Tuesday, December 15, 2020

Hey Guys, Let's Plan a Heist!

 

Sorry I've been quiet for the past, what, two weeks?  I'm on vacation, which means a lot of time for the kids and, of course, Cyberpunk 2077 came out (No, I haven't experienced any bugs, yes, it's an amazing game.  I haven't had this much fun with a game in a long time), so I've been distracted.  But I knew I would be! That's why the next playtest is meant to be a heist, and also why the last few polls have focused on this particular element.  While I still have some bits from the last polls to finish, my main focus will be on the criminal world of Psi-Wars.

But before I get to that, we need to know how to do a heist.  That is, we need our rules in place.  Of course, we have those rules and we've had them since Iteration 2: we just use GURPS Action Exploits, which is essentially the GURPS Heist Handbook, with some updates for our new setting.  The old Iteration 2 version mostly takes Action 2 wholesale, except for some advice on how to integrate psionic powers with the Exploit rules.  I think that's still a valid case, but I'm going to hold off on it a bit, because that might be better discussed in the pertinent psionic powers themselves (A non-psychic character doesn't need to know that a Telepath gets +4 to intimidation with a successful use of Instill Fear, but a Telepath sure needs to know that!).  However, as I go over all of these, I realize the extent to which technology plays a role in all of this, and how it raises some interesting questions.

The technology of Psi-Wars, of course, is inspired by pulpy space opera which are, themselves, just typical stories from the 1950s and earlier, reskinned as sci-fi.  Thus, they typically don't explore the more mind-bending aspects of sci-fi, and instead give us a familiar world: if we have clones, for example, it's to explain the faceless soldiers of the evil overlord, rather than to discuss the nature of genetics and identity. This makes the setting easier to handle, in that you don't really have to ask what weird technology is in place, you can just assume that they have familiar technology that's reskinned ("Do they have cell phones?" "No. They have comm devices that are holographic." "So... space cell-phones" "Yup!").  However, the more I dig into it, the more I see a need for a discussion.

First, as noted above, post Iteration 6, Psi-Wars has evolved into a distinct setting, which means there are some core assumptions that may differ from the "simple space opera" assumptions noted above.  Furthermore, however hard we try, there really are distinct technological differences that we have to account for because of the nature of our setting.  Psychic powers are real and well-known, many people armor up in vacc suits, and they travel through the space of an entire galaxy.  How do people defeat psychic powers? How do you handle zero-G? How do interstellar homing beacons work?

More than that, Action assumes deep interest on the parts of the players to cutting edge technology.  GURPS Action is more Burn Notice than pulp action from the 1950s. It goes far deeper into electronics and intrusion techniques than the average player knows or cares about.  I prefer to limit what people need to know or understand to jump in, and "detailed spy gear" is fairly low on that list when compared to signatures like martial arts, psychic powers, space battles and Communion.  So not only do we need to tackle our ultra-tech, but we need to simplify available spy-tech too.

Thus, one of the things I've been doing is going over Action 2 in detail and working out these differences, "translating" the document to Psi-Wars.  I still find Action 2 invaluable, and I don't think I can remove it entirely from the Psi-Wars canon (I also don't mind telling you to buy it to play Psi-Wars, because it's cheap, it's a great book, and it will help you run far more than just Psi-Wars), but I think there's more than enough differences that we can have quite a discussion, a lot of which is already on the wiki.  So that's what today's post is: a discussion of what I looked at and what changed.  This will be review and revision for those of you who have been following Psi-Wars from day one!

Psi-Wars Action

A conversion of GURPS Action to Psi-Wars

From its very inception, Psi-Wars modeled itself on GURPS Action. While it has borrowed heavily from other frameworks, including the more fantastic elements of Dungeon Fantasy, the occult consequences of Monster Hunters, and the grim landscapes of After the End, it remains primarily an Action game. Psi-Wars heroes engage in running blaster fights while chasing one another through urban landscapes, while Psi-Wars commandos stalk one another in alien jungles and hackers break out Imperial secrets and sell them to rebel spies.

