Successful Thievery by Lord Artuerto Bresnahanini

               Successful Thievery:  The Key to Lockpicking
               ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
                       by Lord Artuero Bresnahanini 
 _______________ 
/ \ ____    ____\ 
\@| +|~~\  /~~|+| uch to the delight   Enough time  has passed  since  the 
  |  |~\~\/~/~| | of thieves and all   introduction  of this new system to 
 _|  |~|\~~/|~| | who  double  train   allow for an educated discussion of 
/@| _|~| ~~ |~|_| in  the  skill  of   its mechanics. 
\_/ ~~~~    ~~~~/ picking   locks, a 
  ~~~~~~~~~~~~~~  new    lockpicking   Basic  Determination  of  Success or 
system was  implemented a few months   Failure: 
ago.  This new  system de-emphasizes 
the importance  of the  lockpick and   The  formula  used  to  determine  a 
makes an adventurer's skill the det-   thief's success in picking a lock is 
ermining factor in picking a lock.     as follows: 
   
                ["Result"]       ["Modified Skill"] 
   
                  R  =  ((Base Skill) * (Lockpick Factor)) 
                             + D100 + Lock Difficulty 
   
If R  is greater than 100, the thief   R < 25       The thief fails to pick 
is successful  in picking  the lock.   the lock and learns little about it. 
The time  it takes  to  successfully 
pick a  lock is  determined  by  how   R =  25-75   The thief fails to pick 
much R is  greater  than 100.   If R   the lock,  but gets the feeling that 
falls between 100 and 150, the thief   it is within his abilities. 
takes twenty  seconds  to  pick  the 
lock.   If R is between 150 and 200,   R =  75-90   The thief fails to pick 
the  lock  is  picked  in  only  ten   the lock,  but learns how  difficult 
seconds, and  if R  is greater  than   (in thief-lingo) the lock is. 
200, the  thief picks the lock in no 
time at all.                           R =  90-100 The  thief fails to pick 
                                       the lock,  but gets a better  under- 
If R  is 100 or less, then the thief   standing  of  how the lock works, as 
has failed  in his  attempt to  pick   well as determining how difficult it 
the  lock.     There  are  differing   is  to pick.  This result  adds 5 to 
degrees of  failure in  picking  the   the picker's next roll on the chest. 
lock.   Fortunately, I  do not  fail 
enough to  make a confident estimate   The thief  may also fail by fumbling 
of  the   thresholds   for   failure   the attempt completely. This happens 
results,  but   my  guesses  are  as   when the  D100 = 1. A fumble results 
follows:                               in total failure with no round time. 
   
Base Skill                    * * * * * * * * 
   
Now let us examine the factors which   believe it  provides  an  additional 
go into the lockpicking formula.  To   +10 to the picker's  skill.  On  the 
begin with,  a thief's base skill is   other hand, certain injuries,  espe- 
made   up  of  his  skill  bonus  in   cially   head   or   nervous  system 
picking  locks  plus  his  INtuition   injuries, subtract  from  a  thief's 
bonus.  In  addition,  a  thief  may   skill.  You  will  be aware of it if 
augment this natural bonus by either   your injuries have made picking  the 
casting  locklore on  himself (+20),   lock more difficult. 
or by having locklore cast on him by 
an  accomplice  or  an  item  (+10).   Base Skill  =  Pick  Locks  +  IN  + 
Although the existence of a kneeling         Locklore [+10 or +20] + Kneel- 
bonus  is   disputed,  I  personally          ing [+10] - injury penalty. 
         
Lockpick Factor                        is added  to the  other factors, the 
                                       chest difficulty is always expressed 
The thief's  base skill  is modified   as a negative number, decreasing the 
by the  quality of  the lockpick  he   final result (R). 
chooses.  The  lockpick  factor  for 
lockpicks  generally  in use  is  as   The lock difficulty can vary greatly 
follows:                               from lock  to lock,  ranging from -5 
                                       on down in increments of -5.  Chests 
Common Lockpick                 1.10   carried by creatures are supposed to 
Good Lockpick  (approximation)  1.30   be generated  so  that  a  character 
Professional Lockpick           1.50   double trained in picking locks with 
Lore/Laen Lockpick              1.90   no additional  bonuses  can  open  a 
Xeno Lockpick                   2.50   chest found  on a  creature  of  the 
                                       character's level  on the  first try 
Multiplying the  thief's base  skill   fifty percent  of the  time  with  a 
by the  lockpick factor gives us his   pick appropriate  to the character's 
modified  skill.  Improving his mod-   level.   However,  it  appears  that 
ified skill,  through  training,  by   this is only a nominal standard; the 
buying  a   better  lockpick,  using   difficulties are  "tweaked" to reach 
locklore, and kneeling, is as far as   a  desired   result  in   terms   of 
the thief  can go  in bettering  his   attempts/successes. 
ability to open a lock. 
