Metal keys, tumblers, and a whole lot of confusion for that hacker holding a sequencer in their hand. Key and combination locks are old-fashioned and used where tech hasn’t advanced or the bosses are penny pinchers, and they are a relic of the past kept around because they’re cheap - and they're better than nothing.
Rating:
1 - 6
Availability:
2
Cost:
Rating x ¥10
Notes:
To bypass a key lock, a user must succeed an Engineering + Agility test with the threshold being the lock's rating.
Maglocks are electronic locks sealed with electromagnets with a variety of access control options, including biometrics, keycards, passcards, and RFIDs. Upon purchase, the type of maglock security must be chosen and as many types of security can be present as you wish.
Rating:
1 - 9
Availability:
3
Cost:
Rating x ¥100
Notes:
To bypass, first the case must be removed. It requires an Engineering + Agility vs (Lock Rating x 2) test that takes 1 full Combat Round.
Alternatively, the case can be broken off. The lock has a structure rating of (Lock x 2).
The second step is dependent on the type of system built into the maglock, which are detailed below.
Some maglock systems come equipped with anti-tamper systems that force any potential sticky fingers to bypass an alarm that will automatically sound an alarm unless bypassed expertly.
Rating:
1 - 8
Availability:
(Rating)
Cost:
Rating x ¥250
Notes:
In order to bypass anti-tamper circuits, an additional Engineering + Agility test against the anti-tamper circuit rating is required.
On a failure or a tie, the alarm is triggered.
Keypads utilize an access code (often different access codes for different users). Unless the code is known, defeating a keypad requires rewiring the internal electronics. This means cracking open the case and then rewiring the circuits. A maglock sequencer may also be used instead; make an Opposed Test between the sequencer and maglock ratings. If the sequencer wins, the maglock opens. (Note that the case must still be opened for a sequencer to be applied.)
Rating:
-
Availability:
1
Cost:
¥50
Notes:
In order to bypass a cardreader, an additional Engineering + Agility test against the maglock rating is required.
Alternatively, the proper keycard could be used or duplicated using a Keycard Copier.
A maglock passkey can be used without having to open the case, but an opposed test between the Maglock rating and the Passkey rating must occur.
Keypads can be added to maglock to add a 9-digit physical interface for people to interact with, with entry requiring a predetermined access code. The SysOps can set a number of allowed failed attempts before sounding an alarm.
Rating:
-
Availability:
1
Cost:
¥50
Notes:
In order to bypass the keypad, the internal circuitry needs to be rewired with an Engineering + Agility vs (Lock Rating x 2) test that takes 1 full Combat Round.
A maglock sequencer can be used without having to open the case, but an opposed test between the Maglock rating and the Sequencer rating must occur.
Biometric scanners come in many forms, including print scanners, voice recognition systems, breath scanners, cellular scanners, DNA scanners, and facial recognition scanners. The prime way of defeating these is to get a copy or sample of the thing being scanned
Rating:
3
Availability:
2
Cost:
¥200
Notes:
Handprint Scanner: Coerce an authorized user to apply their prints. Alternatively, a synthetic print glove from a Cellular Glove Molder can be printed. If a fake print is used, make an opposed test between the duplicate and the maglock rating: if the fake succeeds, the maglock is bypassed.
Retinal Print: Retinal scans can be duplicated from a Retinal Duplication cybereye accessory. If a fake print is used, make an opposed test between the duplicate and the maglock rating: if the fake succeeds, the maglock is bypassed.
Voice Recognition: Can only be passed by "speaking" with the voice of an approved user. This can be a recording, some other simulation, or the real voice. Voice Modulator cyberware can also be used. An opposed test must be made between the voice recognition system and the equipment used to bypass it.
DNA Scanner: In order to fool such a system you need a sample of genetic material, preserved in a specially formulated enzyme bath. The enzyme bath can be synthesized in a Biotech (Chemistry) shop with a Biotech + Logic (5) test.
Facial Recognition: Prosthetic makeup and biosculpting can be used with varying degrees of effectiveness against facial recognition. Make a Con (Disguise) + Intuition test against the device rating. Apply a +2 Dice Pool Modifier if the character is picking the disguised character out of a crowd.
Disposable plastic straps which are lightweight, easy to carry and sold in bundles as commercial zip ties or law enforcement zip cuffs.
Structure Rating:
6
Availability:
1
Cost:
¥5 for 10
Notes:
-
Standard metal restraints that come with a mechanical or wireless-controlled lock. Typically seen in the form of traditional handcuffs.
Structure Rating:
10
Availability:
1
Cost:
¥20
Notes:
-
Metal cuffs attached to a person's wrists and ankles to prevent them from moving faster than a shuffle or from extending any cyber-implant weapon.
