Tricking Those Damn Scanners
Rote · Mage
Full-body scans. X-ray machines. Breathalizer tests. Hand-or retinal-scanning technology. We never had to put up with such nonsense in the Old Days, dad-gum it, but now it’s simply everywhere! How, then, can an innocent (or not-so-innocent) mage simply go about his business without interference from those infernal gadgets?
In game-terms…
• Entropy 2, Forces 2, or a combination of both can toss glitches into the equipment. Thus disrupted, the gear gives a false reading which may – with three successes
or more – give the mage the result she wants and let her get through the scan without incident. This won’t wash if the scan leads to a high-security area, but it’s enough to get a person past the average security scanner. A failed roll or inadequate success, however, will lead the guards to check the mage out more closely, while a botched roll sets off every alarm in the place.
• The Data 2/ Forces 2 trick mentioned above will (if successful) give the desired false reading.
• Three successes or more that get rolled with a character’s Arcane Background may screw the scanners up so badly
Such vital locations may have any or all of the following measures:
that the mage gives a false positive reading, or perhaps doesn’t register on the gear at all. That second result, though, might not be a good thing if the security guards take their jobs seriously.