Hack electronic locks with a combination of theoretic knowledge of cryptography and electronics as well as costomized tools.
Roll 1d100 + Open Locks skill bonus vs. DR 100
You successfully unlock an access card protected door, open and start a locked vehicle or hack your way into an alarm system.
+10 DR for complex or advanced locks
+20 DR if under time pressure
+30 DR if lock includes biometric or failsafe mechanisms
-10 DR for simple locks
–10 DR with access to engineer's workshop or similar
Your group is under attack in an alley in Louktu. You spend a round (5 AP) to hack and open a locked door to a basement in the alley. DR 120 (DR 100 +20 for time pressure).
You hack your way into a military helicopter on a DR 100, and afterwards try to bypass the security system to start the machine on a DR 130 (DR 100 + 30 for biometric).
Open Locks allows a character to bypass tech-based physical security without resorting to brute force or access codes. The skill allows for the manipulation of digital or hybrid locks through deft, hands-on techniques. But the skill can also be used on more classical, mechanical locks with a +40 to DR. Success depends not only on technical know-how but also on creative strategies and leveraging the right equipment.
This skill can be used during stealth missions, infiltration scenarios, or to access restricted areas without drawing attention. Some modern locks may include digital countermeasures or biometric systems that make them more difficult to crack without assistance from related skills like System Bypass. However, Open Locks focuses on swift, physical manipulation - ideal for doors, containers, or concealed compartments encountered in the field.
Not normally sequenced.
Not normally countered.