-
Lock picking
I'm intersted in creating a classic rogue and I was wondering what skills effectively represent:
a) traditional, mechanical lock picking: doors or safes (for those time travel or low-tech planet-hopping episodes). Sleight of Hand?;
b) "modern," high-tech lock picking (opening starship doors and disabling security systems); it used to be security so I'm not sure how converted. Sabotage (engineering), perhaps?
-
Right now I'm using Sleight of Hand for the mechanical locks, and I'm using Forgery or Computer Use for electronic locks. Forgery can produce false computerized credentials, so it's a viable choice, you have to do it before hand though. Computer Use works for hacking the doorpanel or terminal in my opinion.
Lockhart
-
If the lock has some sort of human interface, like a keypad, Computer Use (Hacking) would be my choice. Without such an interface, Systems Engineering (Computer Systems) would be my choice.
A security specialist would need some Systems Engineering (Sensor Systems), Systems Engineering (Computer Systems), Systems Engineering (Weapons Systems), as well as some Computer Use (specialties like Encryption and Hacking in particular).
You could also make a new Systems Engineering specialty, Security Systems, which would encompass these skills only as they apply to security systems. This is a little narrower than most CODA skills in the PG. It's advantage is that you could craft a Skill Focus for it to make an expert easily. That's harder to do if your security expert is drawing on many skills. In other words, it's a way to make a person with a narrower focus a bit cheaper. As such, it might be best suited to the "NPC Specialist" unless, in your judgement, a PC has a good reason for the background.
-
System Engineering (Security Systems) might also be used, since it is the skills to build security systems.
mechanical locks would also fall under this.