My understanding of breaking into a secured area in NWOD is that it is an extended test using Dexterity + Larceny + Equipment vs a set number of successes (5, 10, or 15) required depending on the quality of the security system. How many rounds the player gets to make these rolls is alluded as 'usually 10 or 15'.
Ranks in Haven: Security reduce the amount of dice rolled by the character attempting to break in to a vampire's haven by that number, while also giving an Initiative bonus to any vampire inside the Haven in the presumably ensuring combat.
Each dot of Haven Security subtracts one die from efforts to intrude into the haven by anyone a character doesn’t specifically allow in. This increased difficulty may be because the entrance is so difficult to locate (behind a bookcase, under a carpet) or simply difficult to penetrate (behind a vault door). Also, each dot of Haven Security offers a +1 bonus on Initiative for those inside against anyone attempting to gain entrance (good sight lines, video surveillance).
This is, to put it bluntly, not good enough. I want to use these rules as an abstraction, a single roll (or extended test) to get past multiple security measures (such as traps, guards, danish wolfhounds, cruac magic, legos left on the floor, etc), with if states like 'undetected' or 'without enemy casualties', etc. The existing rules assume the GM will build in any enemy measures 'charging guard dogs' etc as a subtraction from the die roll willy nilly. This isn't great. It seems to assume that bypassing security systems means 'disabling alarms' and everything else is handled by other skills, like athletics, hacking, or stealth.
I should mention that the context for this is a LARP environment that is played in multiple locations with multiple different STs. I'm asking this question as groundwork for a possible rules-change in terms of how security systems and defences, especially those of Havens, will work against attempted infiltrations or attacks. Since currently, they basically don't. It's assumed that any infiltration will deal with each obstacle individually, which in a larp setting you just don't have time for.
So, taking all that into account, I have these questions:
- Am I understanding the existing rules correctly, in terms of what Larceny actually does and how you enter covertly a secured area? i.e. basically it does very little
- What would be a well-considered houserule to add a bit more granularity to a single roll/extended test, without turning it into an entire 3-hour play session to sneak into someone's Haven? i.e. a good, single-roll abstraction for the entire process of sneaking into or breaking into a secured area
What I'd Like To See Included In A Rule
- A single roll or extended test to get into someone's Haven or defended area, that works with ad-hoc defenses (guards, police tape, etc) just as well as built-in (traps in the walls, alarm systems, attack mechanoids), taking into account the various security measures as a 'whole'
- Some ability for a kindred with high Craft or Investigation to design a more effective security system than one without
- Something that takes into account how much money has been spent on it or whatever, but more importantly, the dots in Security of the Haven
- Failure states beyond just a 'dramatic failure' on the roll raising the alarm
- Success states beyond just 'you disable the alarm'/'enter the building', degrees of success etc
- Relatively simple, or able to be summed without a huge amount of ST intervention