GURPS Action 2: Exploits remains a must-read document for Psi-Wars. For the most part, any one running Psi-Wars can simply use all the advice from Action verbatim without going too far. However, Psi-Wars has evolved somewhat, has a broader scope than Action, and has a far more advanced setting. Thus, this document seeks to highlight where elements from GURPS Action 2: Exploits might be changed or updated for Psi-Wars.

Chapter One: Challenges, Not Headaches

The information in this chapter has largely been transcribed into the Core of Psi-Wars, which also includes a few broader updates, such as an abstract wealth system.

Chapter Two: The Basics

Getting the Ball Rolling

This section is largely covered and expanded on in the Call toAdventure. The travel sections are covered in Crossing the Threshold, which tackles both space and planetary travel.

When it comes to gear, the suggestions found in Assembling Kit remain valid, though note that Psi-Wars has an optional Abstract Wealth system in place. When it comes to the advice in Bullets, Band and Batteries, the Psi-Wars power-cells are super-science cells, which means they already have five times the normal number of shots! Thus, you can use the suggestions therein without bothering with five reloads. If the GM declares you need to “count ammo,” just start with what’s left in your weapon.

Squad SOP

The advice in Formations, Subtlety, and Staying Alert remain valid. The standard “search” technology is the Ultra-Scanner, so characters who want to make good use of Smuggling and Holdout do well to invest in Distortion technology (UT 99), which allows the user to resist such scans with Electronics Operation (EW).

Light is covered in General Gear under Light and Visual Aids.

Psi-Wars Communication is a mixture of highly advanced radio, hyperspatial “FTL” comms and data cables. For the most part, the advice in Communications and “The Cell Phone Problem” remain valid and useful, except that characters can communicate with ships in orbit, which can communicate with distant worlds, and “Like Attracts Like” is largely irrelevant.

For Go-To Skills, the following apply

  • Observation, Search, Soldier, and Streetwise remain valid.

  • Archaeology: characters often deal with ancient relics and technology of bygone eras. If in doubt about the care of an ancient thing, or how to use it, or to understand its history, roll Archaeology.

  • Computer Operations: everyone uses a computer in Psi-Wars, thus every character has at least a point in Computer Operations. The GM might allow it for any basic communications, minimal research etc.

  • Engineering (Starships): The Engineering skill covers more than just designing things, it also offers insights into how something works. As much of the action of Psi-Wars takes place in ships, characters will often have questions about ships. Engineering (Starhips) is the default skill to roll, though the GM may also allow Connoisseur (Starships).

  • Expert Skill (Psionics) and Occultism: Psi-Wars has a lot of strange, supernatural phenomenon. When confronted with some strange monster, ghostly activity or unusual psychic power, the characters might roll either of these skills to get some clues as to what’s going on.

  • Intelligence Analysis largely supplants Criminology, as characters will more often be looking at a wide variety of clues

  • Politics: When it comes to war, aristocracy and the ruling classes of planets, Politics is the “high class” version of Streetwise. Savoir-Faire also works, but it more covers how to handle yourself around such people. If the players have questions about war breaking out, which faction is allied with which other faction, and how to gain a simple audience, Politics should work.

  • Spacer: A lot of Psi-Wars action takes place aboard ships. To do any “boring” crewman tasks, like checking engine outputs or performing basic maintenance or even just finding your way around, use Spacer.

  • Vacc Suit: While not especially common, sometimes characters will find themselves in a vacuum or in a zero-G situation. In such a case, characters can roll Vacc Suit to “handle themselves” in such a situation, including orienting themselves, moving (in a non-acrobatic way), patching their suit, quickly donning it, etc.

Chapter Three: Tricks of the Trade

Note that the core advice, of “Assess, Analyze, Act and Avoid” remain the core of any “Action” game, including Psi-Wars.

Gathering Intelligence

Physical Searches remains fine advice. Note that characters will often have access to Ultra-Scanners. Characters might roll Electronics Operation (Sensors) to detect something of interest.

