====== Security and Surveillance ====== Many technologies exist to prevent unauthorized access to property or information. Security usually involves passive measures, while surveillance is more active. Devices for either are typically LC4 except as indicated. Notably, those that inflict harm on an intruder – like many traps – are LC2. Adventurers often find themselves using or confronting technologies designed to keep valuables in and unwanted visitors out, or to track the movement of goods and people. Whether the goal is security or surveillance, it’s usually more effective to layer several different systems. * [[:rpg:gurps:core:equipment:covert_ops:security_surveillance:barriers_traps|Barriers, Mines, and Traps]] * [[:rpg:gurps:core:equipment:covert_ops:security_surveillance:security_systems|Security Systems and Scanners]] * [[:rpg:gurps:core:equipment:covert_ops:security_surveillance:surveillance_tracking|Surveillance and Tracking Devices]] * [[:rpg:gurps:core:equipment:covert_ops:security_surveillance:encryption|Encryption]] * [[:rpg:gurps:core:equipment:covert_ops:security_surveillance:countersurveillance|Countersurveillance and ECM]] ==== BARRIERS AND TRAPS ==== A barrier is a natural or manmade obstruction that denies access. People who wish to pass must climb over, tunnel under, or break through it. Alternatively, one can construct some sort of permanent opening to assist passage, which might have a cover to prevent unauthorized use. Those in the business often speak of physical security as “the four Ds”: deter, detect, delay, and defeat. Barriers delay the intruder from reaching his objective; he must waste time going over or around them. Traps defeat him by rendering him ineffective – or less effective – as a threat, but are rare in reality because they’re so indiscriminate. Either measure can also deter, if sufficiently visible. === Breaking and Entering === Doors, grates, strongboxes, etc. can be destroyed using crushing or cutting weapons. Don’t bother with attack rolls! Roll damage at +2, or +1 per die, for All-Out Attack (Strong) – plus another +1 or +2 per die with Forced Entry (p. B196) at DX+1 or DX+2, respectively. Pry-bars (p. 126) deal swing+2 crushing. Swords dislike such abuse, and have a 3 in 6 chance (2 in 6 if fine, 1 in 6 if very fine) of bending, giving -1 to skill. Subtract the target’s DR, multiply by 1.5 if your attack was cutting, and reduce the object’s HP until it breaks (see pp. B483-484). Door and grate DR and HP assume a 10-square-foot breach. This will admit most adventurers. A Skinny intruder requires an opening half as big (20% fewer HP); one with Fat, Very Fat, or Gigantism needs half again the area (15% more HP). When attacking the entire barrier – e.g., with a battering ram – calculate HP for a Homogenous object using its total weight (see p. B558). Many doors can be forced with a well-placed shoulder or boot, destroying the attached hardware but not the door. Read the DR and HP of a bolt, hinge, latch, or lock from the “Bolt/Latch” columns under Bars, Bolts, and Latches. Roll a Quick Contest: ST vs. object HP. Add Lifting ST, and bonuses for Forced Entry and/or tools (e.g., +2 for a pry-bar), to ST; subtract the hardware’s DR. For a barred or wedged door, use the bar or wedge’s DR and/or HP with these rules, where these exceed the metal hardware’s scores. You must win to open the door. Repeated attempts are at a cumulative -1 and cost 1 FP each. === Chest/Strongbox (TL0) === A wooden, metal, or stone container used to secure treasure, protect weapons and armor, or store clothing or linens – or sometimes for burial of important people. Consult Containers and Storage (p. 34) for the box. To control access, use any of the locks under Bars, Bolts, Latches, and Locks (pp. 120-121). === Door (TL0) === A door is a moveable barrier that covers an opening. The earliest evidence for manmade doors appears in paintings in Egyptian tombs. Doors are used to restrict access to certain areas and/or to control temperature by keeping the weather from intruding. They can be secured with bars, bolts, or latches (p. 120). See p. B558 for the DR and HP of various materials from which door scan be made. Some general examples: ^ Construction ^^ Wood ^^ Ironbound Wood ^^ Iron ^ | | DR | HP | DR | HP | DR | HP | | Light | 1* | 23 | 5 | 27 | 12 | 36 | | Average | 2* | 29 | 10 | 34 | 25 | 46 | | Heavy | 3* | 33 | 15 | 39 | 50 | 58 | | Extra-Heavy | 6* | 42 | 30 | 49 | 75 | 66 | | Vault | 12* | 54 | 60 | 62 | 150 | 84 | * Wood has ablative DR (see p. B47); ironbound wood and iron do not. == Concealed Doors (TL1) == Concealed doors and secret passages date to the early Bronze Age (TL1). Most are part of a building, constructed when the structure is erected. However, a secret passage may be a later alteration, like the classic