Difference between revisions of "Break & Enter (sage ability)"

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[[File:Break & Enter (sage ability).jpg|right|490px|thumb]]
 
[[File:Break & Enter (sage ability).jpg|right|490px|thumb]]
'''Break & enter''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Burglary (sage study)|Burglary]] which provides the character with some acumen regarding the destruction of doors and windows so that they might be passed through without creating excessive noise or attention. Glass may be cut, bolts in doors removed, stones and bits of plaster excavated, frames separated from the building itself and even boards and rivets removed from the doors themselves.
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'''Break & Enter''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] within the [[Sage Study|study]] of [[Burglary (sage study)|Burglary]], providing the character with the technical knowledge and delicate touch necessary to force entry into doors, windows and structural barriers while minimising noise and attention. This skill is not about brute force but rather precision, patience and an understanding of materials and construction techniques.
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A skilled burglar can use specialised tools to cut glass, remove door bolts, loosen iron rivets, extract wooden frames and even excavate bits of plaster or masonry to create an entry point without alerting those nearby. The primary limitation is not the likelihood of success but the time required to complete the task, as careful disassembly takes significantly longer than simply breaking through by force.
  
The difficulty is not success, but the time it will take. A window may be damaged and cleared out in 5 to 8 rounds, if it's on the ground floor and large enough to squeeze through. Windows on the ground were often only 8 inches square for this reason. Any window larger than 4 sq.ft., even those with struts, on the other hand, does require a [[Ability Checks|dexterity check]] to succeed in removing silently, as the pressure on the window will often result in the window spontaneously cracking and falling out, once the integrity of the window is challenged. Tools include a small hammer, a diamond “saw” and a square foot of muslin or damask.
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To determine how silently the process is performed, a [[Stealth (sage ability)|stealth]] roll is required, with a base of 2d4 in full darkness. The difficulty increases in certain conditions, such as in an urban exterior environment, where buildings and echoing sounds make it easier for noise to carry. This applies a -2 penalty to the roll. Other adjustments depend on lighting conditions, the proximity of potential observers and the character's individual skill level.  If anyone moves within the sound radius of the work being done, they will hear the character unless the stealth roll succeeds. A skilled burglar must be acutely aware of their surroundings, ensuring that movements remain slow and deliberate. The challenge of breaking and entering is not only in the technique but also in knowing when the risk of detection is too high.
  
Doors take longer. The bolts of a standard door can be dragged out in about 5-20 rounds, the die determining how “stuck” they are. A strong reinforced door may take anywhere from 60 to 90 rounds (10d4+50), to remove the rivets and bands of iron so that its bolts can then be dragged out. A dungeon door, six inches thick and with bolts that are effectively cemented in place without using a sledge hammer, will take three times as long (10d12+150 rounds) to loosen the rivets so that one of the wooden boards making the door can be wedged out so that the door may then be taken apart piece by piece. Tools include two sizes of chisel, three wedges, a small hammer and a pair of iron tongs.
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== Windows and Doors ==
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Removing a small window can be accomplished within 5 to 8 rounds, assuming it is on the ground floor and large enough to squeeze through. Historically, many ground-level windows were intentionally small — often no larger than 8 inches square — to deter forced entry. Any window larger than 4 square feet presents a risk, even with care. The structural tension in the glass may cause it to crack and collapse once its integrity is compromised. In such cases, the burglar must make an [[Ability Checks|dexterity check]] to avoid a sudden break that could alert nearby listeners. The proper tools for handling glass include a small hammer, a diamond "saw" for precise cuts and a square foot of muslin or damask to catch falling shards and muffle sound.
  
Removing frames, plaster or stone from around doors or windows depends upon the age and upkeep of the building. The building must be at least ten years old and with an owner who has no military, engineering, mining or [[Architecture (sage field)|architecture]] experience. When frames, etc., can be done, it will usually take about half as long as the time to remove a reinforced door. It is always easiest to draw out the bolt on an ordinary door. The tools are the same as those for doors, though the tongs are used much more often.
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Removing the bolts of a standard wooden door can be done in 5 to 20 rounds, with the exact time determined by how securely the fastenings have become lodged due to age, rust or wear. Stronger, reinforced doors with iron bands and rivets take much longer to breach, requiring anywhere from 60 to 90 rounds (10d4+50). The time-consuming process involves loosening rivets and bands before extracting the bolts themselves. For heavy dungeon doors, typically six inches thick with cemented-in bolts, a burglar must first pry apart one of the wooden boards that make up the door, then dismantle it piece by piece. This process requires 10d12+150 rounds, as the rivets must be gradually worked loose before any meaningful progress can be made. The standard toolset for door removal includes two sizes of chisel, three wedges, a small hammer and a pair of iron tongs.
  
