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Shadowrun Seattle Shutdown
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Security Devices/Bypassing Keypads: Difference between revisions

m (Arcology Expert Program moved page Security Devices/Keypads to Security Devices/Bypassing Keypads without leaving a redirect)
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<noinclude>{{Stub|Security Devices}}</noinclude>
<noinclude>{{Stub|Security Devices}}</noinclude>
In the case of '''keypads''', either the character has the code or they don't. If they don't have the code, they must access the innards as described in '''Cracking the Case'''. They can then attempt to rewire the circuits and/or bypass the code. The character makes a {{Test|Locksmithing+LOG [Mental] (Maglock Rating × 2, 1 Combat Turn) Extended Test}}, and may add the rating of a sequencer{{src|sr5|ref=448}} to their die pool.
In the case of '''keypads''', either the character has the code or they don't.
 
If they don't have the code, they must access the innards as described in '''Cracking the Case'''. They can then attempt to rewire the circuits and/or bypass the code. The character makes a {{Test|Locksmith + Logic [Mental] (Maglock Rating × 2, 1 Combat Turn) Extended}}, and may add the rating of a sequencer{{src|sr5|ref=448}} to their die pool.

Latest revision as of 11:45, 12 May 2025

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This page is a Stub, meant to be transcluded into Security Devices rather than viewed directly.

In the case of keypads, either the character has the code or they don't.

If they don't have the code, they must access the innards as described in Cracking the Case. They can then attempt to rewire the circuits and/or bypass the code. The character makes a Locksmith + Logic [Mental] (Maglock Rating × 2, 1 Combat Turn) Extended Test, and may add the rating of a sequencer[1] to their die pool.