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Shadowrun Seattle Shutdown

Security Devices: Difference between revisions

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[[Category:House Rule]]
[[Category:House Rule]]
These rules modify those found in '''{{PAGENAME}}''' in {{src|sr5|358}}.
These rules modify those found under '''{{PAGENAME}}''' in {{src|sr5|358}}.
==Doors, Windows, & Locks==
==Doors, Windows, & Locks==
The rules for security devices (and bypassing them), specifically the section on '''Doors, Windows, & Locks''' in {{src|sr5|359}} and the tools used in conjunction with them don't make a huge amount of sense as written.
The rules for security devices (and bypassing them), specifically the section on '''Doors, Windows, & Locks''' in {{src|sr5|359}} and the tools used in conjunction with them don't make a huge amount of sense as written.

Revision as of 19:56, 10 November 2022

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

Change the basic test from Locksmith + AGI Test to Locksmith + LOG Test. Nimble fingers help, but really, lockpicking is a brain game. Note that if the character doesn't have the Locksmithing skill and is relying entirely on the capabilities of an Autopicker, roll only the Autopicker's Rating. It doesn't matter how smart the character is if they're entirely untrained.

In line with the changes to Active Skills, use Electronics + LOG Test for dealing with transponder-embedded keys.

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.

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 to the right. 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.

It's probably worth noting that a great many authentication schemes involve both a keypad and some form of secondary security — this is what's known as multi-factor authentication.

When it comes to other types of authentication, there are multiple approaches. 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. Alternatively, if you want to do your prep work ahead of time, you can oppose technology with technology.

If the character can get their hands on a legitimate keycard long enough to use a keycard copier, they can make a duplicate as described under the device. The duplicate card makes a Opposed Keycard Copier Rating × 2 vs. Maglock Rating Test Test.

There are two options for a card reader:

  • The quickest and simplest method does not require accessing the internal electronics at all. With a Maglock Passkey[1] 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.
  • Alternatively,

For print scanners, a character can use a Cellular Glove MolderShadowrun Fifth Edition Core Rulebook (p. 447) instead of voice recognition, and DNA scanners, the rules in Shadowrun Fifth Edition Core Rulebook (p. 360) are sufficient.

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