                                       Examples 
The rest  is left to the chance of a 
D100  roll and the shrewdness of the   Now for  some examples to illustrate 
maker of  the lock  he is attempting   the  workings   of  the  lockpicking 
to pick.                               system.   Let us  postulate the case 
                                       of  Remus, a twelfth level thief who 
D100 Roll                              is double  trained in  picking locks 
                                       with an  INtuition of  84.   He will 
The thief's  modified skill is added   have 28 ranks of skill, giving him a 
to his  D100  roll.    As  mentioned   skill bonus  of +114.   His IN bonus 
earlier, should the D100 roll result   is +8,  giving him  a total  natural 
in  an   unmodified  1,   the  thief   bonus of 122.  He has not trained in 
fumbles his  attempt.  The D100 roll   spells, so he will be unable to give 
may  also  result  in  extraordinary   himself a locklore bonus. 
success   because   the   roll   for 
lockpicking is  what is  known as an   Suppose  that  while   hunting  cave 
"open" (for  open-ended) D100  roll.   trolls in  the  silver  mines, Remus 
This means  that should  the D100  =   slays  an  unhappy  troglodyte.   He 
100, a  second D100 roll is added to   cannot  skin  it,  so he searches it 
the first.  Should this  second roll   and  finds a  chest.  Although Remus 
result in  another 100, a third D100   does not  know this, the chest has a 
roll is  made and added to the first   lock with a difficulty of -190. 
two, and  so on.    Thus,  at  least 
theoretically,  any   lock  can   be   Thinking this  will be an easy task, 
picked by  any adventurer.   When  a   Remus  pulls  out  his  professional 
picker does  roll a  100,  he  feels   lockpick. He first disarms the chest 
especially lucky.  (Note:  This roll   (which is  beyond  the scope of this 
is not  truly open-ended, because it   discussion)  and  finding  no traps, 
cannot be negative.)                   attempts to pick the lock. Multiply- 
                                       ing  his skill (122) by the lockpick 
Lock Difficulty                        factor for a professional pick (1.5) 
                                       yields a modified  skill of 183.  We 
The difficulty of the lock, commonly   add in his  D100 result  of 75 for a 
referred  to  as  the  "mod",  works   total of 258.  Finally,  we  add the 
against the  thief.   Do not let the   -190  chest difficulty  which brings 
above formula  mislead you: although   down to 68. Too bad for Remus. He is 
it shows  that the  chest difficulty   unable to pick the lock; however, he 
    
does  get  the  feeling  that  it is   pick a lock (where you  learn little 
within his abilities.                  about the lock) may result in damage 
                                       and even outright  breakage to  your 
Remus puts his professional lockpick   pick. A damaged pick is less effect- 
away  and  retrieves a lore lockpick   ive than a new one, and a broken one 
from his sack. Determined to succeed   is of no use  at all.  I do  not yet 
this  time,  he  asks a mage to cast   have a  theory on  the mechanics  of 
the locklore spell on him, and risks   breakage except  to the  extent that 
life  and  limb  by  kneeling.   His   it is based on a relationship of the 
natural  skill  of +122 is augmented   difficulty of the  lock to the pick- 
by  his friend's casting of locklore   er's natural skill, and the strength 
(+10), and his kneeling bonus (+10),   of the lockpick.  Laen picks are the 
resulting in a base skill of +142.     strongest normally available. 
   
The lockpick  factor for a lore pick   Hopefully  this  discussion of lock- 
is 1.9.  Multiplying  the base skill   picking has enlightened you. Keep in 
by this factor results in a modified   mind that the numbers  discussed are 
skill of 270.  Adding his  D100 roll   for  the  most  part  approximations 
of 95, and the -190 Lock Difficulty,   (the  exception  being the  Lockpick 
Remus's  result  is  a whopping 175.   Factors for all but the good  pick), 
Success!  Not  only is Remus able to   based on  experiences  and intuition 
pick the  lock, but  he does  it  in   of myself and other notable thieves, 
only ten seconds.                      as the  actual formula is hidden.  I 
                                       believe you  will find it  to be  an 
Let  us suppose that Remus wishes to   accurate model even if not perfect. 
determine the range of chests he can 
pick  under   normal  circumstances. 
