A Lock Type is the difficulty template behind every lock in the catalog. Six tiers, easiest
to hardest: Minor, Adept, Major,
Master, Legendary, Godlike. A lock's
material (brass, iron, steel, mithral, adamantine) sets its price and weight — it does
not change how hard the lock is to pick.
Picking a lock is a minigame, not a roll. You brace a tension
dagger in the keyway and sweep a pick around the cylinder hunting for the one arc that turns
it. Outside that arc the cylinder still moves a little, and how far it moves before jamming
tells you how close you are. Force a jammed cylinder and the pick strains, then snaps.
Sweet Spot — how much of the cylinder opens the lock, out of the 300°
you can reach. This is the whole difficulty curve: a Minor lock gives you better than a
quarter of the ring, a Godlike lock a 7° sliver.
Pick Holds — how many seconds a pick survives being forced against a
jammed cylinder before it breaks. Forcing far from the sweet spot wears it out about half
again as fast.
Sweet Spot (Max Locks) and Pick Holds (Max Locks) —
the same two numbers for a character at the top Locks rank (Godlike Locksmith). Training
widens the arc and toughens the pick; at max rank a Godlike lock plays about like an
untrained Minor one.
Every tier can break a pick, and Lockpicking Tools are required
for all of them — an easy lock is forgiving because you rarely miss it and it holds out longer,
not because it is safe. Run out of picks and the attempt ends.