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Lockpicking

2,245 bytes added, 3 March
/* Dealing with container traps */
'''Lockpicking''' is both the name of a '''non-combat skill''' and an associated '''activity'''.
As the name implies, Lockpicking is all about finding locks and defeating them in order to access what may be on the other side, such as opening a door or accessing the contents of a [[container]]. The activity encompasses picking both mechanical and electronic locks.
= Requirements =
= Picking locks =
The main purpose for this skill is to defeat locks fitted on various doors or locked [[containers]] if one does not possess a compatible key, without resorting to brute force methods. Because containers are very often filled with loot, of a potentially high value, it may be worth investing in this skill.
Two types of locks exist: '''mechanical locks''', which require mechanical lockpicking tools of some kind, and '''electronic locks''', which require dedicated hacking tools. It is also possible to attempt picking a [[containers#trap type|container trap]], which counts as a mechanical lock, but will be explained in its own section.
== Picking mechanical locks ==
'''''Caution:''' This section makes use of '''Unicode 12.0 symbols''' and may not display correctly on all browsers or devices.''
To pick a mechanical lock, you need a [[Crafting items#Toolkits|Lockpicking kit]] and a mechanical lock to defeat. The actual lockpicking process is conceptualized through a minigame, which is a variant of the [https://en.wikipedia.org/wiki/Mastermind_(board_game) Mastermind board game], with the GM as codemaker, and the players as codebreakers.
A code is composed of four symbols, each of which can be one of six different types. They can be conceptualized as numbers (123456), letters symbolizing their colors (RGBYOP), or by directly using emoji (🔴🔵🟢🟡🟠🟣🔴🟢🔵🟡🟠🟣).
When a player intends to start picking a mechanical lock, the GM must randomly determine the lock's correct combination '''in secret''' by rolling 4d6, and referring to the table below:
| 1 || R || 🔴 || Red || :red_circle:
|-
| 2 || G || 🔵 🟢 || Blue Green || :blue_circlegreen_circle:
|-
| 3 || B || 🟢 🔵 || Green Blue || :green_circleblue_circle:
|-
| 4 || Y || 🟡 || Yellow || :yellow_circle:
For example, if the GM rolls 4d6 and gets 4, 1, 5 and 5, the correct combination is, depending on the method used: 4155, YROO, or 🟡🔴🟠🟠.
Once the GM has secretly determined the correct combination, they may invite the player to start making guesses. '''Each guess costs 1 use of a lockpicking kit'''. After the player has made a guess, the GM compares it with the correct combination, and may return the following responses:
* The GM says "Match X/4", where X is the number of symbols with correct color and position. (Match 4/4 suggests a 100% correct guess and therefore an unlock.)
Depending on the character's skill level, they may benefit from certain bonuses, intended to make it easier to guess the correct answers. See [[Lockpicking#Lockpicking skill levels|this section]] for more details.
 
'''A lockpicking kit has a 10% chance to break after a set number of guesses'''. The exact number depends on your Lockpicking skill. See [[Lockpicking#Lockpicking skill levels|this section]] for details.
== Picking electronic locks ==
To pick an electronic lock, you need a [[Crafting items#Toolkits|Hacking tool]] and an electronic lock to defeat. The actual lockpicking process is conceptualized through a minigame, which is a type of word unscrambling minigame.
The GM must first randomly generate 4 a specific number words using the '''&words''' command '''in secret''', then use a [https://www.wordunscrambler.net/word-scrambler.aspx word scrambling tool] to scramble the letters in all four words. The scrambled words are now joined together, forming a '''letter salad''', and presented to the player.* The number of words to be generated depends on the player's [[Lockpicking#Lockpicking skill levels|Lockpicking skill level]].
The player is shown the letter salad and must use form words with them. Each letter is assigned a point value:* 1 point: A E I L N O R S T U* 2 points: D G* 3 points: B C M P* 4 points: F H V W Y* 5 points: K* 8 points: J X* 10 points: Q Z The player must form valid words only, according to the US Scrabble rules. The GM may check the validity and score of all possible words for a given letter salad using a [https://www.wordunscrambler.net/scrabble-word-finder.aspx word finding tool]* The higher the skill level in Lockpicking, the more letters in the word salad to form at least one of , and therefore the 4 original longer the potential wordsthat can be formed, potentially greatly reducing the number of guesses needed to defeat a lock.* Bonus: If the player forms a valid word with the longest valid length, the value of that word is doubled.  Each guess costs burns 1 use from the hacking Hacking tool. If one of A valid guess deals damage to the original four words is correctly guessedelectronic lock. All electronic locks start with 50 HP, and valid guesses deal damage equal to the point value (e.g., 13 points = 13 damage). The lock is disengagedopens when its HP falls to 0 or less.