For  him,  that  means kneeling with       "Charming, Disarming You" 
his green laen pick, but without the       ~~~~~~~~~~~~~~~~~~~~~~~~~ 
locklore  spell.   His base skill in       (or Thellra's Chest Blues) 
this situation would be +132 (114 +8 
+10),  and his modified skill is 251       When we first met, 
(132 * 1.9). Because the lowest roll       Not so long ago, 
he  can  get  on  the D100 is two (a       You desired to touch me 
fumble  will make him miss no matter       And promptly did so. 
what),  it  will  take  a  lock more       You rushed blindly, Thell, 
difficult than -150 to thwart any of       As some will do, 
his attempts (251 + 2 + (-150) = 103       So it's no surprise, 
Success!).   Thus, barring a fumble,       That I captured you. 
Remus  will be able to open any lock       With that first touch, 
easier than -155 on the first try.         I knew it was fate, 
                                           You'd never let go, 
However, he also wishes to know what       It was much too late. 
chests are  too difficult for him to       Your heart fluttered, 
attempt.  Even if Remiss rolls a 99,       As we locked in embrace, 
he will  be not  be able  to open  a       I saw the sparks fly, 
chest more  difficult than -245 (251       They haloed your face. 
+ 99  + (-250)  = 100 Failure!).  So       Your tingling body, 
his range  runs up  to  about  -245,       Was trapped, my dear, 
although  with   luck  he  may  pick       You couldn't escape, 
higher.  Remus is a careful  person,       And your eyes rolled in fear. 
so  he  will  not  attempt  to  pick       Your hair stood straight up, 
chests he  knows are  more difficult       Your clothes were singed, too, 
than -225,  as he feels a 25% chance       Since an electric current, 
of success is reasonable enough.           Was surging through you. 
                                           You collapsed to the ground, 
A Word On Breakage                         Fell right on your head, 
                                           You finally let go of me, 
A fumble roll or complete failure to       Too late, you were dead. 

 
           Successful Thievery:  Traps and How to Overcome Them
           ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
   
 ____________          by Lord Artuero Bresnahanini 
 
/ \ _________\ 
\@| ||=|=|=|| | 
  | ~~ |_| ~~ | o begin with, a discussion of the  mechanics of finding  and 
 _|    |_|    | disarming traps is in order.  A thief must first find a trap 
/@|   _|_|_   | in order to be able to disarm it.  The formula for finding a 
\_/__________/  trap goes something like this: 
   
       Rf  =  (Disarm Skill Bonus) + (Perception Skill Bonus)** 
            + (IN Bonus) + (Other Bonuses) + D100 + (Trap Difficulty) 
   
    ( ** Perception Skill Bonus = .5 or something.  Higher level thieves 
   can detect any trap in one try, so this aspect is difficult to verify.) 
   
If Rf is greater than 100, the thief   may include  kneeling, Traplore, and 
is  able to  detect the presence and   perhaps even  Locklore.  It does not 
nature of the trap.  If Rf is 100 or   appear that  the  possibility  of  a 
less, the  thief  fails to  discover   fumble  exists   in  the   realm  of 
the trap, incurring  a round time as   finding or  disarming  the  traps on 
if there were no trap at all.          chests.   Note that  while the  trap 
                                       difficulty is  added  in  the  above 
The thief's  disarm skill  bonus  is   formula,  the   trap  difficulty  is 
that which  he earns  from training.   always  a  negative  number,   which 
His  perception   skill  is   added,   results in a lessening of the chance 
although  the   bonus   which   goes   for a thief to  find and  disarm the 
towards  finding   a  trap   may  be   trap on a chest. 
reduced  by   some  factor.     This 
explains why  it is  much easier  to   Once the  thief has  found the trap, 
find a trap than to  disarm  it -- a   he may  attempt to  disarm it.   The 
thief's perception  bonus  does  not   formula for disarming a trap is much 
apply  to  disarming.  The INtuition   simpler  than  that  for  picking  a 
bonus is  just that.  Other  bonuses   lock, and is as follows: 
   
         Rd  =  (Disarm Skill Bonus) + (IN Bonus) + (Other Bonuses) 
                          + D100 + Trap Difficulty 
   
Other bonuses  may include  kneeling   have a  base of  forty-five  seconds 
(+10), and  Lord Moonpie swears that   reduced in  some manner  which  does 
Locklore will add to your chances of   seem to  take the thief's skill into 
disarming a  chest, either by +20 if   account, at least to some degree. 
you cast the spell on yourself or by 
+10 if an item is used  or the spell   Should Rd  turn out  to  be  100  or 
is cast  on you  by  an  accomplice.   less, the  thief fails.   The extent 
I believe that kneeling and Locklore   of his  failure is  based on  by how 
help to disarm a trap trap as well.    much Rd  is less than 100. 
