If you play Delta Green, or any other investigative RPG, for any length of time you will inevitably run into a ‘locked door’ — an obstacle in the path of the investigation that seems insurmountable, at least with the skills you personally have. However, if you apply some critical thinking and creativity to the problem there are often quite a few ways through that locked door well within your grasp. This blog post offers some examples for getting through a literal locked door and hopefully will inspire Agents and Handlers alike to think more creatively about solutions.
This list is hardly complete and in several circumstances different skills could very validly be used for the same purpose. It is not meant to be a definitive list of ways to get past a lock or a guide to breaking and entering. It is merely meant to serve as inspiration.
You and your fellow agents are surveilling a cult compound, it comes
the time to make entry and you work your way up to the door. It’s heavy
and securely locked…
...luckily, you have Craft (Locksmith),
so once you’ve checked the coast is clear you quickly pick the lock and
disassemble the mechanism. Once you’ve snapped a few pictures you put
it all back and no one is any the wiser. Once you are back at the safe
house you can cut a set of keys to the compound for the whole team.
...luckily, you have Special Training (Lockpicks),
so you pull the pouch of tools from your coat and feel for each of the
pins as you work the torque. In a few seconds you begin to ease the door
open and peer inside.
...luckily, you have Criminology,
so after glancing around for a few seconds you grab an old wire coat
hanger from the dumpster out front and slip it under the door. You push
it up and then quickly down again, searching for the handle. In a minute
you have it and you put your weight against the door, listening
carefully as you start to push it open.
...luckily, you have Athletics,
so you don’t bother with the door and after making sure no one who
cares is watching make a running jump for the fire escape. The rattle is
far too loud and you wince as you rush up to the roof as fast as you
can, but no one is waiting for you with a gun and you seem to have
gotten away with it.
...luckily, you have Science (Physics),
so you stand back and do your best to do the math in your head. You are
pretty sure you have it in a few seconds and wedge the crowbar in just
the right place before putting your weight into it. Who needs all that
muscle mass when you have brains?
...luckily, you have Persuade,
so you adjust your clothes over the vest one last time and take a deep
breath before knocking. “Why the fuck weren’t you waiting for me with
the shit loaded!?” You bellow at the stunned man in the doorway, doing
your best to ignore the .44 in his waistband or the ritual scars crisscrossing his face. “Didn’t upstairs tell you I was coming? You know
what, never mind just let me see what you’ve fucked up now.”
...luckily, you have Search,
so you leave the door and start checking the windows. Sure enough
somebody forgot to lock the last one. You pull it open slowly and boost
yourself up to look inside before slithering in.
Demolitions for tiny shaped charges on a hinge.
ReplyDeleteYou could already have the key, by virtue of using any number of skills. Stealth for pickpocketing, Persuade for making a weak captured mook steal a key for you, Unarmed Combat or Melee Weapons for silently killing a guard who has the keys on him, Craft (Mechanics) to quick-clone a temporarily unwatched key or carve metal into a key that matches the right one, Science (Chemistry) to make acid strong to just melt the door's lock.
Nice to see a side-by-side comparison of the Craft (Locksmith) skill and Lockpicks special training, both of which are mentioned in the AH as a source of possible confusion.
ReplyDeleteTwo means to the same end; but, to your main point, not the only means.
Trying to differentiate between those two and make the skill investment in a craft vs just picking up a special training has been a long term struggle of mine.
DeletePersonally I like to make Craft (Locksmithing) represent deep enough knowledge of locks to do cooler stuff than just picking a lock. I'd let a player use it to make key copies for other Agents, render a lock unusable, etc. A great resource to that end are deviantollem's talks on youtube:
https://www.youtube.com/watch?v=rnmcRTnTNC8
Ruling that crafts automatically succeed but special trainings almost always have to roll is another good way to differentiate them.