Locks and Disable Device

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So we now have 3 types of locks. Minor, Standard and Major. To use Disable Device on these locks you need Tools. We will then do some calculations and you will have a blind bead draw (commonly known as a bag pick) to determine your success or failure. Please remember that the Marshal on the scene has final call on if you can try again or what may happen in the event of a failure. Most times you will just fail with no further consequences aside form the time spent. A Disable Device check requires 5 minutes and can be interrupted like any other counted action. IMPORTANT REMINDER: picking the lock of a PC requires a Rogue Marshal, just like stealing in game items from a cabin.


Locks have an inherent number of failures they provide to the bag pick to pick them. These can be offset by levels in Disable Device. If you have tools at least as good as the lock, then you may proceed to the calculation step. If the Tools are worse than the lock you may find it more difficult to pick (added failures). However having tools better than the lock will not grant you an easier time picking the lock, for ease of calculations. Let's get into some specifics:

Lock Creation

Minor Locks as a default are made to add 5 'failures' to the corresponding bag pick for their disablement. This can be enhanced at the time of creation for additional Ore components. The limit of making an 'Enhanced Minor Lock' is that you may only ever add up to double the default failures the lock adds to a pick. In the case of a minor lock this would be 5 extra failures max. See the chart for the cost of adding failures during lock creation. These locks require Minor Tools.


Standard Locks as a default are made to add 10 'failures' to the corresponding bag pick for their disablement. This can be enhanced at the time of creation for additional Ore components. The limit of making an 'Enhanced Standard Lock' is that you may only ever add up to double the default failures the lock adds to a pick. In the case of a Standard Lock this would be 10 extra failures max. See the chart for the cost of adding failures during lock creation. These locks require Standard Tools but may be attempted at extra difficulty with Minor Tools.


Major Locks as a default are made to add 20 'failures' to the corresponding bag pick for their disablement. This can be enhanced at the time of creation for additional Ore components. The limit of making an 'Enhanced Major Lock' is that you may only ever add up to double the default failures the lock adds to a pick. In the case of a minor lock this would be 20 extra failures max. See the chart for the cost of adding failures during lock creation. These locks require Major Tools but may be attempted at extra difficulty with Standard Tools and even more difficulty with Minor Tools.


Everyone's favorite part, The Math:

Calculation steps:

  1. Determine the Quality (Minor/Standard/Major) of the Lock.
  2. Compare that to the Tools being used.
  3. Add any necessary failures from Lock Enhancements (extra Ore used to make the lock more difficult to pick as per the chart at the bottom of the page)
  4. Add any necessary failures for disparity. Note having better Tools does NOT add successes.
  5. Add levels of Disable Device.
  6. Go over the numbers so everyone involved understands what beads are in the bag.
  7. Make your pick.


Here's some examples:

Example 1:

David is a new player that wants to pick the lock box of a group of brigands that has been terrorizing the countryside. He has Minor Tools and 1 level of Disable Device. The base for a normal bead draw is 1 Black Bead and 1 White Bead. The lock is a Minor Lock (so normally +5 Failures) and David has Minor Tools (this will offset the lock's +5 failures since he has the right tools) and has 1 level of Disable Device to he adds 1 White Bead to the bag. The Final pick is 1 Black Bead and 2 White Beads


Example 2:

David's antics have made the local crime syndicate up their game. They have now maxed out the Enhanced Minor Locks as best they can to make his task even more difficult. He still has Minor Tools and only 1 level of Disable Device. So we start at the 1 White and 1 Black bead. Then comparing the locks and tools they cancel out since he has the proper tools. However, the enhancements to the lock mean that David is still adding the +5 Failures (remember the max for a Minor Lock being enhanced is adding +5 failures which is double it's normal difficulty). So we're at 6 Black and 1 White Bead. Then we add David's one level of Disable Device to bring us to a final 6 Black and 2 White Beads. If David wants to be more sure of picking these locks, looks like he'll have to pick up more levels of Disable Device!


Example 3:

It's been some time and many adventurers have passed. These days David is an experienced adventurer that has spent more of his time learning the intricacies of devices and their disabling so he now has 10 ranks of Disable Device. Those same brigands from his earlier days have resurfaced but have upped their game to Standard Locks. Sadly while he has spent more time, David always forgets to get his lock picks redone so he's still working with Minor Tools. This one gets a bit math-y so let's grab the steps and walk through them:

  • Determine the disable difficulty of the Lock. (Standard Lock so difficulty 10)
  • Compare that to the Tools being used. (Minor Tools)
  • Add any lock Enhancements (none, the brigands still think the base Standard Lock is enough)
  • Add any necessary failures for disparity. Note having better Tools does NOT add successes. (so the difference here will mean we have to add 5 Failures to the pick)
  • Add levels of Disable Device. (+10 successes)
  • Go over the numbers so everyone involved understands what beads are in the bag. (base is 1 success 1 failure. +15 failures, +10 successes so the final pick is 11 white beads and 16 black beads)
  • Make your pick.


If folks want, I can add more examples at higher levels, but I'm hoping this gets the formula and idea across.


Lock Enhancement

You can enhance your lock up to double it's starting difficulty. Doing so becomes increasingly expensive. The below costs are in Ore. Also keep in mind the max shown below is for that column. You can enhance a Master lock 20 times if you're got the components.

Cost per enhancement(max 5) Cost per enhancement(max 5) Cost per enhancement (max 10)
Minor Lock 1 Common N/A N/A
Standard Lock 1 Common 1 Unommon N/A
Major Lock 1 Common 1 Unommon 1 Rare