SW Security

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Sources: AoRCore (Age of Rebellion Core Book) • CaM (Cyphers and Masks) • DA (Desperate Allies) • DC (Dangerous Covenants) • DoH (Disciples of Harmony) • EoECore (Edge of Empire Core Book) • EtU (Enter the Unknown) • EV (Endless Vigil) • FaDCore (Force and Destiny Core Rulebook) • FC (Fly Casual) • FH (Far Horizons) • FiB (Forged in Battle) • FLT (Friends Like These) • FO (Fully Operational) • KtP (Keeping the Peace) • LbE (Lead by Example) • LoNH (Lords of Nal Hutta) • ND (No Disintegrations) • NoP (Nexus of Power) • SaS (Ships and Speeders) • SM (Special Modifications) • SoF (Suns of Fortune) • SoR (Strongholds of Resistance) • SoT (Stay on Target) • SS (Savage Spirits)

Item Effects Cost & Rarity Enc Sourcebook
BioTech "Bag & Tag" Forensics Investigation Kit Kit that provides tools for forensic investigations, with medical instruments, collection containers, swabs, magnifiers, scanners, multi-spectrum light emitters, marking tools, and a variety of solvents, adhesives, and specialty chemicals. Add Success-result.png to all checks to spot and gather evidence. 450cr/4 4 FH47
Com Jammer Jammer that prevents transmission of com signals. Cutting through jamming requires a Computers (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) at Medium or shorter range, reducing Difficulty by 1 per range band beyond. 400cr/3 4 AoRCore187, EoECore182
Com Scrambler Encrypts com signals, inflicting Setback-die.pngSetback-die.png to attempts to decipher or decrypt such signals. 1000cr/3 4 AoRCore187, EoECore182
Data Dead Drop Hidden compartment built into something else where datachips or other encoded messages can be dropped, requiring a Perception (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) to find. 150cr/7R 0 DA51
Explosive Implant Injected device that allows tracking and triggering of an explosive from a handheld device (which can locate the implanted target with a no Difficulty Computers test). With the activation of a button, the implant can explode, killing the victim. Requires a Medicine or Mechanics (Challenge-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) to remove the implant; Threat-result.png alerts the device-holder, and Despair-result.png triggers the explosive. 200cr/8R 0 FTL60
Forgery Tools Set of tools used to create false credentials, allowing use of the Skulduggery skill to accomplish such crafting. 650cr/8R 2 DA51
Lockpicking Tools Set of tools that allows the passage of locks both electronic and mechanical. 50cr/8R 1 FC49
Magna-Lock Safe Safe that holds up to 10 Encumbrance of objects or materials, and seals magnetically. Requires a Skulduggery (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) test to open. 1000cr/5 12 FC49
Merr-Sonn Model 31 Palm Stunner Hidden palm device that inflicts a powerful shock to incapacitate targets. Must be placed in vulnerable spots, making it useless outside of combat. Applied with an opposed Skuldugger vs Resilience check. If successful, incapacitates a minion or inflicts 12 Stun damage to a rival or nemesis, +1 Stun for each Success-result.png on the check. 500cr/5R 1 EV50
Personal Transponder Personal transponder device set into any preferred housing, with a unique transponder code. Can be detected and followed within close planetary range with a Computers (Difficulty-die.pngDifficulty-die.png) check, +Difficulty-die.pngDifficulty-die.png per planetary range band beyond close, to a maximum of extreme. 100cr/4 0 KtP50
Poisoner's Ring Piece of jewelry or other accessory that holds a secret compartment to administer a single dose of poison with a Skulduggery test opposed by viewers' Vigilance to do so secretly. 500cr/7R 0 DA51
PSF MK III Power Fence Set of 4m tall pylons that can be set up to 5m apart; when activated, generate a force-field. Comes with power fence generator and 20 pylons. Can destroy pylons to get through fence: Defense 2, Armor 1, Wound Threshold (pylons) 15, Strain Threshold (energy wall) 20. 10,000cr/7 (20 pylons) 10 FO44
Shift Coffer Cube that can hold up to 5 Encumbrance of objects or materials. When placed into niches made for them, they disappear, becoming part of the wall. Requires a Perception (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) to spot at all, and bear complex locks requiring a Skulduggery (Difficulty-die.pngDifficulty-die.pngDifficulty-die.png) to open. 2500cr/7 5 FC49
Sleight Box Container with a secret compartment capable of holding half item's Encumbrance worth of secreted goods. A Perception (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) is required to find the hidden compartments. 400cr/6R 2 to 20 DA51
Sound Dampener Small device that uses sound waves to cancel noise within a certain area; it can be set up to entirely muffle noise, or to simply provide a privacy screen for sound that occurs within it (like a conversation). It cannot cancel out blasterfire, but it can render footsteps inaudible. Add Setback-die.pngSetback-die.png to attempts to hear what is going on within the area. 600cr/7 2 DA51
