Simulockrum - Lockpicking Mini Game

Fully crowdfunded in time for the holidays, the "Simulockrum, a Tabletop RPG Lockpicking Mini Game" is soliciting backers on Kickstarter!

Imagine having a puzzle box with four magnetic locking pins (16 possible combinations) and a set of eight lockpicks in your hand. After inserting one lockpick into the keyway, you get to hear and feel the various pins being attracted or repelled, giving you clues on how to deduce the right combination. If you pick the complimentary lockpick, a drawer pulls free in a very satisfying fashion.

Not only just good for LARP, it's also compatible with any tabletop RPG game. Because, let's face it, the lockpicking skill is irrelevant:
- Only rogues take the lockpicking skill.
- No other classes ever bother with it.
- Out of combat, you will obtain the best die roll for it eventually. (Take 20)
- In combat, who wants to make a single pass/fail check every 15 minutes?

Deductive Challenge: Roll a skill check. In D&D, if you roll in the 20s, you get two tries at the combination. If you roll in the 30s, you get to try three. Or use the number of successes in alternate game systems.

DM: The tomb is flooding rapidly and the party will die in 5 rounds!
Rogue: I rolled a 32 on the first round. Does that open the door?

We do it better. Come check us out!

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