Containers (no ontology)

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(Contestants and containers)
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If a contestant desires to access the contents of a container, he/she has multiple solutions:
If a contestant desires to access the contents of a container, he/she has multiple solutions:
-
* Simply breaking the crate up with brute force, using a weapon of some sort, and treating the container as a combat target. It is the easiest solution, but also the most dangerous one.
+
* Brute forcing the container or its lock, using a weapon of some sort, and treating the container as a combat target. It is the easiest solution, but also the most dangerous one.
 +
** All containers (and their locks) can only receive Limb Damage. See below to check the resistance of each container and lock types.
** This method will always trigger container traps, if there is one.
** This method will always trigger container traps, if there is one.
** It also has a chance of destroying the contents of the container, depending on the weapon used and the contents inside.
** It also has a chance of destroying the contents of the container, depending on the weapon used and the contents inside.
* Using a [[Key item|lockpicking kit]] in order to bypass the lock, if it has one. See below for more info on lockpicking.
* Using a [[Key item|lockpicking kit]] in order to bypass the lock, if it has one. See below for more info on lockpicking.
-
** If the lock is picked successfully
+
* Obtaining the relevant '''container key'''. Every lock has a serial number which can only be opened with the container key of the same serial number. Keys are most often found in the possession of the container owners.
 +
** Container keys are stored on a keychain, and are considered [[Key Item|key items]]; as such they are considered weightless.
=== Container types ===
=== Container types ===
-
There are two important types of containers to remember: the '''wooden container''' and the '''metal container'''. A third type, mentioned above, is the special type reserved to shop owners; it is called the '''armored container''', which will be detailed later.
+
There are two important types of containers to remember: the '''wooden container''' and the '''metal container'''. A third type, mentioned above, is the special type reserved to shop owners; it is called the '''armored container'''.
-
* Wooden containers are the most common and the most widespread.
+
* Wooden containers are the most common and the most widespread. They contain all sorts of items, but they tend to be of low to medium value.
-
* Metal
+
** Resistance: 40 HP, LDV-1
-
* Armored
+
* Metal containers are rarer. Much more resistant than its wooden counterpart, it tends to container higher-value items.
 +
** Resistance: 80 HP, LDV-3, completely immune to Blunt-type, Sharp-type and Piercing-type damage
 +
* Armored containers are only used by shop owners. They are completely impervious to damage and cannot be broken. Such containers are, however, quite expensive, which is why they can only be used by shop owners.
=== Lock types ===
=== Lock types ===
-
locks
+
Like above, two major types of locks are used, plus a third one reserved for shop owners. It must be noted that not all containers have locks.
-
=== Lockpicking ===
+
* Mechanical locks are the simplest and the least expensive. They also take less time to lockpick.
-
lockpicking mechanics
+
** Resistance: 25 HP, LDV-2
 +
* Electronic locks are much more resistant to both external damage and lockpicking attempts.
 +
** Resistance: 50 HP, LDV-4
 +
* FL/HS (Fingerprint lock/Heartbeat sensor) locks are highly specialized lock types. They are only implanted in armored containers destined to shop owners, and they are built to listen to the heartbeat signal of a shop owner. If the shop owner is killed in an attempt of stealing the wares, the lock is closed shut permanently to prevent theft.
 +
** Resistance: Completely immune to damage. They are implanted inside the containers rather than outside, thus they are under the layer of protection of the armored container.
 +
 
 +
== Lockpicking ==
 +
Outside of brute force, which as stated above, is both the easiest yet the most dangerous (and potentially least rewarding) method, there exists a [[Key Item|key item]], the '''Lockpicking kit''', which allows the Contestant to attempt bypassing locks. The process is longer, but potentially safer as there is no risk to destroy the items inside, and a lessened risk to trigger the trap as a result.
 +
 
 +
Lockpicking is a turn-based process.
 +
 
 +
* Mechanical lock picking steps:
 +
** Step 1: Roll one 2d6 per turn. If the result is 6 or more, the thief moves on to the second step. If the rolled score is less (including on a 2), then a turn is lost.
 +
** Step 2: Roll one 2d6 per turn. The thief must achieve a score of 7 or higher twice, in order to break the lock. If the rolled score is less, then a turn is lost.
 +
 
 +
* Electronic lock picking steps:
 +
** Step 1: Roll one 2d6 per turn. If the result is 8 or more, the thief moves on to the second step. If the rolled score is less (including on a 2), then a turn is lost.
 +
** Step 2: Roll one 2d6 per turn. The thief must achieve a score of 9 of higher twice, to break the lock. If the rolled score is less, then a turn is lost.
 +
 
 +
In both cases, during Step 2...
 +
* If a 2 is rolled, the trap is instantly triggered. If the thief still has the possibility and the will to continue, they can keep trying to lockpick - the container is then considered to be without a trap.
 +
* If a 12 is rolled, then the lock is instantly unlocked.
=== Container traps ===
=== Container traps ===
-
trap types
+
Though not all containers are installed with traps, those that do may equipped with either one of the following:
 +
 
