Locksmith(adv)
Prerequisite skills — Lockpicking: 5, & Metalworks: 5
This skill requires a minimum of Basic tools & all required materials on hand.
With the Locksmithing skill, a character may create a lock rated in Tier value up to their Locksmithing level (ie: Locksmith:3 can make up to a T3 Lock).
The time it takes to create a Lock is: the desired Tier value multiplied by itself, divided by 2 [(Tier value x Tier value) /2]. Utilizing a Workshop would double the production rate with this skill.
| Tier Value | Basic Tools | Workshop |
|---|---|---|
| Tier 1 | 0.5 days | 0.25 days |
| Tier 2 | 2 days | 1 day |
| Tier 3 | 4.5 days | 2.25 days |
| Tier 4 | 8 days | 4 days |
| Tier 5 | 12.5 days | 6.25 days |
| Tier 6 | 18 days | 9 days |
| Tier 7 | 24.5 days | 12.25 days |
| Tier 8 | 32 days | 16 days |
| Tier 9 | 40.5 days | 20.25 days |
| Tier 10 | 50 days | 25 days |
| Tier 11 | 60.5 days | 30.25 days |
| Tier 12 | 72 days | 36 days |
Required materials are: metal materials (1 metal ingot) of equal or greater Tier to the desired output. (ie: a T5 Lock requires T5+ metal to create)
Once a Lock is created, it has a static difficulty rating based on its Tier value. The target number to unlock it remains assigned for the life of the Lock as: [Tier value +20]. (ie: a T7 Lock has a target number of 27 to unlock it)
An alternative for those that feel extraordinarily lucky (or willing to waste time & materials) would be [Tier value + presence + 1d20]. (ie: a T7 Lock, made by a craftsman with 5 Prs, who rolled a 18 at completion would be a target number of 30). GM must be witness to the 1d20 roll for this method. The results will be wild, & perhaps the perfect lock does not exist. But it does allow for much, much higher difficulty assigned to the lock.
Destroying a lock with combat rules instead of picking the lock can be attempted. It will be loud, & it could take a while depending on the lock & the character’s combat abilities. The Lock will have an Armor rating & HP equal to it’s target number. (ie: a lock with target number of 44 would soak the first 44 points of damage dealt to it on each attack.) The combat roll is a normal uncontested attack vs the lock. Rolling a 20 will reduce it’s Tier value (& thus; armor, target number to unlock & HP) by 1. Rolling a 1 will damage your weapon, reducing it’s Tier value until repaired. If the lock has it’s Tier value reduced & has already lost HP. That HP is deducted from the new HP value.
Locks cannot be repaired.