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Author Topic: "SOLAR Approved Locks?"  (Read 1097 times)
JDP
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Cado Underburrow


« on: January 30, 2009, 03:54:04 pm »

Hello everyone, I'm Jacob.  I doubt anyone really remembers me from Shadowmoor, I only went to like 2 events last year, but after listening to Chris and Daniel discussing events, my interest has led me to at least be looking over the Rulebook again.  But anyway, on to my question...

I was reading about lock picking and etc. and was wondering...what is a SOLAR approved lock?  are we talking like a basic padlock or what?
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"He attacked everything in life with a mixture of extraordinary genius and naive incompetence, and it was often difficult to tell which was which"-Douglas Adams

"Death gas...Death Gas...Death Gas...*yawn*"
Jeff Hall
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Black Mage Dancing


« Reply #1 on: January 30, 2009, 04:54:39 pm »

Honestly, picking locks has become a relatively dead skill over time.  It has it's uses for modules occasionally, howver most players do not physically lock their boxes, thye use Wizard lock spells or leave them open, entrusting others forms of cabin defense to protect them.
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"There are four kinds of lies, and they are: Lies, Damn Lies, Statistics, and Magnus." Quote the Hudge.
Justin
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GOOORN!


« Reply #2 on: January 30, 2009, 05:35:56 pm »

Nice thing about Locks. If you somehow get an indestructible one, you have a better cabin defense than a ward. You'll have easier luck finding someone to blow a Ward for you than finding a Lockpicker.
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Ideas are more powerful than guns. We would not let our enemies have guns, why should we let them have ideas? -- Joseph Stalin
JDP
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Posts: 186

Cado Underburrow


« Reply #3 on: January 30, 2009, 05:39:57 pm »

a good point Justin...but seriously...what kind of lock is SOLAR approved?  I mean I don't want to lock a box or a door or something with a lock I had to hand build when I could have just bought a Masterlock...I mean we aren't talking Murderknobs.
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"He attacked everything in life with a mixture of extraordinary genius and naive incompetence, and it was often difficult to tell which was which"-Douglas Adams

"Death gas...Death Gas...Death Gas...*yawn*"
Justin
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GOOORN!


« Reply #4 on: January 30, 2009, 05:48:01 pm »

From my understanding it has to be fairly easy to pick. If you can get it yourself with a paperclip normally odds are it will be approved. (i've seen a couple of locks like that), I do remember a Miss Jen Pawley (who has the only PC that I know of besides people who play Hoblings, with the nigh infamous lock picking skills) had what I believed was a Nail Clipping kit that was approved for lock picking tools, so I would imagine anything that stuff could pick, without the person being a trained super spy/ninja/raptor, would probably get approve. Sadly from the few times I've talked to Keith about locks there are no good hard or fast rules about what is or isn't a solar approved lock. Everything is a case by case, that he'll have to check out and approve himself.
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Ideas are more powerful than guns. We would not let our enemies have guns, why should we let them have ideas? -- Joseph Stalin
Josh B
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« Reply #5 on: January 30, 2009, 05:51:17 pm »

Basically Jacob (I've known you since you were like 12 dude.  I'm not gonna forget now.) , any lock that can picked by a staff member is a SOLAR approved lock.  So you take your lock to the Hudge and badger...I mean wait patiently until he can attempt to pick it.  There is the approval process.
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Jen Pawley
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Nea


« Reply #6 on: January 30, 2009, 05:56:18 pm »

Actually the nail kit is for disarming traps, which is a skill I personally find far more useful than picking locks.  There aren't many locks to pick, to be perfectly honest.

As per the rulebook:

"These locks (SOLAR-approved locks) are simple and can be picked using a set of thieves’ tools. For a player to have a lock he has bought approved for use, he should contact a Rogue Marshal (Keith Hudgins) to have the lock inspected or have the lock inspected at Logistics."

The actual skill description from the rulebook:

"The Pick Locks skill allows a character to attempt to pick a lock. This skill does not guarantee he will succeed as the player must physically pick the lock with a set of lock picks. If a player has a set of lock picks, but has not purchased the skill, then he will not be allowed to attempt to pick the lock."

FYI, it is illegal in the state of South Carolina to own a set of lock picks unless you are a registered locksmith, and they cannot be purchased as such.  I know this isn't true in other states (like Georgia for example), but the Shadowmoor sites are within the South Carolina state lines.
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caldsteven
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« Reply #7 on: January 30, 2009, 06:01:00 pm »

So if I bring my Lock Picks I can get arrested?
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Jen Pawley
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Nea


« Reply #8 on: January 30, 2009, 06:08:40 pm »

South Carolina Code of Laws

Section 16-11-30. Possession of master keys and nonowner key sets.

