

    Poison Lock Trap- 60 copper

    The Poison Lock Trap is triggered thru attempting to burst or pick open a lock, which the trap is attached, without first disarming the trap. Once triggered, a Poison Lock Trap immediately delivers the effect of a specific poison (listed on the large item card) to the character who attempted to open the lock. This poison is delivered as if it had been ingested (refer to ingesting poisons in Alchemy). A Poison Lock Trap is destroyed once triggered. Special Component: Chosen Poison
    Found by Conceal level 3

    Acid Burst Lock Trap-100 copper

    This is a ‘Lock Trap’. This trap requires ‘Conceal’ level 5 to find. If you have triggered this trap, you and everyone within arm’s reach of you are attacked by a ‘Force Acid 10’.The person who triggered the trap is affected by a ‘Force Acid 20’. Both of these effects may Sidestepped as a Force Effect. This ‘Lock Trap’ is destroyed once triggered.

    Alert Lock Traps-80 copper

    This is a ‘Lock Trap. This trap requires ‘Conceal’ level 5 to find. If you have triggered this trap, you must remove the Air horn/ Bell, located with this item card, and loudly uses it for a full 5 seconds. This ‘Lock Trap’ is destroyed once triggered.

    Concealed Spike Plate Trap- 80 copper

    As per Spike Plate Trap, but this trap is concealed by Level 5 Conceal when active. The trap must be clearly marked as concealed. Destroyed once triggered

    Resetting Lock Trap- 80 copper

    This is a ‘Lock Trap’. This trap requires ‘Conceal’ level 4 to find. If you have triggered this trap, you are attacked by 20 points of ‘Normal’ ‘Force’ damage, which you may Sidestep. This ‘Lock Trap’ is NOT destroyed once triggered, it will remain on this lock for the duration of the lock, and can be triggered multiple times.

    Dissolving Lock Trap- 100 copper
    Fade Root x1

    This is a ‘Lock Trap’. This trap requires ‘Conceal’ level 3 to find. If you have triggered this trap, by someone trying to pick the lock, your lock picks are destroyed or if by someone trying to break the lock, they are affected by ‘Dire Acid 30’. The person who triggered the trap may only use Premonition as a defense. This ‘Lock Trap’ is destroyed once triggered.

    Epoxy Lock Trap- 100 copper
    Tellurian Dust x1
    Fade Root x1

    This is a ‘Lock Trap’. This trap requires ‘Conceal’
    level 7 to find. If you have triggered this trap, this lock is unable
    to be opened by either the appropriate Key or by the ‘Lock
    Picking’ skill for the remainder of the Logistics. Please tear this
    card in halve and place it on top of the lock item card or in the
    lock close pin, to indicate this trap has been activated. This lock
    can still be removed by destroying it via ‘Strength’ or other lock
    destruction methods. This ‘Lock Trap’ is destroyed once triggered.

    Recording Lock Trap- 100 copper
    Prismatic Dust

    This is a ‘Lock Trap’. This trap requires ‘Conceal’ level 7 to find. If you have triggered this trap, you must remove recording device, located with this item card, and take two clear pictures of yourself (using flash, if appropriate), and return the device. You are aware you likeness has just been recorded, but you may not take any extra steps to physically conceal or obscure your identity once the trap has been triggered. The person who triggered the trap may only use Premonition as a defense. This ‘Make a Record’ cannot be destroyed by any means. This ‘Lock Trap’ is destroyed once triggered.

    Instant Spike Plate Trap- 80 copper

    As per Spike Plate Trap, requires a five count to prime, but may be thrown directly onto the ground and is immediately active. Destroyed once triggered.

    Enchanted Air Blast Lock Trap- 120 copper
    Mythril x1

    This is a ‘Lock Trap’. This trap requires ‘Conceal’ level 2 to find. If you have triggered this trap, you are repelled by a blast of wind which pushes you back 10 steps from the lock. For the remainder of the Logistics, any time you are within approximately five feet of the lock, you are again blasted by wind and pushed back 10 steps. The person who triggered the trap may only use Premonition as a defense. This effect can only be removed by either going through the circle or being affected by ‘Negate Magic’. This ‘Lock Trap’ is destroyed once triggered.

