Creating or revising a security system is a downtime action for everyone involved. The costs of basic security devices are included in the abstracted cost of Haven out of Resources. In other words, it doesn't cost money to make an Int + Security roll to establish a security system. If you can afford a house, its assumed you can also afford to secure it.
The amount of successes on Int + Security are the amount of systems you can install in your Haven. Each success allows you to make statement about the setup of your Haven that provides it with a security advantage. Each one of those systems has a test associated with it to defeat it at standard difficulty 6.
For example a 6 successes Security for a Haven could read something like:
Surveillance
Security Cameras (Dex+Stealth)
Alarm System (Wits+Security)
Defense
Hidden Entrance (Perception+Investigation)
Reinforced Security Doors, (Strength+Brawl)
Electronic Keypad (Int+Computers)
Power Locks (Dex+Security)
Security Systems act in tandem, so each roll to defeat a system needs as many successes as the amount of systems in that category. It is harder to dance across pressure-plate arrays while also timing it against the sweeping security camera above. These successes must be met on EACH roll to bypass security successfully. In this scenario, 2 successes on the Security Cameras and Alarm system would be necessary, while four successes on the Defense tests would be necessary.
Special:
Certain Disciplines can bypass those defenses which they would reasonably be able to - notably, Obfuscate and various form changing abilities from Protean and other disciplines. These abilities should be able to bypass appropriate security measures, but 1 or more successes can also be spent to block them. Special systems have a specific all or nothing rule that complicates matters for would-be trespassers, and may also introduce additional difficulties that need a separate Special system to account for, such as:
Airtight Interior (Blocks Mist/Tenebrous/Blood Forms), but introduces complications such as precluding breathing without: Internally Circulating Air (Allows ghouls/mortals to breathe inside airtight areas)
Likewise, upgrades can be made onto existing platforms that also cost a success, such as: Heat-Sensitive Cameras (Identifies Vampires), but requires existing cameras in place.
They can also perform other duties, such as Off-Site Surveillance Backups (Impossible to destroy data after intrusion)
Certain Disciplines can also provide justification for a given Special system. Invisible intruders such as Astral travelers, Wraiths, elementals, etc that might otherwise bypass all Surveillance systems, can be detected with uses of Thaumaturgy, Necromancy, or Animalism, and should be able to be prepared against by the owners of those Disciplines.
Any special requirements of security systems, such as Disciplines, Abilities, Influence, or Prerequisites required are up to ST discretion, as are any special rules introduced by the systems themselves.
Cutting Edge:
Resources can be spent to gain high-end security equipment.
The first 30,000 spent improves 5 systems by 1 Difficulty.
Every 30,000 after that increases one system by 1, to a maximum of 10.
Assaulting a Haven:
In order to gain access to the Haven, you must bypass each of the systems in the Defense category. Before every attempt to Bypass a Defense, you must succeed tests against all Surveillance systems. In other words, if a Haven has four defenses and two surveillance, as in the above example, a trespasser will make 2 tests before each of the four defense rolls, for a total of 12 tests to infiltrate the Haven successfully and undetected. Failing to bypass Surveillance does not necessarily mean entry is impossible, but during the day, any Retainers belonging to the Haven's residence, and during night, the Retainers AND the Residents, will be able to act as they please.
Each level of Defense still undefeated when Surveillance is failed is approximately 1 minute that the residents have to make preparations for assault or escape. A Special system such as Ghoul Pillbox (Allows firing on attackers while defended) may become active during this time, subjecting the intruders to direct attack in combat rounds for at least 1 minute.
Just as Leadership may be used to develop the defenses for a building, so too may Leadership be used to assault it in a team. The normal rules for Leadership challenges apply.
If all tests are completed successfully without disturbing the alarms and defeating all defenses, the intruder is allowed unfettered access to everything in the Haven, including item cards for objects that would be stored there, including money cards, and of course, to any sleeping Kindred that may be within. If a character successfully breaks in for the purposes of theft, an ST may require the player to surrender any relevant item cards.
Haven Security information is kept in the Haven Form with all other Haven information and in this way may be run without the knowledge of the player if the infiltration is successful, making things such as theft or other espionage possible.
If no Haven Form is submitted, the player is considered to have no security.