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<blockquote data-quote="Antonlowe" data-source="post: 7039842" data-attributes="member: 57841"><p><strong>Alarms</strong></p><p></p><p><em>Alarms are a special type of hazard. If an alarm is triggered, security is alerted to the presence of the PCs. This might mean that personnel are sent to stop them, that the proper authorities are notified or that the entire installation is set to self-destruct. It depends upon the installation. </em></p><p>Failing to disable any alarm by 5 or more points automatically triggers the alarm. </p><p></p><p><strong>Panic Button</strong></p><p><strong></strong>Some installations make use of panic buttons. These buttons are placed strategically throughout the installation. Any character can trigger a panic button they are adjacent to it (this requires an action). </p><p>Notice: DC 5</p><p>Disable: DC 10</p><p></p><p><strong>Security Camera</strong></p><p><strong></strong>Some installations make use of security cameras. These cameras are placed strategically throughout the installation. Each round on Initiative 10, the camera makes a notice check. If it spots a PC the alarm is sounded. The bonus to notice check from security cameras ranges from +0 to +8. </p><p>Notice: DC 10</p><p>Disable: DC 12</p><p></p><p><strong>Laser Tripwire</strong></p><p><strong></strong>Some installations make use of laser tripwires. If you pass through a square with a tripwire you trigger the alarm. If you have spotted a tripwire, you may move through the square at half speed to avoid setting off the alarm. </p><p>Notice: DC 14</p><p>Disable: DC 12</p><p></p><p><strong>Laser Grid</strong></p><p><strong></strong>Some installations cover entire rooms or corridors in laser tripwires. These are called laser grids. Once you have spotted a laser grid, you still must either get through it or disable it. Navigating through a laser grid requires a DC 15 acrobatics check for each square. </p><p>Notice: DC 14</p><p>Disable: DC 18</p></blockquote><p></p>
[QUOTE="Antonlowe, post: 7039842, member: 57841"] [b]Alarms[/b] [I]Alarms are a special type of hazard. If an alarm is triggered, security is alerted to the presence of the PCs. This might mean that personnel are sent to stop them, that the proper authorities are notified or that the entire installation is set to self-destruct. It depends upon the installation. [/I] Failing to disable any alarm by 5 or more points automatically triggers the alarm. [B]Panic Button [/B]Some installations make use of panic buttons. These buttons are placed strategically throughout the installation. Any character can trigger a panic button they are adjacent to it (this requires an action). Notice: DC 5 Disable: DC 10 [B]Security Camera [/B]Some installations make use of security cameras. These cameras are placed strategically throughout the installation. Each round on Initiative 10, the camera makes a notice check. If it spots a PC the alarm is sounded. The bonus to notice check from security cameras ranges from +0 to +8. Notice: DC 10 Disable: DC 12 [B]Laser Tripwire [/B]Some installations make use of laser tripwires. If you pass through a square with a tripwire you trigger the alarm. If you have spotted a tripwire, you may move through the square at half speed to avoid setting off the alarm. Notice: DC 14 Disable: DC 12 [B]Laser Grid [/B]Some installations cover entire rooms or corridors in laser tripwires. These are called laser grids. Once you have spotted a laser grid, you still must either get through it or disable it. Navigating through a laser grid requires a DC 15 acrobatics check for each square. Notice: DC 14 Disable: DC 18 [/QUOTE]
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