 +
* '''Electric trap''': Zaps the would-be thief. [[Secondary effect#Elemental|Spec-Elec]] 18% (2d6 roll, FT 6. If it fails: the electric trap sizzles.)
 +
* '''Hallucinogen gas''': Releases a cloud of 5-MeO-DMT, which is a [[Secondary effect#Mind and psyche|hallucinogen]]; lasts 20 turns. (2d6 roll, FT 6. If it fails: the gas trap emits harmless air.)
 +
* '''Tear gas''': Releases a cloud of CS gas. FT+2 and +7% Pain/turn for 3d4 turns. (2d6 roll, FT 6. If it fails: the gas trap emits harmless air.)
 +
* '''Blade launcher''': Fires a [[ballistic knife]] at the thief, which hits on a random [[IRC Bots#EliasBot's commands|@bodyaim]]. (2d6 roll, FT 5. If it fails, the blade is expelled and hits nobody.)
 +
* '''Teleporter''': Teleports the would-be thief into another random room (instantaneously - takes no turns, like teleporting pads).
 +
* '''Alarm''': Triggers an alarm which automatically calls the [[Maze Guard|police]] in the room. They will take 1d6+1 turns to arrive.
 +
* '''Explosive trap''': The container is booby trapped with a [[C4 charge]]. If it's set off, it will explode and destroy the contents along the way. (2d6 roll, FT 6. If explosive items (grenades, charges, rockets) are also in the container, a 2d6 is rolled for each of them to determine if they're set off as well.)
 +
* '''Fireblast trap''': The container is armed with a flamethrower. If it's set off, it will release a stream of fire at its victim. 33% [[Secondary effect#Elemental|Spec-Fire]]. (2d6 roll, FT 7. If it fails: the flamethrower's flame dies out before harm.)
 +
* '''Claymore trap''': The container is armed with an unremovable claymore mine. If it's set off, it will release 3d8 #2 buckshot pellets, the same used in [[M576 buckshot]] grenades.
 +
* '''Turret trap''': The container is armed with an automatic cannon chambered in [[7.62x51mm NATO]]. If it's set off, it will fire six shots, guaranteed to hit. (2d6 roll, FT 7. If it fails: the shots are fired but hit nobody.)
 +
* '''Tentacle trap''': The container is armed with a [[tentacle monster]] which will attempt to rape the would-be thief. Sexual stat: 30% (2d6 roll, FT 6. If it fails, the tentacles are absent.)
 +
* '''Snake trap''': Releases 1d6 [[Pit viper|pit vipers]], starting a fight in which they attack first. (2d6 roll, FT 6. If it fails, the snakes are absent.)
 +
* '''Airblast trap''': Releases an airblast on the would-be thief. Special 38% (2d6 roll, FT 6. If it fails, harmless wind is blown.)
 +
* '''Acid spit trap''': Releases a ball of acid on the victim. [[Secondary effect#Elemental|Spec-Acid]], 30% (2d6 roll, FT 6. If it fails, a "click" is heard and no acid comes out)
== See also ==
== See also ==
* [[Supply crate]]
* [[Supply crate]]

Revision as of 14:50, 4 August 2013

A container is the name given to boxes, chests, and other such devices which are meant to hold objects. However, they differ from supply crates in that the contents of a container is random or semi-random - instead of always having a pre-determined set of objects, a container tends to have random items, or random types of items.

Containers are a way for the inhabitants of the Mazes to store away their personal belongings. They are most often found in bedrooms, but can be found in certain other places, such as libraries, shrines, or radio rooms, where certain types of people may be expected to spend a lot of time and may need to have a container to store their belongings. Special types of containers are also used by shop owners, which have built-in wheels, allowing them to transport their wares from room to room easily.

Contestants and containers

A Contestant cannot carry a container, just like with supply crates. However, while it is not illegal to open a supply crate and take up its contents, containers are almost always the property of someone, and attempting to open it is considered to be a theft attempt.

For this reason, containers exist in various types, and may be equipped with a lock, and in some cases, they may even be trapped, to further increase its resistance to would-be thieves.

If a contestant desires to access the contents of a container, he/she has multiple solutions:

  • Brute forcing the container or its lock, using a weapon of some sort, and treating the container as a combat target. It is the easiest solution, but also the most dangerous one.
    • All containers (and their locks) can only receive Limb Damage. See below to check the resistance of each container and lock types.
    • This method will always trigger container traps, if there is one.
    • It also has a chance of destroying the contents of the container, depending on the weapon used and the contents inside.
  • Using a lockpicking kit in order to bypass the lock, if it has one. See below for more info on lockpicking.
  • Obtaining the relevant container key. Every lock has a serial number which can only be opened with the container key of the same serial number. Keys are most often found in the possession of the container owners.
    • Container keys are stored on a keychain, and are considered key items; as such they are considered weightless.

Container types

There are two important types of containers to remember: the wooden container and the metal container. A third type, mentioned above, is the special type reserved to shop owners; it is called the armored container.