Audio Surveillance and Bugs, Beacons and Wires are closely related. Obviously, just listening is a valid option. The rest of the audio surveillance devices have been bundled into the omni-bug. This small (SM -11) device perform audiovisual recordings in like a Nanobug (UT 105), can read data like an Emissions nanobug (UT 105), and acts like a Homing Beacon (UT 105).

Interstellar homing beacons deserve a special discussion, as it’s improbable that a tiny device would let you track a spaceship across the galaxy. An intestellar homing beacon is a large (and expensive) simplified FTL transmitter that weighs 4 lbs and generally should be wired directly into the ship’s power system (it only lasts a couple of days otherwise). Installing one into the ship’s systems directly takes an hour and requires an Electronics Operation (Comms) roll and an Electrician roll. Simply placing one on a ship and relying on its batteries takes a minute and requires no roll.

The interstellar homing beacon, once installed, will try to transmit to interstellar communication networks to send a “ping” to its pre-programmed communication endpoint. If no such communication grid is in range, it can communicate broadband in such a way that can be detected out to a single parsec away (to detect it requires one to be very close to the starsystem where the homing beacon is located, typically a neighboring system). If attempting to locate a ship with a tracker on it a remote part of the galaxy far from major communication hubs, the GM might require a Tracking roll, which represents piecing together what clues they have and knowledge about where they could possibly have gone, with Electronics Operation (Comms), Navigation (Hyperspace) and Area Knowledge acting as complementary skills.

If characters seek to detect such a device on their ship can roll Electrician to notice the small power-draw, Electronics Operation (Comms) to notice the burst transmissions (though they should be at a heavy penalty while in heavily trafficked space, as there’s a lot of “comm noise” that could cover up the signal) or a physical Search, provided the device is on the inside of the ship, and not wired to the hull (though they can also inspect their ship with a Search before launching).

Visual Surveillance remains valid, though Psi-Wars uses 3D Cameras (UT 51) and the character will roll Electronics Operation (Media) rather than photography.

Dumpster Diving is fine as written, as is Files and Records.

Hacking

Hacking requires an entire discussion. We expect computer hacking to work rather like in Star Wars video games (such as Knights of the Old Republic), where you need to be “on premise” to hack the network, but once in, you can basically do anything, making a hacker a very powerful asset. So, use the following rules.

Psi-Wars often uses local networks powered by oversized mainframes to maintain and control all security systems as well as handle all vulnerable data traffic, which makes computers a highly valuable target for criminals. Hackers who compromise network gain control of everything. They can disable or activate traps, monitor cameras, open or close doors, and access valuable files.

While planetary (and interplanetary networks) certainly exist in Psi-Wars, secure networks are generally “air-gapped.” They do not connect to the broader planetary network and cannot be remotely accessed or “hacked from home.” These security networks tend to be relatively small and local, and centered on a mainframe housed in the deepest part of the network, typically the “command center.” However, most such networks have terminals (typically both with basic workstation controls and a datajack) distributed throughout the network, to allow workers and guards to access data from anywhere within the area. Thus, once a hacker has reached the premise, they can usually find a cable socket they can jack into and begin the hacking process.

For example, a single dreadnought might have three major networks on it: the Engineering network, with its mainframe located in the main engineering office, the Tactical network, with its mainframe located in the bridge, and the Habitation network, for people in the living quarters. Once in these areas, a hacker can access a cable socket and begin to hack, but a character in the habitation section could not open the door to the bridge, or sabotage security in engineering from there. They would have to move to a different section to do this. The specifics of the network situation changes from location to location, and a hacker might need to examine the layout to understand where they need to be to hack things. More advanced organizations dislike multiple isolated systems (for example, it might prevent a commander of a dreadnought from directly accessing data about engineering from his console). Super-networks sometimes span these local networks; if so, a character can hack security in one network from another network, but the BAD of doing so is always increased by 2.

