Lockpicking

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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

Depending on the type of lock that needs to be picked, you will need:


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.

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 container trap, which counts as a mechanical lock, but will be explained in its own section.

It is important to note that if a lock of any kind has received damage from brute forcing, 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.

Picking mechanical locks

Caution: This section makes use of Unicode symbols and may not display correctly on all browsers or devices.

To pick a mechanical lock, you need a Lockpicking kit and a mechanical lock to defeat. The actual lockpicking process is conceptualized through a minigame, which is a variant of the 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 (πŸ”΄πŸŸ’πŸ”΅πŸŸ‘πŸŸ πŸŸ£).

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:

Number Letter Emoji Color Discord code
1 R πŸ”΄ Red  :red_circle:
2 G 🟒 Green  :green_circle:
3 B πŸ”΅ Blue  :blue_circle:
4 Y 🟑 Yellow  :yellow_circle:
5 O 🟠 Orange  :orange_circle:
6 P 🟣 Purple  :purple_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 πŸŸ‘πŸ”΄πŸŸ πŸŸ .

Once the GM has secretly determined the correct combination, they may invite the player to start making guesses. 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.)
  • The GM says "Mismatch X/4", where X is the number of symbols with correct color but incorrect position. (Mismatch 4/4 suggests that all four colors in the guess are correct, but in the wrong order.)

Example: Paulie attempts lockpicking a mechanical lock on a metallic container, looking to uncover the loot within. The GM secretly determines that the correct combination is πŸŸ‘πŸ”΄πŸŸ πŸŸ  (4155 / YROO). Paulie's first guess is πŸ”΄πŸ”΅πŸŸ‘πŸŸ£ (1246 / RBYP); there are 2 correct colors, but they are both in incorrect positions, so the GM responds "Mismatch 2/4". It is now up to Paulie to use the information returned and keep making guesses, until he can get to the correct combination and finally get to what's inside the container.

Depending on the character's skill level, they may benefit from certain bonuses, intended to make it easier to guess the correct answers. See 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 this section for details.

Picking electronic locks

To pick an electronic lock, you need a 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 a specific number words using the &words command in secret, then use a 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 player is shown the letter salad and must 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 word finding tool

  • The higher the skill level in Lockpicking, the more letters in the salad, and therefore the longer the potential words that 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 burns 1 use from the Hacking tool. A valid guess deals damage to the electronic 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 opens 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.
  • Paulie has Basic level in lockpicking, so the GM generates three words with &words and gets: monitoring weakest preparation
  • Using the word scrambling tool, the GM makes a letter salad out of these three words, then removes all spaces. The result is: TIAMEKNIRONGRROTWIPE
  • The letter salad is shown to the player. Paulie must guess the longest and most valuable words possible from the letter salad. He makes guesses, and the GM verifies them on the word finder tool:
    • TERMINATION: 13 points
    • MARKETING: 16 points
    • IGNORANT: 9 points
    • TINKERING: 14 points
  • The total result of Paulie's guesses amounts to 52 points in 4 guesses, so he burns 4 uses of his hacking tool to open the lock.
    • 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 normally 18-point word would have been worth 36 due to the longest-word bonus.

Dealing with container traps

Certain containers are fitted with 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, check the lock type:

  • Mechanical locks: There is a 10% chance per combination sent (except the correct one) to cause the 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 10% chance per word submitted (excluding the winning word) to cause the trap to 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

If your character meets certain skill level requirements, they may also have the ability to craft skeleton keys. See here for the crafting recipes.


Lockpicking skill levels

Skill Points are granted at various rates:

  • Successfully picking a mechanical lock or an electronic lock grants 1 Skill Point.
  • Successfully picking a trap grants 2 Skill Points.
  • Using a skeleton key on a mechanical lock grants 1 Skill Point.
Skill level SP Effects
Unskilled 0 Lockpicking kits: 10% chance to break every 5 guesses.
Mechanical locks: No bonuses.
Electronic locks: GM generates a letter salad from 2 words.
Basic 10 Lockpicking kits: 10% chance to break every 6 guesses.
Mechanical locks: One of the correct colors (but not its correct position) is given as a hint.
Electronic locks: GM generates a letter salad from 3 words.
Unlocks the ability to make skeleton keys using Recipe #1.
Skilled 25 Lockpicking kits: 10% chance to break every 7 guesses.
Mechanical locks: Two of the correct colors (but not position) are given as a hint.
Electronic locks: GM generates a letter salad from 4 words.
Unlocks the ability to make skeleton keys using Recipe #2.
Expert 50 Lockpicking kits: 10% chance to break every 8 guesses.
Mechanical locks: The first correct color and position is given away, and another color (but not its correct position) are given as a hint.
Electronic locks: GM generates a letter salad from 5 words.
Master 100 Lockpicking kits: 10% chance to break every 9 guesses.
Mechanical locks: The first two correct colors and position are given away.
Electronic locks: GM generates a letter salad from 6 words.