Classification: Union // Open

Rules

171 records

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Name ▲ Kind Line Source
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
African Necromancy (style)SystemVampireRotB
Akhu (Setite Sorcery school)SystemVampireRotB
All the Right SpheresSystemSharedBoS
Appropriate Resonance and SynergySystemSharedBoS
Arete RollSystemSharedBoS
ArtifactsSystemSharedBoS
Attacking Your OpponentSystemSharedBoS
Attribute CategoriesSystemSharedV20, W20, M20
Avoiding CorruptionSystemWerewolfBotW
Aztec Necromancy (style)SystemVampireRotB
BackdoorsSystemSharedBoS
Background /Experience Cost for Crafted WondersSystemSharedBoS
Background /Experience-Point Costs for Charms and GadgetsSystemSharedBoS
Background TraitsSystemSharedBoS
Backgrounds (Kinfolk)SystemSharedKin
Base Quintessence CostSystemSharedBoS
Benefits of GrimoiresSystemSharedBoS
BlockingSystemSharedBoS
Bonus DiceSystemSharedBoS
BotchingSystemSharedBoS
Building the RelicSystemSharedBoS
Canonical ChangesOptional RuleSharedV20
Character Creation ExtrasSystemSharedKin
CharmsSystemSharedBoS
Cleansing the SignatureSystemSharedBoS
Computers as Instruments of FocusSystemSharedBoS
ConcealmentSystemSharedBoS
Corruption and Free WillSystemWerewolfBotW
Cracking /ReversingSystemSharedBoS
Cryptanalysis and CodesSystemSharedBoS
Destroying Someone Else’s WonderSystemSharedBoS
DevicesSystemSharedBoS
DevotionalSystemSharedBoS
Difficulty: Is it Paradoxical?SystemSharedBoS
Disarming Your OpponentSystemSharedBoS
DotsSystemSharedBoS
Eastern Necromancy (style)SystemVampireRotB
ElementalSystemSharedBoS
Employing a TalismanSystemSharedBoS
Enlightened UpgradesSystemSharedBoS
EquipmentSystemSharedKin
ExperienceSystemSharedBoS
FamiliaritySystemSharedBoS
Far from HomeSystemWerewolfCW
FetishesSystemSharedBoS
FetishesSystemSharedKin
FlavorsSystemSharedBoS
Flavors, Descriptions, and SignaturesSystemSharedBoS
Flaw Traits as FlawsSystemSharedBoS
GadgetsSystemSharedBoS
GadgetsSystemSharedBoS
Game SystemsSystemSharedBoS
Game Traits for Child-MagesSystemSharedBoS
GrimoiresSystemSharedBoS
Group CreationSystemSharedBoS
Hedge MagicSystemVampireHH2
Hedge Magic WaysSystemSharedKin
IdentitySystemSharedBoS
Impression and PersonalitySystemSharedBoS
In Farewell, RevelationSystemWerewolfCW
Incompatible Beliefs?SystemVampireRotB
Indulge Your Desires — This is Your WorldSystemWerewolfBotW
Influence on OthersSystemSharedBoS
IntimidationSystemSharedBoS
InventionsSystemSharedBoS
Locking an EffectSystemMageM20
Locus DodgeSystemSharedBoS
Look, Feel, and ConstraintsSystemSharedBoS
MAKING A BASIC BANESystemWerewolfW20
Materials: The Right StuffSystemSharedBoS
MatricesSystemSharedBoS
Merits and Flaws (Kinfolk)SystemSharedKin
Merits or Backgrounds as FeaturesSystemSharedBoS
Metaphysical EchoesSystemSharedBoS
Metaphysical PracticesSystemSharedBoS
Nahuallotl (Setite Sorcery school)SystemVampireRotB
Necromancy Paths and RitualsSystemVampireV20
Numina (Kinfolk)SystemSharedKin
Opening the Window: The Hacker’s Dice PoolSystemSharedBoS
Other EquipmentSystemSharedKin
Paradox and QuietSystemSharedBoS
Paradox, Resonance, and PeriaptsSystemSharedBoS
PeriaptsSystemSharedBoS
Permanent ParadoxSystemSharedBoS
Point Costs for TrinketsSystemSharedBoS
Points and RequisitionsSystemSharedBoS
PoisonsSystemSharedKin
Pooling BackgroundsOptional RuleSharedV20, W20, M20
Potent ResonanceSystemSharedBoS
Practice Makes PerfectSystemSharedBoS
PrimersSystemSharedBoS
PrincipiaeSystemSharedBoS
Programming, Repair, and System ArchitectureSystemSharedBoS
Psychic NuminaSystemVampireHH2
Psychic Phenomena (Kinfolk)SystemSharedKin
Psychological WarfareSystemSharedBoS
Purification: Keeping Things CleanSystemSharedBoS
Quantum ComputersSystemSharedBoS
RearmingSystemSharedBoS
Recharging PeriaptsSystemSharedBoS
RefuelingSystemSharedBoS
Relics, Cybernetics, Biocrafting, and SoulflowersSystemSharedBoS
Reshaping the SpheresSystemSharedBoS
Roleplaying and DescriptionSystemSharedBoS
Sadhana (Setite Sorcery school)SystemVampireRotB
Secret Features or FlawsSystemSharedBoS
Security Software and SysadminsSystemSharedBoS
Sentient WondersSystemSharedBoS
Similar or Opposed EnergiesSystemSharedBoS
Simple UseSystemSharedBoS
Sloppy FilingSystemSharedBoS
Social EngineeringSystemSharedBoS
Soulgems and SoulflowersSystemSharedBoS
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Classification: Union // Open Ref shared/rule/system/system-bypass-and-subversion

