ST: Force Open

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Force Open

Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate.

By spending 3 actions / ◈◈◈, you may attempt an active Athletics check vs the DC to open something that is locked, as per Locks, but with +3 to each relevent DC.

On a Success, you break the door, window, container, or gate open, and it gains the broken condition. If it's especially sturdy, the GM might have it take damage but not be broken. If you Critically succeed, however, You open the door, window, container, or gate and can avoid damaging it in the process. If you Critical Fail, you jam what you are trying to open, imposing a penalty dice (base d4) on all future attempts to Force it Open.

Forcing something open creates a lot of noise, unless you have the relevant effects to mask it.

Prerequisites

Proficiency in Athletics.
    Picking a poor lock requires a successful DC 15 relevant skill checks (usually Disable Device, a basic lock requires 2 successful DC 20 skill checks, an average lock requires 3 successes at DC 25, a good lock requires 4 successes at DC 30, and a master lock 5 successes at DC 35.  
Lock, ... Cost Item Power Level
Poor 2 sp 0
Basic 2 gp 1
Average 20 gp 3
Good 200 gp 9
Master 2,000 gp 12

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