TaggeCo Privacy-7 Audio Curtain Two rods with microemitters that can be placed parallel to one another to generate a sound-dampening field between them. Often placed on either side of apertures or used in groups to create a "chain" effect to enclose spaces. Those attempting to listen in must make a Perception (Difficulty-die.pngDifficulty-die.pngDifficulty-die.png) to understand anything being said, with the GM spending 12px and Despair-result.png to cause misunderstanding of key words or phrases. 500cr/6 4 EV50
Disguises & Stealth
Advanced Flesh Camouflage Kit Small kit that generates false skin and hair, as well as dyes for hair, skin, and even eyes. May mimic traits of individuals whose genetic material is fed into the kit; mimicry is sufficient to fool bioscanners. Disguises require Perception (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) to detect. 2500cr/7R 2 AoRCore187, EoECore186
Disguise Kit Set of makeup and other cosmetic methods of changing appearance, granting the ability to make Deception checks to pretend to be someone else. 100cr/4 2 AoRCore187, EoECore182, FaDCore183
False Credentials Credentials that establish identity not belonging to the bearer. They pass most cursory examinations, but a careful study requires a Perception (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png, reduced by 1 for scanners. 800cr/7R 0 DA51, FC49
Fingerprint Masque A thin liquid-crystal biometric screen applied to the fingertips which creates a random fingerprint pattern or mimics known patterns. It is a Perception (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) to even notice someone is wearing them, and most systems can be fooled with a Cool or Deception (Difficulty-die.png) check. 1000cr/7R 0 FC49, CaM48
Holographic Disguise Matrix Device that overlays appearance with one programmed into device, for visible light spectrum. Gain Boost-die.pngBoost-die.png to Deception checks to impersonate another, and add Setback-die.pngSetback-die.png to detect imposter. 10,000cr/9 1 ND54
Holographic Image Disguiser Small self-contained holoprojector that creates a high-resolution holographic disguise for a person or object. Though very good, they can only store a single image, which must be loaded in advance. Many droids, cameras, and other electronic scanners can see the flicker inherent in even the best hologram. HIDs can operate for a few minutes at a time (unless they have an external power supply) and they do not provide vocal or audio patterns. Perception (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) to detect an HID with the naked eye, or Difficulty-die.pngDifficulty-die.png to notice with electronic visual augmentation. 1100cr/6 2 CaM46
Personal Stealth Field Small light-bending generators that prevent detection by sight entirely, and force attempts to detect them via other senses to do so at a Difficulty Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png. Threat-result.png causes a flicker in the field, allowing others to possibly see them; Despair-result.png causes generator to short out. 20,000cr/9R 1 AoRCore187, EoECore186
Saline Pump Clawdite can increase mass and size by as much as 10%. Add Boost-die.png to checks to pass self off as another person, and Setback-die.png to others' attempts to discern deception. Clawdites species only. 2500cr/7 1 ND54
Shadowcloak Built into a chair, desk, or other heavy piece of furniture, generates a field of shifting shadows and darkness to completely conceal a single individual. Also baffles sensors and scanners, distorts user's voice, and provides various identity masking effects. User must stand or sit fairly still while in use. Discerning features of a user requires a Perception (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) check, reduced by one Difficulty if user has taken the Move maneuver or similar disruptions of the field have occurred. 2500cr/6R 2 CaM48, FC49
Vid-Vox Scrambler Smal personal signal-jamming generators prized by those interested in keeping their conversations private. Generates a low-intensity comms-jamming field that disrupts all audio, video, and holo recordings while leaving conversation unaffected. They scramble all devices within 4 meters. A Perception (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) check can be made to try and make out a conversation from within the bubble. Using a listening device requires a Computers (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) check. Recording devices outside the area cannot detect anything at all. 2400cr/8 2 CaM46
Imprisonment & Restraints
AL-DR8 Grav-Binders Cross-body bindings that use microrepulsor tech to mimic very high gravity on the prisoner. Requires an Athletics (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) to break free (cannot escape using flexibility alone). 300cr/7 1 KtP50
Binders Cuffs used to restrict movement of captive. Breaking free requires Athletics, slipping free requires Coordination, picking lock requires Skulduggery (all Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) 25cr/0 0 AoRCore187, EoECore182, FaDCore183
