Traps

Traps is a Fallout, Fallout 2, and Fallout Tactics skill. It was called Find Traps/Secret Doors in Lionheart. In Fallout 3, it was merged with Throwing into Explosives.

The finding and removal of traps. Also the setting of explosives for demolition purposes.

Initial Level: Starting Traps skill is equal to 20% + (1% x the average of your Perception and Agility). Average characters will have a 25% skill.

Triggers
These objects and actions will set off traps.


 * Trip wire: A wire that is tied to two posts. This trip is very hard to see in combat. Can be disabled.


 * Stepping: A common way to set off mines and bear traps. Can be avoided by having the Light Step perk.


 * Pressure plate: A round, metal disc on the floor. If you step on the plate, it's associated trap will be activated. Can be disabled.

Traps

 * Mine: A common explosive that is set off by stepping.


 * Bear trap: A trap that snaps shut on the your foot. It can cripple your leg. Set off by stepping.


 * Pitching machine: A pre-war pitching machine that is rigged to shoot baseballs that cause damge. Set off by a pressure plate or a trip wire.


 * Swing object: An object {often a girder, car motor, or rotting Brahmin head) that swings down and hurts anyone who it hits. Set off by by trip wire.


 * Baby bomb: An explosive trap that consists of a Baby Carriage containing a toy baby with a bomb strapped to it. Upon approcaching the carriage, the toy will emit a crying sound and the whole thing will explode, causing some hefty damage and a scary moment.


 * Shotgun trap: A Combat Shotgun that is rigged to shoot anything that gets in it's way. Set off by a pressure plate or trip wire. Can be disarmed independently of its associated trigger. Disarming this trap will give your character a Combat Shotgun, 4 Shotgun Shells and 10 Microfusion Cells.


 * Grenade bouquet A cluster of three frag grenades hanging from a string. Once it is set off, the grenades will be released and will detonate after several seconds. Set of by a trip wire. Can be disarmed independently of its associated triggers. Disarming this trap will give your character three Frag Grenades.