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.


Containers

Container and Containers redirects here.

Containers are a special type of room furniture designed to carry a variety of objects. Like supply crates, containers have no Weight rating and therefore cannot be carried in the inventory. Unlike supply crates however, they are known for being made out of various materials, and fitted with security devices (such as locks and traps) to keep the contents safe.

Containers fill a sort of "treasure chest" role, though they are usually more difficult to open and loot, and may even be dangerous to approach, especially if fitted with a trap system.

Containers have three traits: a frame type, a lock type, and a trap type.

Composition

Frame types

Container frames may be made out of wood or out of metal.

The frame type determines its resistance to damage when brute forced, but also the loot table it will draw from; wooden containers typically carry items of relatively lower value, while metallic ones usually have higher value items.

Loot from a wooden container is generated using the &boxlootW command, while metal container loot is generated with the &boxlootM command.

Lock types

Locks are either mechanical (requires a mechanical key to open) or electronic (requires a keycard).

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

If fitted with a trap, a container may be fitted with one of 10 different defense mechanisms, selected at random with the &boxtraps command.

When trapped, the container's trap will activate if it sustains any damage; and will target the creature that dealt damage to it. Each trap behaves differently with very different effects, all of which are explained on the table below.

Most traps have an accuracy rating, used to determine the trap's chance to actually hit the person damaging the container. A critical failure always results in the trap failing in some form or another, or disabling itself.

Even if a trap is successful, most don't have unlimited ammunition, and will be disabled once they run out. The table also lists the amounts of shots each trap is fitted with.

Trap type Description Accuracy Ammunition Critical failure effects
Claymore trap Detonates a M18A1 Claymore mine. FT 7, IR 0 1 Mine is a dud, fails to fire.
Chlorine gas trap Releases a chlorine gas cloud in all Sides of the room. 100% accurate; cloud lasts 1d6 turns 1 Always successful, cannot critically fail
Tear gas trap Releases a tear gas cloud in all Sides of the room. 100% accurate; cloud lasts 1d6 turns 1 Always successful, cannot critically fail
Flame trap Fires a gout of flame from an E46 flamethrower. FT 6 IR 0 3 Flamethrower system jams, will not fire remaining ammo
Light gun trap Fires a three-round burst of 9x19mm, Standard FMJ ammunition out of a 5" barrel. FT 6 IR 0 (per shot) 30 (10 bursts) Gun system jams, will not fire remaining ammo
Heavy gun trap Fires a three-round burst of 5.56x45mm, Standard FMJ ammunition out of a 14.5" barrel. FT 6 IR 0 (per shot) 30 (10 bursts) Gun system jams, will not fire remaining ammo
Shotgun trap Fires a 12 gauge, Standard P-Buck out of a 10" barrel. FT 6 IR 0 2 Gun system jams, will not fire remaining ammo
Blade launcher trap Launches a ballistic knife blade (as if used in Fire mode). FT 6 IR 0 3 Launcher system jams, will not fire remaining ammo
Poison trap Launches a VNM arrow. FT 6 IR 0 3 Launcher system jams, will not fire remaining ammo
Failsafe trap Detonates internal explosive charges, which will destroy 100% of the items inside. 100% accurate 1 Always successful, cannot critically fail
Mimic trap, Biter Is a mimic. Its lid is lined with sharp teeth superficially similar to knife blades or pointy metal rods. See below See below See below
Mimic trap, Basher Is a mimic. Has a sticky, glue-like surface and tentacles to bash opponents with. See below See below See below
Mimic trap, Melter Is a mimic. Can spit Acidblasts, similar to an Acidragon. See below See below See below
Mimic trap, Burner Is a mimic. Can spit Fireblasts, similar to a Dragon. See below See below See below

Container traps can be picked independently from the lock itself, which will disable the trap and render it safe. Certain types also allow access to weapons or ammunition contained within the trap system:

  • Claymore trap, Flame trap: The weapon contained becomes accessible.
  • Light gun trap, Heavy gun trap, Shotgun trap, Poison trap: All remaining ammunition becomes accessible.

