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In the case of '''keypads''', either the character has the code or they don't. | 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 | 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}}, and may add the rating of a sequencer{{src|sr5|ref=448}} to their die pool. | ||
Revision as of 14:53, 4 March 2024
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 Locksmithing+LOG [Mental] (Maglock Rating × 2, 1 Combat Turn) Extended Test, and may add the rating of a sequencer[1] to their die pool.
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 448)