Hacking in Psi-Wars uses the rules found under Hacking on page 13 of GURPS Action 2, with the following alterations: instead of adding complexity of the character’s computer, add +0 for a normal computer or hacking rig, +1 for a Fast computer or hacking rig, and +2 for a Genius computer or hacking rig, and add +4 of the character is a robot or has a cybernetic neural interface or has the Interface Ergokinetic perk. Time remains 1 hour to hack unless the character is a robot or a cyborg with a neural interface and has Enhanced Time Sense, in which case the standard hacking time is one minute.

Hackers can also employ devices called “Cyberjacks.” These are single-use computers that will burn themselves out after they have performed their hack. They amount to a datajack mounted on a computer (like a slightly oversized USB stick) that performs a single task autonomously, at a particular skill level.

Successful hacking allows the character to perform the following actions with the appropriate skill-rolls:

  • Breach the network’s defenses: treat the results of a successful hack as a complementary roll on another characters Computer Hacking roll.

  • Find, steal and/or alter any data on the system with a Computer Operation roll.

  • Spy on communications occurring on the network with an Electronics Operation (Comms) roll.

  • Neutralize or selectively activate any security systems or traps with an Electronics Operation (Security) roll.

  • Open any doors associated with the network with an Electronics Operation (Security) roll.

  • Neutralize, commandeer, or alter the feed of any cameras on the system with an Electronics Operation (Surveillance) roll.

Hackers may also hack into a robot’s brain, but this is covered under Robots.

Social Engineering

This entire section can be used as written.

Making Them Talk can also be used as written, including the discussion of a Truth Serum! Psi-Wars characters won’t use a polygraph. Instead, they might use Verifier software (UT 106; treat this as a +1 to the character’s own Detect Lies rolls) or a Neural Veridicators (UT 107), however, use the following rules for a Veridicator: it adds a +3 (like Empathy) rather than a +5, and involves an extensive installation. Characters will need to access special facilities, or fork over extra to have it installed on their ship. There are no highly portable Veridicator helmets!

Fitting In can mostly be used as written. Some additional details:

  • Belters and other common spacers expect those like them to understand the rigors of space. Spacer is a good complementary skill for “fitting in.”

  • Cults and Temples: When interacting with a temple that trains characters in a martial art, Savoir-Faire (Dojo) is the universal complementary skill. An appropriate Philosophy or Theology specialization acts as a complementary skill for anyone particularly devoted to a philosophy, which is very common in Psi-Wars!

  • The Empire: use Savoir-Faire (Military) when interacting with imperial military types, and either Savoir-Faire (Military) or Administration when interacting with ministers and bureaucrats.

  • Maradonian Nobles: All aristocrats can be manipulated with Savoir-Faire (High Society). Their staff, and many maradonian commoners, use Savoir-Faire (Servant).

  • Shinjurai Academies: Characters interacting with the ruling powers of a Shinjurai world might use Savoir-Faire (High Society), especially around the Shinjurai Royalty, but Administration always works!

Planning

The advice here all fits just fine. Note that Engineering (Spaceships) is the equivalent of Architecture for starships, and Engineering (Civic) is the equivalent to Architecture for massive industrial complexes, like space stations, sprawling sewer systems, etc.

Psi-Wars uses Foresight, from Pyramid #3/53 “Fortunately I Saw That Coming.” Characters who critically succeed on their Planning roll grant the group one free collective use of Foresight.

Getting In

This entire section mostly involves in in-depth discussion of technology. Most of the rules present work just fine when it comes to things other than technology.

Surveillance and Patrols works as written. Cameras either feed to a guard room or to a dedicated “smart tool” AI which simply watches for unusual activity. These are either Elecro-Optical Surveillance Cameras (UT 60) or Hyperspectral Cameras (UT 61). In both cases, they ignore darkness penalties except for total darkness. Use the Cameras rules from GURPS Action 2 page 18, with the difference between Electro-Optical and Hyperspectral cameras abstracted into a generic BAD. Note that they use Electronics Operation (Surveillance) or Electronics Repair (Surveillance) to disarm, rather than (Security).

Insertion works as written. Characters who want to board a spaceship will need either a specialized boarding vessel (which comes equipped with torches and drills do dig through armor) or find a hatch and breach it, either by physically breaking into the ship, picking the lock, or hacking the security network.