  • Wooden containers are the most common and the most widespread. They contain all sorts of items, but they tend to be of low to medium value.
    • Resistance: 40 HP, LDV-1
  • Metal containers are rarer. Much more resistant than its wooden counterpart, it tends to container higher-value items.
    • Resistance: 80 HP, LDV-3, completely immune to Blunt-type, Sharp-type and Piercing-type damage
  • Armored containers are only used by shop owners. They are completely impervious to damage and cannot be broken. Such containers are, however, quite expensive, which is why they can only be used by shop owners.

Lock types

Like above, two major types of locks are used, plus a third one reserved for shop owners. It must be noted that not all containers have locks.

  • Mechanical locks are the simplest and the least expensive. They also take less time to lockpick.
    • Resistance: 25 HP, LDV-2
  • Electronic locks are much more resistant to both external damage and lockpicking attempts.
    • Resistance: 50 HP, LDV-4
  • FL/HS (Fingerprint lock/Heartbeat sensor) locks are highly specialized lock types. They are only implanted in armored containers destined to shop owners, and they are built to listen to the heartbeat signal of a shop owner. If the shop owner is killed in an attempt of stealing the wares, the lock is closed shut permanently to prevent theft.
    • Resistance: Completely immune to damage. They are implanted inside the containers rather than outside, thus they are under the layer of protection of the armored container.

Lockpicking

Outside of brute force, which as stated above, is both the easiest yet the most dangerous (and potentially least rewarding) method, there exists a key item, the Lockpicking kit, which allows the Contestant to attempt bypassing locks. The process is longer, but potentially safer as there is no risk to destroy the items inside, and a lessened risk to trigger the trap as a result.

Lockpicking is a turn-based process.

  • Mechanical lock picking steps:
    • Step 1: Roll one 2d6 per turn. If the result is 6 or more, the thief moves on to the second step. If the rolled score is less (including on a 2), then a turn is lost.
    • Step 2: Roll one 2d6 per turn. The thief must achieve a score of 7 or higher twice, in order to break the lock. If the rolled score is less, then a turn is lost.
  • Electronic lock picking steps:
    • Step 1: Roll one 2d6 per turn. If the result is 8 or more, the thief moves on to the second step. If the rolled score is less (including on a 2), then a turn is lost.
    • Step 2: Roll one 2d6 per turn. The thief must achieve a score of 9 of higher twice, to break the lock. If the rolled score is less, then a turn is lost.

In both cases, during Step 2...

  • If a 2 is rolled, the trap is instantly triggered. If the thief still has the possibility and the will to continue, they can keep trying to lockpick - the container is then considered to be without a trap.
  • If a 12 is rolled, then the lock is instantly unlocked.

Container traps

Though not all containers are installed with traps, those that do may equipped with either one of the following:

  • Electric trap: Zaps the would-be thief. Spec-Elec 18% (2d6 roll, FT 6. If it fails: the electric trap sizzles.)
  • Hallucinogen gas: Releases a cloud of 5-MeO-DMT, which is a hallucinogen; lasts 20 turns. (2d6 roll, FT 6. If it fails: the gas trap emits harmless air.)
  • Tear gas: Releases a cloud of CS gas. FT+2 and +7% Pain/turn for 3d4 turns. (2d6 roll, FT 6. If it fails: the gas trap emits harmless air.)
  • Blade launcher: Fires a ballistic knife at the thief, which hits on a random @bodyaim. (2d6 roll, FT 5. If it fails, the blade is expelled and hits nobody.)
  • Teleporter: Teleports the would-be thief into another random room (instantaneously - takes no turns, like teleporting pads).
  • Alarm: Triggers an alarm which automatically calls the police in the room. They will take 1d6+1 turns to arrive.
  • Explosive trap: The container is booby trapped with a C4 charge. If it's set off, it will explode and destroy the contents along the way. (2d6 roll, FT 6. If explosive items (grenades, charges, rockets) are also in the container, a 2d6 is rolled for each of them to determine if they're set off as well.)
  • Fireblast trap: The container is armed with a flamethrower. If it's set off, it will release a stream of fire at its victim. 33% Spec-Fire. (2d6 roll, FT 7. If it fails: the flamethrower's flame dies out before harm.)
  • Claymore trap: The container is armed with an unremovable claymore mine. If it's set off, it will release 3d8 #2 buckshot pellets, the same used in M576 buckshot grenades.
  • Turret trap: The container is armed with an automatic cannon chambered in 7.62x51mm NATO. If it's set off, it will fire six shots, guaranteed to hit. (2d6 roll, FT 7. If it fails: the shots are fired but hit nobody.)
  • Tentacle trap: The container is armed with a tentacle monster which will attempt to rape the would-be thief. Sexual stat: 30% (2d6 roll, FT 6. If it fails, the tentacles are absent.)
  • Snake trap: Releases 1d6 pit vipers, starting a fight in which they attack first. (2d6 roll, FT 6. If it fails, the snakes are absent.)
  • Airblast trap: Releases an airblast on the would-be thief. Special 38% (2d6 roll, FT 6. If it fails, harmless wind is blown.)
  • Acid spit trap: Releases a ball of acid on the victim. Spec-Acid, 30% (2d6 roll, FT 6. If it fails, a "click" is heard and no acid comes out)

See also