Catalog / Skill Actions / Pick a Lock
Pick a Lock
Skill Actions · Thievery
- Manipulate
- Trained
Requires: Thieves' tools or the equivalent.
You open a lock without its key. Picking a lock works much like Disable a Device: the DC comes from how complex and well made the lock is, and locks with the Complex trait take twice as long. Without the proper tools the GM may let you use improvised picks, which count as shoddy tools and give 1 level of Disadvantage, depending on the lock. Take your time: if your Ranks in Thievery are at least half the lock's level (round down), you pick it in 1 stretch (10 minutes) without rolling; if not, you can still spend the stretch, but you must roll Thievery, with Fortune. Push it: if you don't have or don't want to spend the time, roll to pick it in 1 round, with possible consequences.
Critical Success: You pick the lock; a complex lock takes the normal time instead of double.
Success: You pick the lock in 1 round or 1 stretch, whichever you chose (double for a complex lock).
Failure: Roll a DC 10 flat check; if you succeed you can try again, but each failure after the first raises this flat check's DC by 1. If you succeed the flat check: on an even number, spend 1 Strain to try again, or this lock is beyond you without spending a full stretch; on an odd number, spend 1 SUP to try again, or you lack (or broke) the proper tools and can't pick it without spending the full stretch. Either way, if you spend the time instead of the resource, you must still roll if your Ranks are less than half the lock's level, and this time without Fortune.
Critical Failure: As a failure, except you roll the flat check with Misfortune, and if you then spend the stretch to finish and still have to roll, you roll with Misfortune.
Results
- Critical Success
You pick the lock; a complex lock takes the normal time instead of double.
- Success
You pick the lock in 1 round or 1 stretch, whichever you chose (double for a complex lock).
- Failure
Roll a DC 10 flat check; if you succeed you can try again, but each failure after the first raises this flat check's DC by 1. If you succeed the flat check: on an even number, spend 1 Strain to try again, or this lock is beyond you without spending a full stretch; on an odd number, spend 1 SUP to try again, or you lack (or broke) the proper tools and can't pick it without spending the full stretch. Either way, if you spend the time instead of the resource, you must still roll if your Ranks are less than half the lock's level, and this time without Fortune.
- Critical Failure
As a failure, except you roll the flat check with Misfortune, and if you then spend the stretch to finish and still have to roll, you roll with Misfortune.