Climbing can be used as written, but characters using a rope traverser only need to roll Climbing once to ensure that their rope is attached properly. Characters who fire a grappling hook gun can roll the better of Climbing or Guns (Pistol) to hit and secure their grappling hook on the target.

Parkour can be used as written.

Fences

The rules from GURPS Action 2 page 20 will work fine. Psi-Wars has a few unique technologies.

Sensor Wire: Sensor wire (UT 102) fences are obvious, typically with thick cables running through them. Treat tehse as Smart Fences (GURPS Action 2 page 20). They will report both when cut and when someone attempts to climb them.

Neurolash Wire: These wires obviously crackle with energy. Anyone who touches or attempts to climb it suffers a 1d+2(5) arc fat aff as though struck by a neurolash effect. Agonizers are the most common! Treat them as Electric fences in all other ways (except they inflict 2d+5(5) on a critical failure with cutters). Electrician can be used to disarm the fence.

Locks

All Psi-Wars locks are electronic. They typically use keycards or numeric sequences, or they are biometric. Characters can attempt to force the lock by using their Electronics Operation (Security) or Lockpicking skills; difficulty is typically BAD. Characters need at least either an electronic lockpick (UT 95) or an Electronic Repair (Security) toolkit (UT 82; even a mini-toolkit is enough). Characters with no tools have a -10 or -5 for some sort of electronic toolkit.

Biometric locks work just like electronic locks, except they expect biometric data rather than a keycard. They can be cracked just like normal electronic locks, or the character can use a biometric cracker tool (UT 95).

Doors

Psi-Wars doors are always “slide” doors, which open and close automatically, and whose working parts are hidden within the nearby walls. This means that doors have ST, DR and HP. DR represents how much force they can apply when attempting to close; HP represents how much damage is necessary to break the door, and DR resists that damage.

When using the rules from GURPS Action 2 page 20-21, apply the following changes:

Forcing: Forcing a Psi-Wars door involves prying it open and then pushing back against the actuators to keep it open. This is a contest of ST vs the ST of the door. Add the normal modifiers listed on Action 2 page 21.

Use the following updated values for door stats. Interior doors represent typical doors on the inside of buildings or spaceships. Exterior doors represent the typical door into or out of a home. Armored doors represent security doors or air-locks. Blast doors are a typical value for fortress gates or vault entrances.

Door Type

ST

DMG

DR

HP

Interior

10

1d-2 cr

20

20

Exterior

15

1d+1 cr

20

30

Armored

30

3d cr

150

50

Blast

55

6d cr

300

100



Vaults and Safes

Vaults and safes (UT 102) use electronic locks or biometric locks that can be picked. Alternatively, characters can attempt to destroy them to get at their interiors. A Wallsafe represents a small safe that typically fits into a person’s home and contains up to one cubic food. A Small Safe is a “typical” floor safe that one might find in a business that keeps a lot of valuables, and contains up to 5 cubic feet. A Walk-In Vault is a large vault found in banks that can contain up to 50 cubic feet. For additional rules, see Safecracking on page 22 of GURPS Action 2.

Vault Type

DR

HP

Wall Safe

150

25

Small Safe

500

75

Walk-In Vault

800

100



Glass

The rules on GURPS Action 2 page 21 are fine. Treat Security Glass either as some transparent titanium with DR 100 and 20 HP, or as fine-grade (and pricey!), transparent diamondoid with DR 200 and HP 20. Diamondoid windows are rare outside of aristocratic castles!

Force Wards

Some systems use “hard” force screens to lock down an area. Force Wards (UT 193) are often used as the “bars” in a short-term brig, or to seal off an affected area to prevent escape. These can be disabled by cutting the power (Electrician, though the generator will be on the other side of the force ward) or disabling by the emitters (typically DR 20 and 10 HP; again, on the other side of the force ward)). Replace the statistics of the force ward listed on UT 193 with Hardened DR 200 that is semi-ablative, and regenerates 1/10th of its DR every second. If the DR is ever reduced to half or less, it catastrophically fails.

