Security
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
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
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.