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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