System Bypass and Subversion

System

Shared

Computerized intruder or burglar alarm systems protect most of the industrial world’s technology these days. From a purely physical standpoint, Closed Circuit Television (CCTV) networks monitor many places of interest in the twenty-first century: businesses, intersections, elevators, alleys, traffic in tersections, and even – in places like London – large portions of the city. All of this information is stored somewhere, usually in digital format… a format which a character with enough dots in Computer and Security can manipulate.

The modern burglar must understand at least the basic workings of computer-run security systems, and industrial-es pionage types should be significantly better than that. Folks who wish to remain unseen (as many mages do) need to know their way around system bypass and subversion tactics. After all, when cameras, heat sensors, pressure sensors, laser arrays, and other such technologies are keeping Big Brother’s eyes on you, mere stealth is not enough.

A character who wants to bypass or corrupt comput er-managed security systems needs at least one dot in both Computer and the secondary Skill: Security. (See that entry in Chapter One for details.) In most cases, those systems are managed from inside a secured area, so the would-be intruder needs to figure out a way to access that system without setting the security off. Thankfully, the wonders of computer magicks and Correspondence Arts allow a savvy mage to reach control centers that no unAwakened person could access. (See the Black Card /Little Black Box Adjustment, Mage 20, p. 601.) Even so, that trespasser needs to know what he’s looking for in order to bypass or sabotage the system. Merely being there isn’t enough; you’ve also gotta understand the system before you can modify it.

Defeating a computerized security system doesn’t always require hacking into it; a smart intruder knows how to bypass a system without messing with it. That said, many computerized security systems have triggers that set off alerts when suspicious events (power surges, sudden cutoffs, unauthorized users, etc.) hit the system. In real life, most of the tricks employed by Hollywood don’t actually work, and though a mage might employ Hollywood Reality to wrangle a computer, there’s no guarantee that such tactics will pay off. (See the sidebar of that name earlier in this chapter.)

Serious details about security bypass procedures can get too complicated for normal game use. For simplicity’s sake, assume that you’ll use an Intelligence + Security roll, probably extended, to establish a computerized security system. Maintaining or adjusting that system would involve Intelligence + Computer rolls if such tasks have to be rolled for at all.

Bypassing that sort of a system, though, is a bit more complex. In such situations, the Storyteller asks the player what she’s doing to get around the system, then has her make a Perception + Security roll to scope out the system, followed by an Intelligence (or perhaps Dexterity) + Computer roll to access or bypass it. For automated systems, this requires either a standard roll (for simple systems) or an extended one (for sophisticated networks). Success grants access, failure does not, and a botch triggers the alarm. For especially sensitive systems, even a failed roll will set the alarms off… in which case the mage should have a good escape plan handy.

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