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Locks SF 01

Locks are security devices that deny access to a protected place or item to anyone without the correct key. There are three different types of mass-manufactured locks that are used for all security needs: mechanical locks, card locks, and baton locks. There are also personalized locks that are tailor-made to the customer and extremely expensive.

The Security Systems: Open Locks skill is used to try to open any of the first three kinds of locks, but it is modified by the level of the lock. For every level of the lock, there is a -1 Column Shift to the skill check. The personalized locks require a lot more than knowledge of the lock.

Mechanical Locks[]

Mechanical locks run the gamut from simple desk drawer locks to bank vaults. The lock levels, for purposes of the SS:OL skill, run from Levels 0-5. Most mechanical locks are jammed or removed easily by weapons fire or explosives.

Most vehicle ignitions are mechanical locks.

Security Device Wgt (kg) Cost (Cr)
Mechanical Locks
Level 0 1-5
Level 1 6-10
Level 2 1 11-20
Level 3 2.5 21-50
Level 4 5 51-100
Level 5 v 101+
Card Locks
Grey 15 75
Blue 15 125
Green 15 200
White 15 400
Silver 15 800
Red 15 1,500
Black 15 3,000
Gold 15 6,000
Baton Locks
Level 5 30 5,000
Level 6 30 7,500
Level 7 30 10,000
Level 8 30 15,000
Level 9 30 25,000
Level 10 30 40,000
Personalized Locks
Voice Recognition
Level 5 15 6,000
Level 6 15 9,000
Hand Prints
Level 6 25 10,000
Retina Scan
Level 7 25 12,500
Level 8 25 16,000
Brain Scan
Level 9 25 30,000
Full Body Scan
Level 10 Room 50,000

Card Locks[]

Card locks are second-generation locking mechanisms. A card lock is a 15-cm square plaque mounted on a wall or door about 1.5 meters above floor level. The card lock operates by scanning an inserted passcard that contains a tiny electromagnetic ribbon. When a match is confirmed, the lock opens.

When a card lock is purchased it comes equipped with two or three passcards. Usually the lock and passcards are color coded on the outside. Card locks are built to last and can withstand 120 points of damage. When a card lock is completely destroyed there is only a 20% chance that the lock will open, otherwise it is jammed closed or off.

There are eight levels of card locks. They are usually used for doors or equipment like security computers.

Card Color Level Usual Uses
Grey 1 Closets, Lockers
Blue 2 Living Quarters
Green 3 Offices, File Rooms
White 4 Medical or Scientific Facilities
Silver 5 Supervisory or Robotic Facilities
Red 6 Star Law or Security Facilities
Black 7 Governmental or Penal Facilities
Gold 8 Extremely expensive, personalized lock

Baton Locks[]

Baton locks are third-generation locks but operate similarly to card locks. They are masterpieces of solid-state construction, requiring 200 points of damage before they are destroyed. Even when destroyed they will be jammed closed or off 90% of the time.

A baton, 20 cm long with a 2-cm diameter, has an intricate electro-magnetic circuit inside. The circuitry in a baton is far more complex than the emission bands on a passcard and therefore a more secure locking mechanism.

When inserted into the baton lock (a 10-cm-square plaque with a shuttered hole in the center), the circuit is scanned. If confirmed as being the proper baton, the lock opens and the baton is ejected. If the scan does not confirm that the baton is the proper one, it is locked into place and an alarm goes off at the local Star Law office, constabulary, or security robot computer.

Baton locks are Levels 5 to 10. They are used on super-security projects, higher level robots (for some, in fact, it is the only way to turn them off), and by the very rich.

Personalized Locks[]

For those wealthy individuals or institutions who want the most secure locks possible, there are locks that only recognize personalized codes. The proper lock level is recorded after the title. A character cannot attempt to use his Security Systems: Open Locks skill without some form of artificial replacement for the needed code. If any exists, it is listed after the type below.

Voice Recognition[]

Level 5 or 6. The lock only responds to a character’s voice pattern. Replacement: A quality recording of the voice giving the proper code words.

Hand Prints[]

Level 6. The lock has a plate that scans the entire hand or manipulative appendage print. Replacement: A synthetic casting of the hand or appendage, or the hand or appendage itself.

Retina Scan[]

Level 7 or 8. The lock is equipped with a viewing apparatus that the character must look into before the lock will open. Inside the viewer the retinal pattern of the character's eye is scanned by lasers. Replacement: An intricate and expensive operation whereby a character of the some race has his retinal pattern altered to match the lock owner's pattern. The lock owner's retinal pattern must first be possessed, but there are laser cameras that can photo it quickly.

Brain Scan[]

Level 9. The lock is linked to an intricate scanner that scans the character's brain structure and brain waves. This takes a few minutes to confirm and requires a Level 5 Job (Medical) maxiprog attached to at least a Level 5 mainframe computer. Replacement: None known (possibly use of a clone).

Full Body Scan[]

Level 10. The lock is linked to a room-sized scanner that must be entered before the door is approached. It scans the entire body and brain, matching metabolic rate, brain waves, physical recognition patterns, etc. This takes at least 10 minutes and requires the scanner to be linked to a Level 6 Job (Medical) maxiprog in a Level 6 mainframe computer. Replacement: None known (possibly the use of a recently created clone).

Notes and References[]

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