Security Systems

The rules on detecting and disarming security systems from GURPS Action 2 page 21 and 22 work fine as written in Psi-Wars.

Sensors

Cameras: These either feed to a guard room or to a dedicated “smart tool” AI which simply watches for unusual activity. These are either Elecro-Optical Surveillance Cameras (UT 60) or Hyperspectral Cameras (UT 61). In both cases, they ignore darkness penalties except for total darkness. Use the Cameras rules from GURPS Action 2 page 18, with the difference between Electro-Optical and Hyperspectral cameras abstracted into a generic BAD. Note that they use Electronics Operation (Surveillance) or Electronics Repair (Surveillance) to disarm, rather than (Security).

Motion Detectors: Use the rules found on GURPS Action page 22.

Switches: Pressure plates or tamper-resistant locks or traps use the rules on GURPS Action 2 page 22.

Traps

Explosive Booby Traps and Mines: Use the rules on page 33 of GURPS Action 2, except that these tend to be plasma explosives and deal 6d×8 cr ex damage.

Gas: When tampered with or triggered, a trap can release gas immediately near the target. Treat this as Lethal Nerve Gas or Sleep Gas, both found on UT 160. The dosage varies: some systems: some will emit a small puff directly into the face of the user, but systems that lockdown the room and fill it with a gas is not unusual. It usually takes 1d+2 seconds to completely fill a small room with gas, and the gas is always thick, colored and smoky, giving away its nature. Musk (UT 160) is also an option for security systems that “mark” the user, rather than attempt to incapacitate them.

Laser Fence: this represents any “grid” of continuous laser beams that a target must evade to bypass. They deal 3d(10) cut inc to anyone who touches them or attempts to push through them. Characters may attempt to evade the beams with an Acrobatics-3 or Escape-3 roll.

Neurolash Fields: A floor-plate, lock, chair, etc can be laced with a Neurolash emitter with gives a sudden shock to the target. These deal 1d+2 (5) arc fat aff, or 2d+4 (5) arc fat aff for “heavy” fields.

Remote Turrets: A “pop turret” can activate to cover a particular area. They typically have a rifle (or larger) beam weapon attached. The AI that controls them isn’t very bright and is vulnerable to the Cinematic Combat rules on UT 34, especially Paint on the Sensors. Use the rules for Remote-Controlled Weapons on page 23 of GURPS Action 2, though consider using a standard skill of 12 in place of the listed skill (as robots typically don’t have better than skill 12).

Psychic Security Systems

Security forces have a few known ways to deal with psychic tampering too. Remember that the BAD for Psi tends to be disconnected from the BAD of the rest of the scenario! Thus, working around psychic security systems might be easier, or harder, than working around standard security systems.

Psi-Scanner: some security systems come with a built-in automated Psi-Scanners (see Psi-Tech page 22). These will regularly check those nearby for use of psychic powers and, if any are detected, will trigger its alarm or associated traps. Characters can attempt to defeat a Psi-Scanner like any other trap or sensor, or they can use Hide Signature (GURPS Psionic Powers page 41). Rather than use the rules listed there, however, the GM might assume that any use of a psychic power is detected unless the character makes a second IQ-based roll when using their psychic powers, with a penalty equal to PSI-BAD to avoid detection.

Null Field Generator: the most common security systems prevent the use of psychic powers in their range, which typically blankets no more space than a single room. See Psi-Tech page 16 (or see Psi Static on page B78)

Grabbing the Goods

Finding the Macguffin is fine as written.

Grand Theft Auto requires some deeper discussion, as characters will often be breaking into repulsor-cars or even spaceships. Breaking In can work as written, though note that most locks will be electronic. Hotwiring, like Breaking In, can also use Electronics Operation (Security) to bypass the security systems. If stealing a ship, you can also use Computer Hacking to seize control of the “command codes” at trick the ship into accepting your commands.

Lifts and Pulls can be used as written.