Explosive Shackles Shackled composed of a collar and belt connected to a set of wrist binders, they are built with explosives that set off if the device is tampered with, if the wearer leaves a specifically mandated area, or if the controller pushes a button on a remote. It is a Skulduggery (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) check to remove them without the proper key; failure results in detonation, which inflicts 10 Wounds (which ignores Soak) on the wearer and each character who is Engaged to them. 500cr/6R 2 LoNH108
"Knack" Restraining Bolt Acts as a typical restraining bolt, but secretly implants a hidden order to droids it is placed on, resisted the same way other restraining bolt orders are. 750cr/8 0 DA51
MCI-100 Magnacuffs Heavy duty magnetic binders of reinforced durasteel that seal with high powered magnetic locks, adjustable to most known sentient species. May only be escaped from using a Coordination (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png), as they are too strong to actually break with brute force. 100cr/4 1 FH47
Repulsor Trap Large repulsorlift tech trap that increases gravity in an area. Those who stumble into the area are Ensnared for six rounds. Concealed Setback-die.pngSetback-die.png. 5000cr/9 7 FTL60
Restraining Bolt Device that clamps to a droid's chassis and inject programming that limits the droid's actions. Most droids cannot resist, but unique or strong-willed droids may receive a Discipline (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) to take actions in spite of it. 35cr/0 0 AoRCore187, EoECore182, FaDCore183
Stun Collar Locked collar, controlled with a remote. Can deliver a high-voltage shock, inflicting 10 Stun damage or a lethal shock, inflicting 12 Wounds and a Critical Injury at +20. Mechanics (Difficulty-die.pngDifficulty-die.pngDifficulty-die.png) is necessary to remove the collar without electrocuting its wearer. 800cr/6R 2 FTL60
Stun Cuffs Binders that stun prisoners attempting to free themselves; Athletics or Coordination (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) test to break free. Any Threat-result.pngThreat-result.png or Despair-result.png results in 4 Strain (ignores soak). 100cr/5 0 KtP50
Thalassian Security Collar Heavy durasteel collar secured with a magnalock and with attached heavy chain; attempts to remove result in a painful neural shock to the wearer. It is a Skulduggery (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) to remove; failure results in the wearer suffering 2 Strain and 1 Wound, and becoming Disoriented for 5 rounds. 500cr/5R 1 LoNH108
Slicing Gear
BlackOps Data Breaker "Battering ram" data harvester that adds Boost-die.pngBoost-die.png to slicing checks, but its unsubtle operations also add Boost-die.png to attempts to detect slicer or slicing attempts in a system. 1000cr/6R 1 AoRCore187, EoECore186
Credit Cleaner Complicated electronics suite that reroutes the electronic data trail of credits, hiding them behind a confusing cascade of falsified purchases (usually by "attaching" them to other, legitimate purchases on credit records), preventing anyone from tracing the provenance of credits to recent users. 2500cr/7R 12 LoNH111
Dataspike Spike of data storage that floods a system with junk data to identify security procedures and overwhelm them. Expend a dataspike to change the action used to disable a security program into a Maneuver instead, including the use of the Disable Security Program action. Reduce the Difficulty of the subsequent Computers check by 2, min 0. After this use, the dataspike burns out and is useless. 100cr/3R 1 SM51, CaM46
Ealewon A-212 Tracing Console Device that keeps constant watch over the systems to which they are linked, logging all attempts to access and monitoring for unusual activity. Checks to slice systems protected by this gain Setback-die.png. A defending slicer gain Boost-die.pngBoost-die.png to Computers checks to identify any intruder, such as by the Trace User action. 3000cr/6 12 SM51
Electronic Lock Breaker Set of specialized slicing gear used to decode and scramble electronic locking systems. Simply opens many types of locks, but truly difficult ones may still require Computers test. 1000cr/5R 1 AoRCore187, EoECore182, FaDCore183
Scramble Key Device to interact with electronic locks that require password or code inputs to open them by bombarding with possible permutations in fractions of a second. Automatically bypasses most simple electronic locks. Complicated locks may require time, although a user may attempt to speed this up with a Skulduggery (Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png) check. Success reduces the time to a single minute, but failure triggers any locks. Force-sensitives may make a Force power check as part of this check, augmenting their intuition, adding either Success-result.png or Advantage-result.png for each EitherForce-result.png generated. 750cr/4R 1 EV50
Signature Modulation Pad Tool to hide or disguise a slicing signature. Add Setback-die.pngSetback-die.png to attempts to acquire the user's slicing signature. 250cr/7R x SM51
Slicer Gear Custom-built electronics interface gear that allows a slicer to make Computers checks to try to overcome security limits and execute his own commands on computer systems that he does not have permissions to access. 500cr/4 2 AoRCore187, EoECore182




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