Intrusion

This section, called Intrusion, covers Breaking and Entering, evading security devices, picking locks, cracking safes...and preventing others from doing the same.

When attempting to bypass an active security system, the player MUST succeed on the FIRST attempt or they activate the alarm system. You may, however, attempt to open manual locks numerous times. Intrusion rolls can have a difficulty of anywhere from 5 (standard lock) to 10 (Fort Knox), depending on the complexity of the security system (the ST/NT decides the difficulty). Certain tasks may require a minimum level of Security Skill for the character to have any chance of succeeding (ie: Security 1 might let you pick a simple lock but not crack a safe). Also, most intrusion tasks require specific tools, such as lock picks. While the ST/NT MAY let you use a hairpin, expect a high difficulty to do so. On a botch, the character's clumbsy break in attempt goes horribly awry.

Setting up security measures is a standard action, but multiple successes achieved in the effort increase the system's quality (ie: raising the difficulty to breach them.

Happy Breaking and Entering.
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