prison escape tunnel. A craftsman must roll against the lower of Architecture or Smuggling to design a concealed door. He needs either Carpentry (for wooden doors) or Masonry (for stone ones) at 12+ to build it. To hide a regular door – by moving a bookcase in front, placing a rug over a trap door, etc. – requires the Camouflage skill. Finding concealed doors takes an active search. The GM rolls a secret Quick Contest for each searcher: the highest of Vision, Observation, or Per-based Traps vs. the Architecture, Camouflage, or Smuggling skill used to hide the door. Victory reveals the door (if there is one!). Opening it may require Search rolls for hidden latches and/or IQ-based Traps rolls for mechanisms. == Armored Doors (TL5) == A sturdy door with a lock is the simplest way to keep people out. Napoleonic-era redoubts, inner-city crack houses, and modern high-security installations (e.g., nuclear weapons facilities) all sport armored doors. See Doors and Walls (p. B558) for the DR and HP of armored doors. Multiply HP by the door’s width in yards. LC4. === Spikes/Thorns (TL0) === An early defense involved planting thorny shrubs around a secure area. Like modern barbed wire, such plants are a physical deterrent; they look menacing and slow would-be intruders. Anybody passing through the obstructed area must make a DX-5 roll once per yard. Failure means the barbs tear the victim’s skin; he must make a Will roll (at +3 for High Pain Threshold or -4 for Low Pain Threshold) to avoid crying out. (It would take monstrous thorns to inflict even 1d-5 cutting damage!) The thorns also snag clothing and equipment; treat this as a Binding attack with ST 7. Clothing or armor with DR 1+ will prevent tearing but not entangling. The easiest way to cross thorns is to lay something over them – a log, a thick cloak, a body, etc. – and climb across. === Window (TL0) === A window is a hole in a wall to admit light and air. To prevent unauthorized access, it might be covered by a grate (below) or a windowpane – or simply made too small to climb through! Prior to the invention of transparent glass, translucent materials such as horn and paper were used for windowpanes; see Materials for the TL and properties of such layers. Wooden or metal shutters could provide additional protection, keeping intruders and the elements out, and warmth in; see p. B558 for typical DR and HP. === Grate (TL1) === A grate is a metal grille that covers an opening. It lets in light and air, but prevents access. It counts as half cover (p. B407): Attacks through the grate in either direction are at -2 to hit specific locations – or strike it instead of the target on a roll of 4-6 on 1d, if attacking a random location. A grate may be fixed in place, hinged like a door, or raised and lowered from above as a portcullis. The following table lists DR for some typical grates, along with HP and weight for a 10-square-foot section. Destroying a section allows normal humans to squeeze through one at a time; see Breaking and Entering (p. 122) for other important details. ^ Construction ^ DR ^ HP ^ Weight ^ | Light | 6 | 15 | 7 | | Average | 9 | 19 | 15 | | Heavy | 12 | 23 | 25 | | Extra-Heavy | 18 | 31 | 60 | | Vault | 24 | 37 | 100 | The typical castle portcullis is about 15’x20’; that’s 300 square feet, or 30 sections. An average example would thus weigh 30 x 15 = 450 lbs. A representative mechanism for such a portcullis can raise it a foot every three seconds or drop it one foot per second, and requires eight men to operate. Cutting the portcullis’ rope or chain would let it fall completely closed in a second. Heroically lifting it would use the standard lifting rules (p. B353), in the unlikely event that the barrier lacks a latch or a bar to prevent this. A cross-hatched grate – with additional horizontal bars – has double weight and 25% more HP. Placing a grate horizontally over a depression in the ground hampers some creatures (notably hoofed animals) from walking over it. Crossing requires a DX roll at the speed penalty for current Move (p. B550); e.g., Move 5 gives -2. Failure means 1d-4 HP of injury to the limb that falls through the grate, doubled if the victim is carrying more than Light encumbrance. Most hoofed beasts will simply refuse to cross such a barrier, but an appropriate skill roll at -4 will overcome this reluctance. === Razor Surfaces (TL1) === Sharp fragments of stone, glass, pottery, or metal can be affixed atop a wall or to a windowsill to deter intruders. This takes 10 minutes per 10 square feet covered, and requires an adhesive such as glue, bitumen, or mortar, which needs at least 24 hours to harden fully. Treat the results exactly like spikes/thorns (p. 119), except that failing the DX-5 roll also inflicts 1d-3 cutting damage, and the ensuing Will roll suffers a penalty