Bypassing Locks
How to Bypass A Maglock
Step 1: Removing the Case: To get to the guts of the lock, the character must remove the case. This requires a successful Electronics B/R (Maglock Rating) Test, with a base time of 60 seconds, reduced by successes. Failure means the case isn't removed; if all else fails it may be pried or blown off. Consider the case to have a barrier rating equal to its Maglock rating.
Step 2: Hotwire the Lock: The character, after removing the case, can then tamper with the lock. He makes an Electronics (Maglock Rating) Test with a base time of 60 seconds, applying any modifiers from the Hotwiring table. Failure triggers an alarm.
Step 3 (optional): Re-assemble the Case: If you don't want people to see that you have been mucking with the lock, you can put the case back like you found it. This requires another Electronics B/R (Maglock Rating) Test. Note the number of successes: this is the Target Number for any Perception Tests made if the lock is specifically
examined for signs of tampering.
Anti-Tamper Systems: Some systems have anti-tamper systems, rated 1 to 4. In order to bypass the anti-tamper circuits, compare the dice roll from the Electronics B/R Test made to remove the cover to a target number equal to (maglock rating + anti-tamper rating). If this number was not achieved, then the alarm was triggered. It is possible to remove the case but still trigger the alarm.
Keypads: Without the passcode, one would want to try a sequencer. To use the sequencer, the case must first be removed. Then, make an opposed Test between the sequencer and the maglock rating, with a base time of 10 seconds, extra successes reducing this time. If the maglock wins, the alarm is triggered. If the sequencer wins, the lock is opened. In case of a tie, the full ten seconds is used, and a new Test begins, again taking 10 seconds.
Maglock Chart
| Situation | Modifier |
|---|---|
| Anti-Tamper System | + Rating |
| No Electronics Kit | +2 |
| Each Additional Key System After First | +1 |
| Swipe Card Key System Only | +2 |
| Biometric Key System Only | +4 |
Bypassing Mechanical Locks
Key-and-Tumbler locks, though outdated by the standard of modern maglocks, remain inexpensive and effective. Most key-and-tumbler locks have a Rating of 4 or 5, depending on their complexity. Picking them requires use of the knowskill Lockpicking. Lockpicking requires both hands, with the pick in one and a torque wrench (external or implanted) in the other, and a base time of 20 seconds x the lock rating.
Lockpick guns, also known as Autopickers, "rakes" the lock's tumblers with a motorized, expert-system-driven pick and applies torque to turn the lock. Each lockpick gun has Lockpicking Skill equal to its rating (maximum 10).
Some key locks require a special transponder encoded key in order to function. These locks may require the actual key or another way to bypass. Your GM will have more information.





