Changes

Lockpicking

441 bytes added, 3 March
/* 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 ==
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