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Old 02-26-2016, 01:37 PM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default [Basic] Skill of the week: Lockpicking

Lockpicking is the IQ/A TL skill of opening locks without the key, combination, or other intended means. The only default is IQ-5, and Traps defaults to Lockpicking-3. Modifiers include equipment, TL, inside information, especially for combination locks, and -5 if working in total darkness, which can be bought off with the Work By Touch technique. High-Tech p203 gives Lockpicking a bonus against lower-TL locks equal to the usual penalty for working with lower-TL equipment, so a TL7 thief gets +1 to pick TL6 locks and +3 for TL5. If the skill is floated to DX, High Manual Dexterity and Ham-Fisted apply.

On a successful roll, you open a lock in one minute, less 5 seconds times your margin of success. Safes and other challenging tests may have different base times. Traps attached to locks have to be dealt with via Traps skill, rolled separately. Lockpicking dates from GURPS 1e. The skill overlaps with Electronics Operation (Security) and Traps; the GURPS 4e FAQ has a section on this.

Lockpicking is an extremely common skill on templates for intruders of all kinds. Action has more equipment, and quick rules for using it. DF has Lockpicking as a DX-based task for reasons of tradition, plus low-tech equipment and modifiers, and lockpicking via telekinesis. High-Tech has lots of equipment, modifiers for quality locks, safes, and electronic locks. Low-Tech has a lot of detail on early types of lock and their modifiers, and Magic has spells that help in various ways. Power-Ups 2, 3, 6 and 7 have examples for this skill, and Powers has abilities that boost it. Thaumatology: Sorcery has lock-opening abilities, and Ultra-Tech has equipment that verges on magical. Pyramid #3/47 has an article on safecracking by RogerBW that's well worth reading for any game featuring TL6+ burglary, especially for guessing combinations.

Lockpicking depends on equipment, and is quite often rolled at penalties. Basic equipment isn't terribly expensive, which makes quality lockpicks quite worthwhile; a character of mine has been grateful for an Equipment Bond on Very Fine lockpicks several times, and made them Signature Gear.

How have you broken into a game?
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