Structure Rating:
10
Availability:
4
Cost:
¥250
Notes:
The Move action has a maximum of 2 meters and Sprint has a maximum of 4 meters while attached.
Modern plasteel restraints are flash-fused and remain in place until the subject is cut free.
Structure Rating:
12
Availability:
2
Cost:
¥50
Notes:
-
A more effective and PR-friendly containment measure than the magemask, magecuffs were first developed by Lone Star’s Department of Paranormal Investigations in conjunction with the Star’s Penal Department. They’re designed to block a magician prisoner’s ability to astrally project while incarcerated. Commonly designed as a reinforced plastic manacle or collar, the magecuff contains a circular tube of GloMoss suspended in a nutrient gel, a photoreceptor, tamper proofing system, basic biomonitor, shock system, and a battery. Should the magician attempt any magic, including astral perception or projection, the incandescence from the GloMoss triggers the shock system. The shock is designed to knock the magician out and jerk their astral form back to her body. Attempting to remove the magecuff without the proper deactivation code triggers the shock system.
Structure Rating:
6
Availability:
5 (Legal)
Cost:
¥1,000
Notes:
If the subject attempts to use any magic at all, they are shocked with 12S damage, resisted as normal.
The Magecuff can be triggered 4 times before the batteries require recharging,
Nearby magical activity can trigger false positives.
Dealing with Awakened criminals is a serious issue for many jurisdictions. Magicians have abilities beyond those of mundanes and cannot be easily “disarmed.” Prisons cannot afford the expense of providing an Awakened guard for each magical prisoner, so they generally use more expedient methods. For short-term imprisonment or restraint of a criminal magician, a device known as a magemask is used. It consists of a plastic hood that fits over the prisoner’s head, completely cutting off line of sight. A gag-tube prevents the magician from speaking but allows them to breathe normally. The mask also contains a white-noise generator that creates sufficient static to drastically increase the difficulty of mental actions the prisoner takes (including attempts to use magic).
Structure Rating:
8
Availability:
5 (Legal)
Cost:
¥200
Notes:
Actions that the magician would normally perform automatically such as astral perception now require a Willpower + Intuition (4) test.
There are times when cyberware must be disabled, but outright removal isn’t feasible for economic or legal reasons. Cybernetic restraining collars are commonly employed by bounty hunters and used in pre-trial confinement. Such restraints are reasonably easy to remove, but brightly colored so that their absence is immediately apparent to their custodians. Then again, it can be hard for a detainee in the county lockup to get their hands on the necessary tools to remove such an inhibitor. Another common circumstance where cyberware is inhibited is in the commercial aerospace travel industry. Just as a civilian can’t carry a firearm into a cabin, a razorboi can’t be allowed to push cyberspurs through the aircraft’s hull. But unlike a firearm, cyberware can’t just be placed into checked baggage. Instead, when dangerous cyberware is detected by pre-flight security scanners, in order to board the flight the user must accept a bit of code into their cyberware that disables the offending augmentations, until security personnel can remove it upon disembarkation. Of course, what sorts of augmentations are requested to be locked out can vary between corporate and national jurisdictions
Removal of cybernetic restraints varies based on the type of restraint currently being used. Some of these are going to include anti-tamper protections. Removing a standard cortex bomb or kill switch is a Biotech + Logic (16, 10 minutes) Extended test. If they are instead located inside another augmentation, removal requires a successful Biotech (Cybertechnology) + Logic (14, 5 minutes) Extended test. Anti-tamper protections increase the threshold for these tests by the rating of the anti-tamper measures. These devices cannot be manipulated via Matrix actions or complex forms. Failure or a glitch on any interval triggers the bomb or kill switch.
While a cyberware restraint is applied to a body part containing cyberware (typically applied around the neck to neutralize wired reflexes, or around the forearm to prevent implanted weapon use) any cyberware therein cannot be activated, wirelessly or otherwise. Unauthorized removal of the restraint requires a toolkit and a successful Biotetch (Cybertechnology) + Logic (3) test. With gamemaster discretion, a cyber restraint can be removed by brute force by succeeding on a Strength + Willpower (8) test. The former wearer of the restraint suffers 6 irresistible boxes of Stun damage from the stress imposed on their body by ripping the restraint off.
When a user accepts a lockout code into their cyberware, the augmentations cannot function until the code’s owner withdraws it. A hacker can illegally remove a lockout code by first decrypting it (typically rating 4) and then succeeding on an Edit File action against the cyberware to delete the lockout code. The owner of the cyberware cannot forfeit the resistance roll, nor can they spend Edge to assist the hacker.
Availability:
3 (Legal)
Cost:
¥300
Notes:
-
Rating:
1 - 6
Capacity:
[1]
Availability:
4 (Legal)
Cost:
(Rating x ¥100
Notes:
-
Capacity:
[1]
Availability:
4 (Legal)
Cost:
¥300
Notes:
-