Security

Attribute INT
Category Other
Untrained Yes

This broad skill provides a character with basic knowledge of security

systems and procedures. This pertains to security systems that protect

physical objects or specifically defined\

\ areas. (Note that systems of the sort that protect the theft or

corruption of computerized data are dealt with under the Computer

Science-hacking specialty).

The complexity of a system relates\

\ to how time-consuming it is to get through any and all barriers that

lie between an intruder and the object or area that the security

system is protecting. For the purpose of determining the\

\ situation die modifier for each segment of a complex Security skill

check:

  • Marginal quality: A situation in which (for example) the character is undisturbed while he’’s examining or manipulating\

\ a type of security system with which he is familiar.

  • Amazing quality: One in which (for example) the character and his allies are involved in combat or are under severe time pressure\

\ to accomplish their goal.


Protection protocols

Attribute INT
Cost 3
Untrained Yes

This skill represents a character’’s training in protection

procedures of all types. It has two principal uses:

Secure an Area

With the proper amount of time and cooperation, a character can

set defenses and secure an area to a greater degree than it was

before. (Some areas can’’t be secured or can only be secured with

great difficulty, meaning that a situation die penalty applies to

the skill check).

The degree of success on the skill check affects the subsequent

Awareness skill checks of everyone guarding the area against

intruders:

  • Critical Failure / Failure: The Awareness checks of the guard(s) are made with a +1 penalty.

  • Ordinary: Success causes a -1 bonus on the Awareness checks.

  • Good: A -2 bonus.

  • Amazing: A -3 bonus.

Analyze Weak Points

A character can study a secured area (anything from a vehicle to a

building to a neighborhood) and look for weak points to exploit.

This use of the skill can aid the character or another character

who is going to force an entry point or try to sneak into the

secured area by providing bonuses to those subsequent skill

checks.

Modifiers to subsequent skill checks are provided according to how

well the character succeeds at analyzing the weak points of a

secured area:

  • Failure: No modifier.

  • Ordinary success: -1 bonus.

  • Good success: -2 bonus.

  • Amazing success: -3 bonus.

The analysis check is modified by how well the area is secured:

  • No security: No modifier.

  • Marginal security: +1 penalty.

  • Ordinary security: +2 penalty.

  • Good security: +3 penalty.

  • Amazing security: +4 penalty.

Increased Effect: As a character achieves higher ranks in this specialty, he receives a situation die bonus on skill checks assisted by it: -1 step at rank 3, -2 steps at rank 6, -3 steps at rank 9, and -4 steps at rank 12.


Security devices

Attribute INT
Cost 4
Untrained Yes

Using this skill, a character can attempt to bypass all types of

mechanical or electronic security. This includes everything from

traditional pin-tumbler locks and mechanical safes (picking) to

high-tech motion sensors, trip wires, and electronic maglocks.

It’’s also used to set traps, both electronic and mechanical in

nature.

One check can be made per round, and the character making the

check is busy for the entire round (no other actions possible). In

a situation that isn’’t taking place in rounds, the time unit

changes from rounds to minutes.

Increased Effect: As a character achieves higher ranks in this specialty, he receives a situation die bonus on skill checks assisted by it: -1 step at rank 3, -2 steps at rank 6, -3 steps at rank 9, and -4 steps at rank 12.