   
The authorities  however,  say  that   The thief might learn the difficulty 
Locklore does  not help  you  disarm   of the  trap,  should he come  close 
traps. Traplore should increase your   enough (my guess: with an 80 or 90). 
chances, although that spell remains   Should he  fail badly  enough  (less 
unimplemented at this time.            than 0?),  the thief  sets  off  the 
                                       trap. Of course, there could be dire 
If Rd  is more  than 100,  then  the   consequences  for   the  thief   and 
thief successfully disarms the trap.   bystanders depending  on the  nature 
The round  time  involved  seems  to   of the trap.                 More... 
    
Types of Traps                         warp.   This is  known as  "rifting" 
                                       and is  a rather  enjoyable pastime. 
The  Ever-Disarmable  Poison  Needle   Nonetheless,  certain  groups  frown 
Trap:                                  upon  the   practice  of  "rifting," 
                                       especially  when   done   by   older 
A  tiny   hole  (through   which   a   thieves.    This  trap  has  a  -140 
poisoned  needle   shoots)  is   the   difficulty and  can  be  disarmed by 
giveaway for  this kind of trap.  It   etching some  extra lines around the 
is the  easiest of traps to find and   lock  mechanism, altering the  magic 
disarm, having only a -5 difficulty.   of the original markings. 
A  thief  blocks  the  hole  through 
which the  needle shoots  to  disarm   The only  real harm  this  trap  can 
it.   The trap  may be set off by an   cause occurs when the thief is alone 
unsuccessful attempt  at picking the   and picking  the chest.  Often, when 
lock,  and   results   in   a   mild   he returns to the present, the chest 
poisoning of  the picker  should  he   will no longer be there, having been 
fail a resistance roll.                taken  by   a  creature  or  another 
                                       player.   In any  case, once a thief 
The Unpopular Gas Cloud Trap:          is in  a time rift, he can do little 
                                       but enjoy it while he wanders around 
A chest  containing this  trap  will   in one  direction or  another before 
have a  hammer poised  to shatter  a   he pops  out,  dazed  and  confused, 
small vial  of liquid if the lock is   into what is now the present. 
tampered with.  Disarm it by bending 
the weak  metal of the hammer.  This   One useful  aspect of  the time warp 
trap  has  a  -30  difficulty.  When   trap  is   that   it   affords   the 
this trap  is sprung,  a  gas  cloud   opportunity for  the thief  to spend 
spews out  of the chest, threatening   his round  time from  picking a lock 
picker and  bystanders.  A thief may   in a  safe situation.   This  allows 
"pick around"  this trap,  but if he   the thief  to kneel  and pick in the 
fails to  open the lock he will have   field, and  then stand  up before he 
to move  quickly  after  his  twenty   is released from the warp. 
second  round   time   for   picking 
expires before  the cloud  begins to   The Deadly Metal Rod Trap: 
cause damage. 
                                       This trap  was first  discovered  by 
The Disappointing Dark Crystal Trap:   Sagan Necropolis  while  hunting  in 
                                       the Silver mines.  Sagan died twenty 
This trap  consists of a small, dark   seconds  later   in  an  attempt  to 
crystal  embedded   in  the  locking   disarm  the   trap.     This   trap, 
mechanism.   If a  thief  fails  his   evidenced by  a small, glowing metal 
disarming attempt  badly enough,  or   rod positioned  in the  keyhole,  is 
fails to  pick the  lock even by the   often deadly.    It  requires  great 
slimmest margin, a hole will open in   skill  to   nudge  the  rod  out  of 
the earth  and suck  the chest  into   alignment (-150 difficulty).  Should 
the netherworld,  never to  be  seen   a  thief   fail  badly  enough  when 
again.   Get  around  this  trap  by   disarming, or  fail to pick the lock 
grinding  down  parts  of  the  lock   without first  disarming this  trap, 
mechanism  so   that  it   will  not   he receives an electricity critical. 
contact the  dark crystal  when  one   Although   the   severity   of   the 
attempts to  pick the  lock.    This   critical seems  to have  lessened in 
trap carries a -95 difficulty.         recent times,  the metal rod trap is 
                                       one to be taken seriously. 
The Benign Time Warp Trap: 
                                       The Frustrating Explosive Trap: 
Strange  markings  around  the  lock 
mechanism empower  this trap to send   A "bomb" is the most difficult chest 
the picker,  whether  successful  in   to open  successfully. Although  the 
picking the lock or not, into a time   trap's difficulty  is  the  same  as 
   
that of  the metal  rod trap (-150),   brunt of  the explosion, receiving a 
this trap  detonates  regardless  of   fairly serious  and  possibly  fatal 
whether a  thief  is  successful  in   impact critical. 
picking the  lock.   Thus, this trap 
must be  disarmed prior to a picking   Should they  fail to  take cover  in 
attempt.   With care  and  skill,  a   time by  making a difficult maneuver 
thief may