Changes

Containers

3,475 bytes added, 14:48, 3 December 2019
Containers have three traits: a '''frame type''', a '''lock type''', and a '''trap type'''.
 
= Composition =
== Frame types ==
Mechanical locks require [[mechanical keys]], while electronic locks require [[keycards]].
 
It must be noted that if a container is generated without a lock, it is never generated with a trap; as it would be pointless to add a trap to a box that can otherwise be opened by anyone.
== Trap types ==
All the possible combinations and chances of getting each are listed below.
 
{| class="wikitable sortable" style="font-size:10pt"
|-
! Frame type !! Lock type !! Trapped
|-
| rowspan="5"| Wooden frame || rowspan="2"| Mechanical lock || Yes (9%)
|-
| No (21%)
|-
| rowspan="2"| Electronic lock || Yes (6%)
|-
| No (6%)
|-
| colspan="2"| No lock, no trap (18%)
|-
| rowspan="5"| Metal frame || rowspan="2"| Mechanical lock || Yes (5%)
|-
| No (7%)
|-
| rowspan="2"| Electronic lock || Yes (15%)
|-
| No (5%)
|-
| colspan="2"| No lock, no trap (8%)
|-
|}
 
 
= Accessing a container =
 
Assuming the container is fitted with a lock, there are three different methods to access the contents: '''Using a suitable key, lockpicking,''' or '''brute force'''.
 
The safest and most straightforward method is to simply use a key matching the lock's serial number; however this is also the least likely option available to an average character.
 
== Lockpicking ==
 
See [[Lockpicking]] for more information.
 
== Brute force ==
 
If a character opts to use brute force to defeat a container or a lock, they must engage in combat against it, until it is destroyed or the character gives up. Because containers are inanimate objects, accuracy is guaranteed; all attacks will hit. However, rolling as normal is still necessary for critical failures and critical successes.
 
Two elements are distinguished: the frame and the lock itself. Either can be targeted at your convenience, and the contents of the container can be accessed when either has been destroyed (health reduced to 0).
 
Frames:
* Wooden frames have '''40 health and LDV-2'''.
* Metal frames have '''80 health and LDV-4'''.
 
Locks:
* Mechanical locks have '''25 health and LDV-3'''.
* Electronic locks have '''50 health and LDV-4'''.
 
Special cases:
* Lockers are a special type of container, only found in particular roomstyles, considered to have a sheet metal frame ('''50 health and LDV-1''') and always fitted with a mechanical lock.
* Although not containers, [[Restraints|Handcuffs]] can be brute-forced; see that page for more details.
 
=== Caveats of brute-forcing ===
 
As explained in [[Containers#Trap types|the section above]], when a container fitted with a trap receives damage, that trap will be triggered instantly. The only way to avoid triggering a trap is to successfully lockpick it or use a suitable key.
 
Another issue when brute-forcing a container is the chance of destroying items inside. Every time a container receives a hit dealing at least 1 damage, there is a chance that an item inside will be destroyed; that chance depends on where the container was hit.
 
If the container received a damaging hit on the...
* Frame: '''25% chance''' per hit to destroy an item inside.
* Lock: '''10% chance''' per hit to destroy an item inside.
 
If the lock has sustained damage at any point, it will no longer accept keys/keycards and it cannot be lockpicked anymore, due to being bent out of shape, obstructed, or some other form of damage making normal use impossible.
 
For GMs: Item destruction works by selecting a random event line among all the event lines representing the items inside the container, and marking it as destroyed. As such, more than one actual object (e.g. a magazine containing ammunition) can be destroyed in this process, even if it counted as "one item".
 
[[Category:Miscellaneous items]]
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