Tidal Locking plus Zombies
Reveals openings, files, etc, investigation, control over locks/lights.
Hacking Usage (SW)
Locks generally work on a very simple system. Unless tapped into a security system directly, the only way to open them is with the correct key, or to brute force them. Brute forcing them is not a difficult task, but it can be more time consuming to people who aren’t familiar with security.
Lockpicking Usage (SW)
Given that the hacker can understand the system, the hacker is presented with a list of binary number pairs. A normal lock would have 4 pairs. The hacker has to figure out what the entire string is, in order. This represents the process of finding the passcode for any given lock.
When presented with a lock, the GM rolls a d4 for as many pairs are in the code; the GM translates this to binary. Harder locks would have more pairs, triplets (d8), or give minus to their security rolls.
While brute forcing a lock, they pass the guess to the GM and roll security. As long as there is no combat, everyone is allowed to help, though only one security die is rolled by the hacker.
On a critical failure (1/1), the system is locked and an alarm, if applicable, goes off. This is the only way to trigger an alarm while lockpicking.
On a failure, an ACCESS DENIED message is returned with a short string of numbers. For each zero, a pair is correct but out of place, and for every one, a pair is in place. Example: “110” three numbers are correct, two in the correct place.
On a success, the hacker receives an additional string, revealing where the correct numbers are. Example: 110.0011 shows that three numbers are correct, and two are in the correct place: third and fourth slot.
On a raise, the hacker also sees which numbers are correct but not placed, and for each raise, receives a cumulative portion of the passcode starting from the front. Example with a raise of one: 110.0011.1000.01xxxxxx; the third set reveals that the first number is correct but out of place, and fourth set reveals that the first pair is “01”.
This system means anybody can brute force a lock, even with the -2 untrained in Security, given that they understand the process. However, someone who has high security rolls has the potential to unlock the lock more easily and quicker, and even in one round. Using lockpicks give the user a base Security, if their own is not higher.
A brute forced lock cannot be re-locked except through the security system. A lock automatically resets after 1 hour of being lockpicked.