Anonymous
×
Create a new article
Write your page title here:
We currently have 205 articles on Shadowrun Seattle Shutdown. Type your article name above or click on one of the titles below and start writing!



Shadowrun Seattle Shutdown

Security Devices: Difference between revisions

Line 24: Line 24:


====Print Scanner====
====Print Scanner====
Getting a biometric scan of the target is somewhat more difficult
Getting a biometric scan of the target is somewhat more difficult. Finger prints are the easiest, because they can be lifted from anything the target has touched with bare skin using a {{Test|Sleight Of Hand + LOG (Mental) Test}}.
 
forkeycard long enough to use a keycard copier, they can make a duplicate as described under the device. The duplicate card makes a {{Test|Opposed Keycard Copier Rating × 2 vs. Maglock Rating Test}}.
 
There are two options for a '''card reader''':
* The quickest and simplest method does not require accessing the internal electronics at all. With
* Alternatively,
 
For '''print scanners''', a character can use a Cellular Glove Molder{{src|sr5|447}} instead of  '''voice recognition''', and '''DNA scanners''', the rules in {{src|sr5|360}} are sufficient.


===Anti-Tamper Systems===
===Anti-Tamper Systems===

Revision as of 17:45, 16 November 2022


Icon-warning.svg

This page is incomplete.

It was last edited Wednesday, November 16, 2022 by Arcology Expert Program.

These rules modify those found under Security Devices in Shadowrun Fifth Edition Core Rulebook (p. 358).

Doors, Windows, & Locks

The rules for security devices (and bypassing them), specifically the section on Doors, Windows, & Locks in Shadowrun Fifth Edition Core Rulebook (p. 359) and the tools used in conjunction with them don't make a huge amount of sense as written.

Key Locks & Transponder-Embedded Keys

This section is fine as-is, with one caveat — in line with the changes to Active Skills, use Electronics + LOG Test for dealing with transponder-embedded keys. Also, note that if the character is Untrained in the Locksmithing skill and is relying entirely on the capabilities of an Autopicker, roll only the Autopicker's Rating.

Maglocks

Cracking the Case
 

Cracking a maglock's case to access the electronics requires a Locksmith + Agility [Physical] (Maglock Rating × 2, 1 Combat Turn) Extended Test. Reassembling the case afterwards requires the same test.

Whether or not physical violence (treat it as attempting to destroy a Barrier with Structure and Armor equal to the Maglock's Rating) is beneficial to bypassing a maglock depends on the site's security design. If the lock is designed to fail-safe, smashing it will in fact open whatever it is securing, but will also inform the security system of the breach. If the system is instead designed to fail-secure, destroying the lock will not open whatever it is securing... and it will still inform the security system of the breach.

A maglock can have one (or more) authentication methods — keypads, card readers, print scanners, voice recognition, DNA scanner, or facial recognition. Accessing the maglock's electronics is only required if the goal is to bypass the authentication method completely. It's probably worth noting that a great many authentication schemes involve both a keypad and some other form of authentication — this is what's known as multi-factor authentication.

In the case of keypads, either the character has the code or they don't. If they don't have they code, they have to 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 Extended Locksmithing+LOG [Mental] (Maglock Rating × 2, 1 Combat Turn) Test Test, and may add the rating of a sequencer[1] to their die pool.

Other types of authentication require a different approach. Obviously, just getting the genuine article is the best method. A legitimate authentication fob (card, RFID, etc.) or an actually authorized person for the various biometric scanners works best. Munging the electronics as described above is always an option, too, but there's no special device to assist like there is with a keypad. Instead, if the character can get their hands on a legitimate article temporarily, they can make a duplicate.

Regardless of the authentication scheme, the process is the same. First, whether by hook or crook, the character needs to get a sample to be duplicated. With a sample of the original and the appropriate tools in hand, the character can make a duplicate. See Generating Falsehoods for the required Preparation Test.

Card Reader

This is probably the easiest authentication device to bypass — getting the original key and swiping it through the copier collects the data required to make a duplicate with a Hardware Kit.

As an alternative, a Maglock Passkey[1] can fool a card reader without needing the original or cracking the case. The character simply swipes the passkey and crosses their fingers. Make a Maglock Passkey Rating vs. Maglock Rating Opposed Test Test. If the passkey wins, the lock opens. If the lock wins, it doesn't open.

Print Scanner

Getting a biometric scan of the target is somewhat more difficult. Finger prints are the easiest, because they can be lifted from anything the target has touched with bare skin using a Sleight Of Hand + LOG (Mental) Test Test.

Anti-Tamper Systems

The extra paranoid may equip their maglocks with Anti-Tamper Systems. Identifying the presence of such a system requires a Locksmith + Intuition [Mental] (Anti-Tamper Rating) Test Test. Failing to identify the system means that an alarm is triggered when the character attempts to crack the case as described above. If identified, add the Anti-Tamper Rating to the required threshold for the Extended Test.

The Anti-Tamper Rating also determines how "paranoid" the system is when it fails to authenticate an access attempt. If present and authentication fails as described above, make a Test using the Anti-Tamper Rating × 2 against a Threshold equal to the Maglock Passkey's Rating. If the Anti-Tamper System is successful, it identifies the maglock passkey as an attempted breach and sounds the alarm. If it fails, it assumes a bad swipe and the lock asks for a repeat.

References