equal to the injury. === Safes (TL5) === Safes are solid boxes with locks and other security devices, designed to protect valuables. Modify a safe’s price for the quality of its lock; see Locks (see above). Ignore the lock’s toughness – use the safe’s DR. Base time to open a safe is an hour, not the minute needed for most locks (see Lockpicking, p. B206). Modify this for Time Spent (p. B346): bonuses for a basic lock, superior tools, etc., let the safecracker work quickly, while the penalty for a fine lock means he may require extra time. A stethoscope (pp. 213, 222) – to listen to the internal mechanism – is basic equipment for safecracking. Bank Safe (TL5). A typical freestanding safe for a small business or a bank. 3 cubic feet. DR 120, HP 73. $5,000, 750 lbs. LC4. Bank Vault (TL5). A small walk-in vault at a branch bank. 50 cubic feet. DR 400, HP 127. $30,000, 2 tons. LC3. Depository (TL5). A huge safe at a large bank, or a national depository. 500 cubic feet. DR 800, HP 345. $300,000, 40 tons. LC3. Fire Safe (TL5). A small, portable safe for documents and other small, high-value items. May be hidden; e.g., in a wall behind a picture. 1.2 cubic feet. DR 20, HP 19. $100, 100 lbs. LC4. Firearms Safe (TL5). Holds a dozen rifles and like number of pistols. 20 cubic feet. DR 80, HP 64. $1,000, 500 lbs. LC4. === Bars, Bolts, and Latches === A bar (TL0) is a wooden beam dropped into sockets on the inside of a door. The only way to gain entry from outside is to break through the door or sever the beam. A wedge jammed between door and floor can also secure the door (or keep it open) – at least temporarily. A bolt (TL1) is similar to a bar, but smaller and made of metal. Instead of dropping into sockets, it slides sideways into metal staples. It is “unlocked” from the inside by lifting it or drawing it back. A latch (TL2) is a more advanced mechanism that performs the same operation as a bolt. Often, it pivots up at one end and drops into its receptacle to secure the door. Any such device has DR and HP that must be overcome to open the door (see Breaking and Entering, p. 122), as given by the following table: ^ Construction ^^ Bolt/Latch ^^ Bar/Wedge ^ | | DR | HP | DR | HP | | Light | 3 | 6 | 1 | 14 | | Average | 6 | 12 | 2 | 18 | | Heavy | 9 | 18 | 4 | 23 | | Extra-Heavy | 12 | 23 | 8 | 30 | | Vault | 24 | 46 | 16 | 37 | === Knots (TL0) === One of the earliest security measures for doors and containers involved lashing the thing shut with rope and then tying a complicated knot known only to the owner. An example is the famous “Gordian knot” faced by Alexander the Great. The only real advantage of this system is that the owner will know if his property has been tampered with. Someone truly intent on entering will simply cut the rope (as Alexander did). To enter without using a blade requires the Knot-Tying skill, not Lockpicking. Roll a Quick Contest between the tier and the challenger. Victory means the knot is untied and the door opened. To retie the rope using exactly the same knot requires a skill roll, at -5 if one isn’t familiar with the knot; apply +2 for Eidetic Memory or +5 for Photographic Memory (see p. B51). Time to tie is 20 seconds, less 2 seconds per point of success. For added security, a clay seal can be used. This is a lump of clay wrapped around the knot, with a seal pressed into it to prevent tampering. See Seals (p. 124). === Locks (TL1) === The measures discussed so far are only secure when they’re on the inside of the door. If they’re inside, though, there’s no way to secure the door from outside. Accomplishing that calls for some means of fastening and unfastening a bar, bolt, or latch from without – a lock. Locks don’t just make a door or a container harder to open – they alert the owner that someone has tampered with it. Two main technologies have been used to obtain security from mechanical locks and keys. One involves fixed obstructions, called wards, which prevent the wrong key from entering or turning in the lock. The other employs moveable pins, known as tumblers, which the key must move to a prearranged position before it can be turned. The best locks use a combination of wards and tumblers. Most low-tech locks are fairly easy to pick, giving a bonus to Lockpicking (p. B206) when that skill is needed at all. Anachronistic settings can have more complex locks. Realistically, though, a door or a chest is more likely to sport multiple locks – requiring different keys to open – than a single, highly complex one. Locks aren’t just about security; they also signify wealth. Some are elaborately decorated. Keys, too, are sometimes cut with intricate designs. Such embellishments are usually decorative, but may serve to deceive buyers into thinking that the lock is more complex than it actually is! Locks are frequently