To determine how silently the operation can be done, roll against [[Stealth (sage ability)|stealth]], with a base of 2d4 (full dark), -2 for an exterior urban environment, discounting appearance adjustments and adding character/observer adjustments. If anyone on either side of the door moves within that area, they will hear the character at work.
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== Peeling ==
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In some cases, removing the surrounding frame, masonry or plaster is the best alternative to tampering directly with a door or window. However, this method, called "peeling," depends on the age and maintenance of the building. The structure must be at least ten years old and owned by someone without military, engineering, mining or [[Architecture (sage field)|architecture]] expertise — otherwise, the structure is too well-maintained for this method to be effective.  If feasible, prying out the surrounding material takes roughly half the time required to remove a reinforced door and is often more discreet. The tools for this method are identical to those used for door removal, with tongs playing a more significant role in extracting loosened materials.
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See also,<br>
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[[Lookout (sage ability)]]<br>
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[[Theft (sage field)]]
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[[Category: Sage Abilities]][[Category: Reviewed]]

Latest revision as of 16:45, 6 March 2025

Break & Enter (sage ability).jpg

Break & Enter is an amateur-status sage ability within the study of Burglary, providing the character with the technical knowledge and delicate touch necessary to force entry into doors, windows and structural barriers while minimising noise and attention. This skill is not about brute force but rather precision, patience and an understanding of materials and construction techniques.

A skilled burglar can use specialised tools to cut glass, remove door bolts, loosen iron rivets, extract wooden frames and even excavate bits of plaster or masonry to create an entry point without alerting those nearby. The primary limitation is not the likelihood of success but the time required to complete the task, as careful disassembly takes significantly longer than simply breaking through by force.

To determine how silently the process is performed, a stealth roll is required, with a base of 2d4 in full darkness. The difficulty increases in certain conditions, such as in an urban exterior environment, where buildings and echoing sounds make it easier for noise to carry. This applies a -2 penalty to the roll. Other adjustments depend on lighting conditions, the proximity of potential observers and the character's individual skill level. If anyone moves within the sound radius of the work being done, they will hear the character unless the stealth roll succeeds. A skilled burglar must be acutely aware of their surroundings, ensuring that movements remain slow and deliberate. The challenge of breaking and entering is not only in the technique but also in knowing when the risk of detection is too high.

Windows and Doors

Removing a small window can be accomplished within 5 to 8 rounds, assuming it is on the ground floor and large enough to squeeze through. Historically, many ground-level windows were intentionally small — often no larger than 8 inches square — to deter forced entry. Any window larger than 4 square feet presents a risk, even with care. The structural tension in the glass may cause it to crack and collapse once its integrity is compromised. In such cases, the burglar must make an dexterity check to avoid a sudden break that could alert nearby listeners. The proper tools for handling glass include a small hammer, a diamond "saw" for precise cuts and a square foot of muslin or damask to catch falling shards and muffle sound.

Removing the bolts of a standard wooden door can be done in 5 to 20 rounds, with the exact time determined by how securely the fastenings have become lodged due to age, rust or wear. Stronger, reinforced doors with iron bands and rivets take much longer to breach, requiring anywhere from 60 to 90 rounds (10d4+50). The time-consuming process involves loosening rivets and bands before extracting the bolts themselves. For heavy dungeon doors, typically six inches thick with cemented-in bolts, a burglar must first pry apart one of the wooden boards that make up the door, then dismantle it piece by piece. This process requires 10d12+150 rounds, as the rivets must be gradually worked loose before any meaningful progress can be made. The standard toolset for door removal includes two sizes of chisel, three wedges, a small hammer and a pair of iron tongs.

Peeling

In some cases, removing the surrounding frame, masonry or plaster is the best alternative to tampering directly with a door or window. However, this method, called "peeling," depends on the age and maintenance of the building. The structure must be at least ten years old and owned by someone without military, engineering, mining or architecture expertise — otherwise, the structure is too well-maintained for this method to be effective. If feasible, prying out the surrounding material takes roughly half the time required to remove a reinforced door and is often more discreet. The tools for this method are identical to those used for door removal, with tongs playing a more significant role in extracting loosened materials.


See also,
Lookout (sage ability)
Theft (sage field)