LCO Lockpicking Policy

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Ryan S

Scholar
The lockpicking rules present in the Alliance rulebook are one of the few places where the concept of “Be all you can’t be” seems to be absent from the system. Instead of providing rules to allow the players to simulate interacting with locked devices, they instead expect the players to have the manual dexterity necessary to pick a real lock. Due to legal restrictions in their region two Alliance chapters, Calgary and San Francisco, adopted rules that don’t require players to use real locks and lockpicks, and we’ve decided to adopt a very similar system.
  • Real locks will now serve as the phys-reps for locks within the game. As such they should never be used to actually secure any in-game box or room. Instead they should be attached to the designated locked area or object with a piece of rope or cording.
  • Rogue Marshalls will be equipped with a representation of a lock that will be substituted for any lock rep when a player attempts to use Create Trap to pick a lock.
  • The tools necessary to pick a lock are a set of “precision screwdrivers” with various heads (5/64” hex head, #1 phillips head, and 3/32”slot head).
  • A lock will have a set amount of screws depending on the level of the lock, as described below. In order to successfully pick the lock, the player must unscrew all of the screws. DO NOT LOSE THE SCREWS!
  • A lock that is picked, and not re-secured will be tagged with a yellow ribbon by a Rogue Marshal to make it obvious that the lock has been picked and left open.
  • A shattered lock will be tagged with a red ribbon by a Rogue Marshal. This way it is obvious when someone returns that the lock has been shattered instead of just picked. If a lock is shattered on a module, the plot member will just remove the lock.
Locks and Keys can be created with the Create Trap or Blacksmithing production skill. Each Lock will have an associated Key tag. This tag is required in order to access whatever the Lock is attached to without picking the Lock. If a Key tag becomes lost, the locked object or area cannot be accessed until the Lock is picked or a new Key is made for the Lock. Locks acquired from loot may or may not have the Key with them, but all Locks crafted with production skills or purchased with Goblin Stamps will always have a Key created with them.

On a Lock tag you must write a unique six-character code for that lock (you will make this up yourself; we suggest your real name initials and then three numbers, e.g. JVF123). The Key tag then must have the same code written on it.

Key copies can be made by any character with the Create Trap or Blacksmithing skills as long as they have a matching Key tag in their possession. After presenting the original Key tag to a Crafting Marshall, a new Key tag will be provided which must have the same code written on it.

Lock and Key tags can be stolen like any other in-game item. If you have the Lock and its phys-rep in your possession (keep in mind that you cannot detach the phys-rep from the object it is “locking” unless you unlock it with the key) you may have a character with Create Trap or Blacksmithing create a new Key for you with a Key Blank.

Key Blanks are specially crafted Keys that are designed to aid a character with Create Trap or Blacksmithing in creating a Key for a Lock that they do not have the Key for. The idea being that with careful filing of the key and examination of how it’s fitting into the lock, a matching groove can be carved into the blank. In order to accomplish this, the player must maintain Focus (as defined in the 2.0 rules) for 60 seconds while handling the Lock. Once this is complete, a Crafting or Rogue Marshal will write in the code for the Lock on the Key Blank. After this, the Key Blank may be used to create a copy as though it were the original Key. Key Blanks do not open locks, even once carved. Only characters with the Create Trap or Blacksmith skill may utilize a Key Blank.

Lock Costs and Difficulty:

Basic Lock 5PP - 2 Combo head Screw
Common Lock 10pp - 3 Screws, 1 of which will be either Flat or Phillips head screws
Heavy Lock 15PP - 4 Screws, 2 of which will be either Flat or Phillips head screws
Complex Lock 25PP - 5 Screws, 3 of which will be either Flat or Phillips head screws
Byzantine Lock 40PP - 6 Screws, 1 of which will be a hex head
Daedalean Lock 65PP - 7 Screws, 2 of which will be hex head
Gordian Lock 85PP - 8 Screws, 3 of which will be hex head

Key Costs:

Basic Key 5PP for 2 keys
Common Key 5PP
Heavy Key 8PP
Complex Key 10PP
Byzantine Key 25PP
Daedalean Key 25PP
Gordian Key 40PP
*Key blanks 20PP

Key types must match the Lock type that they are meant to be used in. A Gordian Key will only open a Gordian Lock, a Heavy Key will only open a Heavy Lock, etc.

Locks can be Strengthened as per the standard rules for Strengthening an item.

All Locks and Lock Keys are LCO, and should not be expected to transfer to other chapters without speaking with their staff prior to an event.
 
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