Mimic traps

Mimic traps aren't really protecting containers so much as they are magical creatures that happen to carry the loot inside their bellies. As mimics, they imitate the look and feel of a genuine container, until approached by an adventurer looking to open it. Even if you have the correct key for it, a mimic trap will make its presence known and attack.

Upon approaching a mimic trap, Combat mode immediately begins, with the mimic trap starting on the same Side as you. All mimics have the following traits:

  • Same durability as a regular container, and its body and lock remain independently targetable and retain their HP and LDV. No Pain Sensitivity, Blood, or Armor Class. For ammunition type purposes, all Mimics count as Armored.
  • Base accuracy: FT 6, IR 0.
  • Capable of moving, with an Agility of -1.
  • Unlike regular containers and brute-forcing, hitting a mimic trap does not come with the risk of damaging the loot inside.
  • Drops all of its loot upon dying.

Depending on the type of mimic trap encountered, it has access to different attacks:

Mimic trap, Biter

Damage type Range MAPT IS LDV Pain (C1) Pain (C2) Pain (A1) Pain (A2) Pain (A3) Pain (A4) Pain (A5)
Piercing Melee 3 14 +3 55% 50% 39% 30% 22% 11% 2%

Mimic trap, Basher

Damage type Range MAPT IS LDV Pain (C1) Pain (C2) Pain (A1) Pain (A2) Pain (A3) Pain (A4) Pain (A5)
Blunt Melee 5 14 +1 33% 31% 26% 21% 17% 8% 2%

Mimic trap, Melter

Damage type Range MAPT IS LDV Pain (All ACs)
Spec-Acid Ranged 1 18 +4 16%

Mimic trap, Burner

Damage type Range MAPT IS LDV Pain (All ACs)
Spec-Fire Ranged 1 18 +4 45%


Container generation

The &genbox command is used to generate a container's frame and lock type, and whether or not it is fitted with a trap.

All the possible combinations and chances of getting each are listed below.

Frame type Lock type Trapped
Wooden frame Mechanical lock Yes (9%)
No (21%)
Electronic lock Yes (6%)
No (6%)
No lock, no trap (18%)
Metal frame Mechanical lock Yes (5%)
No (7%)
Electronic lock Yes (15%)
No (5%)
No lock, no trap (8%)

Each lock type implies a corresponding key and matching serial number.

  • Mechanical locks are unlocked with keys, and therefore possess a key's serial number (000 to 999)
  • Electronic locks are unlocked with keycards, and therefore possess a keycard's serial number (000 to 999)

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 is the recommended approach if you don't have the matching key or keycard. See the rest of the page for more info.

Brute force

If a character opts to use brute force to defeat a container or a lock, they may 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. For ammunition type purposes, they are considered Armored.
  • Metal frames have 80 health and LDV-4. For ammunition type purposes, they are considered Armored.

Locks:

  • Mechanical locks have 25 health and LDV-3. For ammunition type purposes, they are considered Armored.
  • Electronic locks have 50 health and LDV-4. For ammunition type purposes, they are considered Armored.

Special cases:

  • Lockers are a special type of container. They are considered to have a sheet metal frame (50 health and LDV-1) and are always fitted with a mechanical lock.
    • In the UA, lockers generated in locker rooms contain loot equivalent to a wooden container (&BoxLootW).
  • Although not containers, Handcuffs can be brute-forced; see that page for more details.

Risks of brute-forcing

As explained in 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 at least one damaging hit on the...

  • Frame: +4% chance per hit to destroy the items inside.
  • Lock: +2% chance per hit to destroy the items inside.

The chance is cumulative and depends on the total number of hits on the frame or lock (e.g., 10 hits on frame = 40% chance of destruction). The roll is made when the box is opened one way or another. Note that this also applies to padlocked caches.

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 object line among all of the object 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".