It is unlawful for a person to make or mend, cause to be made or mended, or have in his possession any engine, machine, tool, false key, picklock, bit, nippers, nitroglycerine, dynamite cap, coil or fuse, steel wedge, drill, tap-pin, or other implement or thing adapted, designed, or commonly used for the commission of burglary, larceny, safecracking, or other crime, under circumstances evincing an intent to use, employ, or allow the same to be used or employed in the commission of a crime, or knowing that the same are intended to be so used. A person who violates the provisions of this section is guilty of a felony and, upon conviction, must be fined in the discretion of the court or imprisoned not more than five years, or both.
(a) As used in this section: (1) "Master key" means a key which unlocks more than one locking device. (2) "Nonowner key sets" means a set of keys designed to open locking devices in a group of products, machines, or vehicles of a particular manufacturer, which differ in configuration from the keys issued by the manufacturer at the time of sale for the locking devices.
(b) A person who has in his possession, actual or constructive, while engaged in the commission of a crime against the person or property of another, a master key or nonowner key set as defined in subsection (A), or if a master key is used in the commission of any such offense against the laws of this State, he is guilty of a misdemeanor and, upon conviction, must be imprisoned not more than three years.


I'm pretty sure no one would turn you in, but if something were to happen and your set was discovered, it's possible?
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JDP
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Cado Underburrow


« Reply #9 on: January 30, 2009, 06:23:19 pm »

South Carolina Code of Laws

Section 16-11-30. Possession of master keys and nonowner key sets.

It is unlawful for a person to make or mend, cause to be made or mended, or have in his possession any engine, machine, tool, false key, picklock, bit, nippers, nitroglycerine, dynamite cap, 


NITROGLYCERINE!?!?!  oh well, my idea for a Gnome Bombing run is shot...

but as for the lockpicks, I mean I guess it would probably be a question similar to how one can go state to state with a radar detector (IE its legal in NC but illegal in VA)...just keep it out of sight from police and don't give them a reason to search for it (I'm not condoning illegal activity, by keep it out of sight you basically nullify a detectors usage anyway.)  I wouldn't imagine its illegal to transport one across state lines as long as you can effectivly show you aren't using it.  As far as it goes with the lockpicks...wouldn't the point of having them IN game be to keep them hidden at all times ANYWAY?  and beyond that I would imagine that if Authorities had reason to search the campsite for something, I would think it would be something beyond suspicion of possesion of lockpicks (again something I would hope never happens anyway for whatever reason).

But thank you all for your answers, this helps alot and also opens up for many other questions.

PS.  Josh...I'm so sorry
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"He attacked everything in life with a mixture of extraordinary genius and naive incompetence, and it was often difficult to tell which was which"-Douglas Adams

"Death gas...Death Gas...Death Gas...*yawn*"
Doc
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Posts: 30



« Reply #10 on: January 30, 2009, 07:22:51 pm »

Lock + Caster + Shatter/Destroy spell = Useless
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Justin
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GOOORN!


« Reply #11 on: January 30, 2009, 07:31:10 pm »

Lock + Caster + Shatter/Destroy spell = Useless


Gold/Mithril/Enchanted Lock + Formal Caster + Shatter/Destroy spell = ?

LOL
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Ideas are more powerful than guns. We would not let our enemies have guns, why should we let them have ideas? -- Joseph Stalin
BeccaH
Administrator
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Posts: 975


« Reply #12 on: January 30, 2009, 08:50:12 pm »

Hey there!

Any simple look will work, preferably nothing too fancy or modern. Most travel locks work, as well as those little locks used to lock up your diary, just to give you a few ideas.

Also if you have the pick lock skill, or are planning on buying the skill, I recommend a bent up paper clip. If you want to get fancy, maybe get a nut pick or seafood pick (check out Bed Bath and Beyond or places that sell such dining utensils. Please note (again) that possession of lock picks unless you are a licensed professional locksmith is against the law in SC and Spiral Antiquities does not encourage players to break the law. ( Please use common sense, if you don't have any, borrow some.)

And Doc, don't laugh at locks. I've had a character that kept loads of gold formal scrolls and other numerous goodies locked in a box and chained to a bed frame. It thwarted 6 cabin raids, because the chain and lock were shatterproof and a bed is bigger than a shield.  There are few people with lock picking and the skill takes time, something that is usually a premium in a raid. Don't discount the benefits.
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keith
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« Reply #13 on: January 30, 2009, 09:17:35 pm »

Lockpicking is out of favor at the moment because no one uses locks. Never did figure out why no one does, but it's the truth.

Locks are a great way to keep people out. It's true that a simple lock can be shattered with a spell. It's also true that, given the right research, a merchant can be found to sell locks that can't be shattered. If you have one of those, guess how hard it is to get into a locked area if you can't find someone with the skill to pick it? Lockpicking is currently a rarer skill that the formal required to blow wards.

Like any protection, there's ways around it - wards can be dropped, too. As can wizard locks, etc. It's just another tool in a defensive basket.

Please note that if you wish to lock your cabin, that's perfectly acceptible, however, the cabin cannot be really, physically locked for safety reasons. Just lock your lock in a place near the door where it could realistically hold things tight, and put on your marshal notes the location of the lock and the fact that the lock is there.
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Jeff Hall
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Posts: 368


Black Mage Dancing


« Reply #14 on: January 31, 2009, 12:17:24 am »


If you have one of those, guess how hard it is to get into a locked area if you can't find someone with the skill to pick it? Lockpicking is currently a rarer skill that the formal required to blow wards.


Considering how rare formal casters who spend the 80 build t get there, and the 4 to 50 additional build to master the craft... and are willing to sit in a formal area... wow, that is rare.
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"There are four kinds of lies, and they are: Lies, Damn Lies, Statistics, and Magnus." Quote the Hudge.
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