Step-by-step example:
* Paulie finds a second metallic container, but this one is fitted with an electronic lock. He lacks the correct keycard, but has a few hacking tools, so he attempts using it to try and get it open.
* The Paulie has Basic level in lockpicking, so the GM secretly generates four three words using with '''&words''' four times, and gets: '''sample shops cylinder canyonmonitoring weakest preparation'''* Using a the [https://www.wordunscrambler.net/word-scrambler.aspx word scrambling tool], the GM scrambles makes a letter salad out of these four three words together, then removes all the spaces, giving the letter salad. The result is: '''ymopcealrspisslhnancdeyonTIAMEKNIRONGRROTWIPE'''.* The letter salad is shown to the player. Paulie must then guess one of the four original longest and most valuable wordspossible from the letter saladDepending He makes guesses, and the GM verifies them on the character[https://www.wordunscrambler.net/scrabble-word-finder.aspx word finder tool]:** TERMINATION: 13 points** MARKETING: 16 points** IGNORANT: 9 points** TINKERING: 14 points * The total result of Paulie's skill levelguesses amounts to 52 points in 4 guesses, they may benefit from certain bonuses, intended so he burns 4 uses of his hacking tool to make it easier to guess open the correct answerslock. See [[Lockpicking#Lockpicking skill levels|** The longest possible word that can be made with '''TIAMEKNIRONGRROTWIPE''' is '''PRETERMINATION''', the only valid 14-letter word. If Paulie had guessed that word, this section]] for more detailsnormally 18-point word would have been worth 36 due to the longest-word bonus.
== Dealing with container traps ==
Certain containers are fitted with [[Containers#Trap types|traps]], designed to keep potential thieves from messing with the container. They are designed to activate if damage is done to the container frame or to the lock itself, in order to prevent brute forcing, but it is also possible to trigger them while lockpicking.
If a character attempts picking the lock on a trapped container, regardless of check the type of lock, they must roll type:* '''Mechanical locks:''' There is a '''2d610% chance per combination sent (except the correct one)''' after each incorrect guess; to cause the result must be over trap to fire as if the container or the lock had been damaged. Trap accuracy applies as it normally would. * '''Electronic locks:''' There is a certain value, determined by skill level, in order '''10% chance per word submitted (excluding the winning word)''' to avoid triggering cause the trapto fire as if the container or the lock had been damaged. Trap accuracy applies as it normally would. In this instance, "winning word" means the last valid word needed to bring the lock to 0 HP or less.
Successfully picking the lock on a trapped container ''does not'' disable the trap, but merely renders it temporarily safe while your character loots its contents.
Fortunately, it is also possible to attempt '''picking the trap itself''', in order to disable it and make it safe to pick the container lock. Trap picking is considered the same as picking a mechanical lock, and therefore requires a lockpicking kit; it is, however, more difficult, requiring the player to guess a sequence of '''six''' symbols instead of four. As such, the GM must randomly and secretly determine the correct combination by rolling '''6d6'''. It otherwise works the same way as the regular lockpicking minigame. Incorrect guesses while trap picking will not cause the trap to fire.
== Skeleton keys ==
! Skill level !! SP !! Effects
|-
| Unskilled || 0 || Lockpicking kits: 10% chance to break every '''5''' guesses.<br/>Mechanical locks: No bonuses.<br/>Electronic locks: No bonusesGM generates a letter salad from '''2''' words.
|-
| Basic || 10 || Lockpicking kits: 10% chance to break every '''6''' guesses.<br/>Mechanical locks: One of the correct colors (but not its correct position) is given as a hint.<br/>Electronic locks: The correct first GM generates a letter of 2 original salad from '''3''' words is revealed.<br/>Unlocks the ability to make [[skeleton key|skeleton keys]] using [[Crafting items#Blueprints|Recipe #1]].
|-
| Skilled || 25 || Lockpicking kits: 10% chance to break every '''7''' guesses.<br/>Mechanical locks: Two of the correct colors (but not position) are given as a hint.<br/>Electronic locks: The correct first GM generates a letter of all salad from '''4 original ''' words is revealed.<br/>Unlocks the ability to make [[skeleton key|skeleton keys]] using [[Crafting items#Blueprints|Recipe #2]].
|-
| Expert || 50 || Lockpicking kits: 10% chance to break every '''8''' guesses.<br/>Mechanical locks: The first correct color and position is given away, and another color (but not its correct position) are given as a hint.<br/>Electronic locks: The correct first GM generates a letter salad from ''and'5''' last letters of all 4 original words are revealed.
|-
| Master || 100 || Lockpicking kits: 10% chance to break every '''9''' guesses.<br/>Mechanical locks: The first two correct colors and position are given away.<br/>Electronic locks: The correct first and last letters, and the length (amount of letters) of all 4 original GM generates a letter salad from '''6''' words are revealed.
|}
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