Blue Mountain
Open Locks
This skill is used to unlock doors, chests, drawers, etc., without the benefit of a key. A lockpick is a required tool for this skill. In some cases, an extra-long lockpick may be required.

When attempting to pick a lock, make a skill roll and compare the result to the following table.
  • Absolute Success - (Treat as normal Success if not rolled on the first attempt.) In the future, you may automatically open this lock or any identical lock. +10 to any lock related skill rolls (Find or Remove Traps or Open Locks) for the next 30 minutes.
  • Success - The lock is opened. +50 on any future attempts to open this lock.
  • Near Success - You almost had it. If you spend 2 rounds thinking about your attempt (no other activity), you may try again with a +5 bonus.
  • Partial Success - You have figured out part of the lock and have an intuitive feel for the rest. Do something else for 10 minutes and then you can try again.
  • Failure - You fail to open the lock. If there was a trap associated with the lock, you activated it. You can try again to open the lock after 24 hours.
  • Absolute Failure - You have developed a mental block on this lock and will automatically fail on any further attempts to open it.
  • Blunder - You fail to open the lock and have broken one of your lockpicks. -10 to all future Open Lock rolls until the pick is repaired or replaced.

Unless otherwise specified, it takes 1d4 rounds to open a lock.