    Enchanted Blizzard Lock Trap- 120 copper
    Fade Rootx1

    This is a ‘Lock Trap’. This trap requires ‘Conceal’ level 2 to find. If you have triggered this trap, you are paralyzed by a freezing spell for 5 minutes. The person who triggered the trap may only use Premonition as a defense. Anyone trying to touch you will be affected by a ‘Force Freeze You 5’ every second (please inform them as they touch you of the incoming damage). This condition can be removed early by any means that would remove you from your ‘Death Count’. This ‘Lock Trap’ is destroyed once triggered.

    Enchanted Immolation Lock Trap- 120 copper
    Fade Root x1

    This is a ‘Lock Trap’. This trap requires ‘Conceal’ level 2 to find. If you have triggered this trap, you and everyone within arm’s reach of you are attacked by a ‘Force Burn You 20’. The person who triggered the trap may only use Premonition as a defense, while any others who are targeted may Sidestep this as a Force Effect. This ‘Lock Trap’ is destroyed once triggered.

    Enchanted Quake Lock Trap- 120 copper
    Mythril x1

    This is a ‘Lock Trap’. This trap requires ‘Conceal’ level 2 to find. If you have triggered this trap, you are attacked by torrent of Earth Magic, which crushes your limbs. The person who triggered the trap may only use Premonition as a defense. All of your limbs are considered ‘Maimed’ for the remainder of the logistics. This condition can be removed early by any means that would remove you from your ‘Death Count’. This ‘Lock Trap’ is destroyed once triggered.

    MANACLES

    Novice Manacles- 20 copper

    Tinker’s Manacles- 160 copper
    Fade Root x1

    Anti-Magic Manacles- 500 copper
    Philosophers Dust x2
    Celestial Dust x2
    Tellurian Dust x2
    Prismatic Gem x1

    • This topic was modified 1 week, 4 days ago by Zan.
    #85277
    Zan
    Participant
    @zan

    Locks

    Locks are inexpensive static items represented by wooden clothes pins, with the level of the lock on one side and a unique lock ID number on the other. An item card must be produced and stored (usually taped up in a bag) near the lock.
    Keys are represented by popsicle sticks with the lock ID number written on one side. A newly created lock includes 6 keys.

    Locks may be locked or unlocked on a 5 count “I Lock/Unlock 1, I Lock/Unlock 2, etc…” A lock may have one lock trap installed at a time. The trap item card must be located with the bar item card.

    Bars

    Door Bars are inexpensive Static Items represented by wooden clothes pins. An item card must be produced and stored (usually taped up in a bag) near the bar. A Door Bar may be picked, installed, uninstalled, or forced open with Strength equal to a Level 1, 2 or 3 Lock.

    Door Bars may only be installed on a door, do not have keys, and may be opened or closed by anyone on the inside of the door on a 5 count “I Bar/Unbar 1, I Bar/Unbar 2, etc…” A bar may have one lock trap installed at a time. The trap item card must be located with the bar item card.

    Traps

    There are three types of traps, Trip Wires, Spike Plates, and Lock Traps. These traps deal ‘Normal’‘Force’ damage, which bypasses damage ceiling and requires a ‘Sidestep’ to defend against. Traps in locks and chest are often hidden by the ‘Conceal’ skill. Anyone may set up a trap, but disarming a trap requires locating it and possessing the ‘Disarming Traps’ skill. A character must provide their own phys reps when creating traps.

    Traps may be concealed by debris or other objects, but doing so may mean the trap is sprung unnoticed, as the sounds of leaves or other debris put over your Spike
    Plate trap could mask the sound of the trap not alerting the affected targets to the effects of the triggered trap.

    Characters choosing to conceal traps in this manner must accept this possibility. To allow the game to run smoothly, please avoid calling holds for traps. Note, that there may be traps, other than the examples given, which will generally be placed on locks and doorways and have large item cards identifying their function

    Manacles

    Manacles are used to restrain a character in a chosen fashion, typically binding the targets wrists to keep them from the ability to attack however, other methods may be used provided the method follows the Five Rules of Conduct Novice Manacles are constructed with level 2 locks built in, requiring Strength 10 and a Feat of Strength to escape from.

    Tinker and Anti-Magic manacles are constructed with a Level 4 lock, requiring Strength 20 and a Feat of Strength to escape from.

    All manacles render the character wearing them ‘Helpless’. The wearer may speak, use skills, and move within the confines of the manacles, but they are vulnerable to ‘Killing Blow’ and ‘Deathblow’ as they are considered ‘Helpless’ similar to unconsciousness.

    Tinker’s Manacles and Anti-Magic manacles may have Lock Enhancements added to them and ‘Poison Lock Trap’ or ‘Lock Trap’ installed into them.

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