88. PICK SECURE LOCK:
Knowledge of secure locks, how they work and how to open them without the correct procedure or devices allocated to open them. This skill allows locks of a high security, or advanced technology base to be picked. To use this skill equipment pertinent to the lock being picked must be available, without such equipment picking a secure lock is nearly impossible. This skill does include some knowledge of basic explosives to open a secure lock.
The time taken to open a secure lock depends on the difference of Roll to rating:
Success = 10 Rounds (60 seconds) - 2 Rounds (12 seconds) per 10 (or part of 10) difference between Roll to Rating in time to attempt picking the lock.
Critical success = 10 rounds (60 seconds) - 4 Rounds (24 seconds) per 10 (or part of 10) difference between Roll and Rating in time to attempt picking the lock. Lockpicker also determines any hidden alarm or defence not previously looked for.
Failure = 10 rounds (60 seconds) + 2 Rounds (12 seconds) per 10 (or part of 10) difference between Roll to Rating in time to attempt picking the lock.
Critical failure = 10 rounds (60 seconds) + 2 Rounds (12 seconds) per 10 (or part of 10) difference between Roll and Rating in time to attempt picking the lock. Lock pick fails and temporary fault with either lock or lockpick occurs, or else alarm or defence is activated, DM's discretion.
High-Tech equipment, advanced equipment etc. may alter the default time given above.
Linked with Security, Mechanics, Electronics, Computer Programme/hack.
- Specifics include:-
- Timer-Locks
- Electronic Safes
- Retina Locks
- Fingerprint Locks
- DNA Locks
- Voice-activated Locks
- Bank Vaults
- Doors
- Hangers
- 'Mechs
Obligatory:-
- Lockpicker (Medium-Tech+).
Suggested:-
- Lockpicker
- Thief
- Spy
- Bounty Hunter