Lockpicking
Changes and extensions to the OSE game rules
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Locks
- It is said that "locks keep honest people honest" - they are not foolproof mechanisms, but they can dissuade the casual, the curious or the easily tempted from prying where they are not wanted
- The intent of a lock is to slow or prevent access to a thing or area. A lock may be capable of being bypassed, but doing so may be too time consuming or noisy to make the attempt practical
- Locks can be made in a wide range of qualities, though the manufacture of complex locks is especially difficult and carries a corresponding cost
- Most locks are not especially sophisticated unless warranted by what they are securing
- Some locks contain traps that are triggered when an improper key (or lockpick) is inserted, even if the lockpicking attempt is successful
Lockpicks
- Are a specialized tool used to open locks without access to the key
- Are usually sold and used in pairs to simulate the complex shape of a key. To keep things simple, a "lockpick" is treated as a single item, but is actually a pair of these tools designed to work together
- Are made of firm but pliant metal, are of delicate and precise shape and contain various ridges and notches that, in the right hands, can be used to simulate a key
- Are small and lightweight enough to be carried in bulk or hidden on one's person
- Are generally illegal, depending on the factors discussed below, and may mark the owner as a thief or some other untrustworthy person
- Using a lockpick successfully takes a mix of skill, patience and familiarity with locks
- While theoretically all locks can be picked given a great deal of time, the game rules are designed to cover situations where a lock must be picked while time is of the essence
- It is possible for even a capable lockpicker to fail to pick a lock - whether it is bad luck, low skill, a tricky lock or insufficient time, it is possible for a lock to appear to be "unpickable", at least in any reasonable timeframe
Access to Lockpicks
- The availability of lockpicks - whether they are available at all, the quantity available, their price and the overall mechanism to obtain this item will be defined by the Referee
- The degree to which laws are enforced, the number and type of locks in an area, the know-how to construct the devices and many other factors will influence this decision
- Possession of lockpicks may result in confiscation of the picks, fines or imprisonment depending on campaign details
Using a Lockpick
Assuming a character has at least one lockpick at hand, use the following procedure to determine if a target lock can be bypassed with the lockpick
Prerequisites
- At least one lockpick
- A location free of physical distractions, combat and jostling
- At least a modicum of light - while lockpicking is done mostly "by feel", some light is required to help guide and angle the tools. Insufficient light will prevent (or provide penalties to) the lockpicking attempt
- Lockpicking requires intense concentration - it fully occupies the attention of the would-be lock breaker. A lockpicker cannot maintain concentration on spells, hold conversations or keep watch; their attention is consumed by the intricacies of the effort at hand
Process
- Make a DEX or COMP check. Usually the choice of the check is left to the player, but the Referee may require one or the other depending on the lock
- The Referee may ask that this check be made at some penalty or bonus based on lock quality or other circumstances
- The Referee will secretly roll 1d6. This is the number of Turns of continuous work needed to pick the lock
On a Successful Check
- After the requisite time has passed, if the DEX or COMP check was passed, the lock has been opened
- Note that some trapped locks may still have their trap triggered even on a successful lockpicking attempt
On a Failed Check
- If the DEX or COMP check failed, the requisite time still passes, but the lock does not open
- Any traps protecting the lock will likely have triggered
- The character that failed the check must roll a d6. On a 1, they broke or otherwise ruined the lockpick in their failed attempt
- If the lockpick breaks, roll a second d6. A roll of 1 indicates that the lockpick has broken off in the lock. The lock is ruined and can no longer be picked or opened with the proper key
If Interrupted
- Should a lockpicker be unable to spend sufficient time to pick the lock (they are attacked, must hide from patrolling guards or whatever), the effort must be begun anew
- Re-roll the COMP or DEX check and re-determine the time secretly
- An interruption of this nature does not count as a Failure for purposes of a retry
Retrying a Lock
- Assuming a lockpick is still available, a failed attempt to pick a lock can be retried by the same or a different person
- If the same person retries the lock, the check is made at some penalty as determined by the referee and the time to pick the lock is re-rolled and doubled
- This process continues until the lock is picked or the would-be lock-breaker gives up. Each subsequent attempt doubles the time from the previous attempt (roll a d6 and double, quadruple or the like)
- A fresh pair of hands and eyes can attempt the same lock that did not yield to a previous attempt. Restart the process as if the lock had not been attempted before