Lockpicking: Difference between revisions

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{{Skill}}{{/TL}}{{Criminal/Street Skill}}{{Police Skill}}
{{Skill}}{{/TL}}


{{IQ/Average}}
{{IQ/Average}}
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''Modifiers:'' [[Equipment modifiers]]; -5 if working by touch (e.g., in total darkness). Inside information gives a bonus at GM's discretion. If the GM requires a [[DX]]-based roll (for instance, to work with a particularly delicate mechanism), modifiers for [[High Manual Dexterity]] or [[Ham-Fisted]] will apply.
''Modifiers:'' [[Equipment modifiers]]; -5 if working by touch (e.g., in total darkness). Inside information gives a bonus at GM's discretion. If the GM requires a [[DX]]-based roll (for instance, to work with a particularly delicate mechanism), modifiers for [[High Manual Dexterity]] or [[Ham-Fisted]] will apply.
{{Criminal/Street Skill}}
{{Police Skill}}

Revision as of 09:00, 19 January 2014

/TL

IQ/Average

Default: IQ-5.

This is the ability to open locks without the key or combination. Each attempt requires one minute.

If you make the roll and open the lock, each point by which you succeeded shaves five seconds off the required time. (Safecracking and similar challenges can take more time, at the GM's discretion.)

Note that if the lock has a trap or alarm attached, you must make a separate Traps roll to circumvent it.

Modifiers: Equipment modifiers; -5 if working by touch (e.g., in total darkness). Inside information gives a bonus at GM's discretion. If the GM requires a DX-based roll (for instance, to work with a particularly delicate mechanism), modifiers for High Manual Dexterity or Ham-Fisted will apply.