Picking Locks You don't pick a real lock in an IFGS game, but an abstract representation of one. A twisted wire strand represents the lock, and you have to move a metal loop carefully over it. If you touch the loop to the wire, you complete an electrical circuit and a buzzer goes off—notifying the GM that you failed. The more twisty the wire, the harder the lock is to pick. Well-prepared thief characters carry an assortment of picks and related tools with them. Spells & Flags Spells with obvious effects, like magical shields, need to be represented with flags. A flag needs to be about 8 inches long, and held in such a way that everyone can see it. There are several colors of flag, each with a general meaning; for example, red means, "If you attack me, you're gonna get hurt." Red flags are used for the cleric's "Physical Protection," and the mage's "Electrify" spells, among others. Back to Shadis #27 Table of Contents |