Live Capture can work as written, but few people tie up targets with Knot-Tying. Instead, they use neurolash cuffs or stunners. Similarly, while the drug suggestions in Subdual remain valid, enough of a neurolash charge will drop someone into agony or unconsciousness.

Destruction

Psi-Wars uses its own explosives.

Arson can work as written. Characters can also use Electrician to overload a power cell or a power junction and cause an explosion, and Chemistry is always a valid way to improvisation some mass destruction.

Blowing Stuff Up requires some slightly different values; they pack a much bigger punch, but most items worth blowing up in Psi-Wars have much more DR. For HEX charges or plasma charges, multiply the number of dice needed to destroy the item by 40, or by 90 in the case of heavy plasma charges.

Characters can prep their own explosives with an Electrician roll and a power-cell (a power-cell translates into a plasma explosive of the same weight, but is slightly less optimized as an explosive and does only 2/3rds as much damage as it should (roughly -1 per die) unless the character critically succeeds their Electrician roll. HEX and nanoscale thermite can be created with Chemistry.

When it comes to Strategic Placement, remember that Engineering (Starships) is the equivalent to Architecture for starships, and Engineering (Civil) is the equivalent of Architecture for large-scale machinery, such as factories or sewer complexes.

All other Blowing Up Stuff rules work as written.

Sabotage works as written.

Setting Traps works as written. Consider upgrading Zap to imitate a Neurolash effect!

Deception

Cleaning is fine as written.

Cover-Ups work as written, though note that Pulling Rank can provide a lot of these things for you! If the PCs work for a spy agency and cause a lot of mayhem, they can always ask nicely for the organization to cover-up for them. These rules are more useful if the player characters are asked to handle the cover up themselves.

Fake ID in Psi-Wars more often involves manipulating data. A Hacker should hack into a particular system and update a database to include a particular character (a basic Computer Operations roll). Forgery is still valuable to come up with a plausible identity or other entry (such as a faked shipping manifest), however. Some more primitive worlds might use forms of paper ID or badges, in which case, a doc-fab can be used (UT 97).

Falsifying Records: most examples of “Fake ID” above will involve instead falsifying records. Most records will be kept on a computer, so once more, this requires hacking. The rules for Electrons definitely apply.

Fooling Polygraphs: Psi-Wars characters are subject to the Neural Veridicator or Verifier Software. Characters should instead use Will-Based Fast-Talk or Mental Strength to resist its effects. The other rules (Smooth Operator, Compulsive Lying and Unfazeable) still apply.

Impersonation: use as written.

Psy-Ops: Use as written.

Getting Away

You can use these rules as written.

Providing Security

Watches: As written.

Bodyguard Duty: As written.

Bomb Disposal: As written.

Checkpoint Security: The standard checkpoint security system is the Ultrascan Portal (UT 104). It grants +5 to detect anything off about someone. Fortunately, the Distortion Chip (UT 99) applies a -5 to such rolls, thus in practice it’s a straight roll of Electronics Operation (Security) vs Electronics Operation (EW) or Search vs Holdout or Smuggling unless one side has a major technological edge over the other. When checking if someone is authorized to be in a place, this almost always involves checking a database; if the database notes them as authorized, that’s generally enough. Someone with Expert Skill (Computer Security) might roll to notice that something seems off with the data, but this is rarely proof that the system was hacked.

Electronic Security works as written; though the names of some of the tools are different their effects are generally the same.

Chapter Four: Ultra-Violence

Chases

These rules have been updated into the Action Vehicular Combat.

Combat

See Test of Mettle: Combat in Psi-Wars

Chapter Five: When Things Go Wrong

Medic

This material is covered by The Descent: Injury and Illness inPsi-Wars

Repairs

This rules can be used as written. Note that robots and cybernetics are repaired with Mechanic (Robotics).

Captured

These rules can be used as written.

Chapter Six: Directing the Action

This chapter really goes beyond the scope of his article to cover.


No comments:

Post a Comment

Note: Only a member of this blog may post a comment.

Related Posts Plugin for WordPress, Blogger...