custom-made and priced so that only the wealthy can afford them. Cheap quality can make a lock easier to pick, while good or fine locks are more challenging. == Cord and Bolt (TL1) == This is a bar or a bolt with attached cords. To open the door from outside, two cords are tied to the bolt and passed through holes in the door. Pulling one cord locks the door; pulling the other unlocks it. Someone inside who wants to prevent the door from being unlocked can simply draw in the cords! An intruder needs some sort of tool that he can poke through the hole to hook the cord and tug the end out. An improvement on this design adds a key to the second cord. The door has a hole, level with the bolt, through which a cord is threaded. Pulling this cord locks the door from the outside. To unlock the door, the bolt-cord is threaded through the key and the key is pushed through the hole. Then both cords are used together to unlock the door and the key is retrieved from the inside. To pick this type of lock, the burglar needs an object that can fit through the hole. If a suitable piece of wood is available, roll vs. Carpentry to fashion a duplicate key. Success means the wood has been whittled to the right shape. Even a poor woodcarver should be able to make a serviceable key in 10-15 minutes, if he has access to the lock. Adding a false cord or two is a good means of trapping such a lock. Tugging the wrong cord activates the trap (see Traps, pp. 122-123). == Bolt and Tumbler (TL1) == This lock originated in the Middle East but quickly spread. It’s similar to a cord and bolt (above), except that it has a hole through the bolt and a vertical pin – the tumbler. When the bolt is drawn into the locked position, the tumbler drops down into the hole, securing the lock. The bolt cannot be moved again until the tumbler is released. Simply poking the tumbler with a finger – pushing it up out of the hole – releases the bolt, which can then be slid open with the finger still in the hole. This doesn’t require the Lockpicking skill. If the bolt is on the outside of the door, then, the tumbler should be concealed; the main challenge to opening the lock is finding the concealed tumbler (a Quick Contest of Vision or Search vs. Camouflage). If the bolt is on the inside, then the door needs a hole or a slot to admit a hand so that users can find the hole in the bolt. A simple trap for such a lock is a false tumbler; pressing the wrong tumbler activates the trap (see Traps, pp. 122-123). A more advanced version of this lock makes the hole and tumbler too small to be released with a finger. Such a lock requires a piece of metal to slip through the door and up into the bolt. If the hole is irregularly shaped, then this “key” requires the same cross section. This is the simplest type of lock that requires the Lockpicking skill; all rolls are at +6 to +8. == Multiple Tumblers (TL2) == An advanced version of the bolt and tumbler (above), this lock consists of a bolt with several tumblers that drop down through holes in it. To open it, a key resembling a metal toothbrush is pushed through a slot in the door and lifted up into the holes. Each prong on the key raises a different tumbler, freeing the bolt, which is unlocked by using the key to slide it sideways along the slot in the door. The door is locked in the same fashion, sliding the key in the other direction. To pick such a lock, all of the tumblers must be lifted simultaneously. Lockpicking rolls are at +3 to +5, depending on the number of tumblers. == Bolt and Barb-Spring (TL2) == This type of lock has one or more V-shaped springs that spread out against the staples, preventing the bolt from moving, thereby securing it. The key is relatively flat, with prongs or hooks on its end. It’s inserted through a horizontal slit (the keyhole), turned in a quarter-circle, and then pulled back. Pulling brings the prongs to bear on the springs, making them lie flat. With the springs clear of the staples, the key can now be used to slide the bolt, unlocking the door. Such locks seem to have been common in Rome and China, and were used until fairly recently in Scandinavia. Lockpicking modifiers range between +1 and +4. == Barb-Spring Padlock (TL2) == This device operates similarly to the bolt and barbspring lock (above). Unlike today’s padlocks, the shackle is separate from the body. On the shackle’s lower side is a pair of spreading springs. These enter the lock’s body through a hole. When the shackle is pressed in fully, the springs – which were gradually closed during insertion – spread out inside the body, holding the shackle in place. To remove the shackle, the springs must be compressed again. This is done with an L-shaped key, which is pushed into a keyhole in the body. Both the Romans and Chinese used this type of padlock. Modifiers to Lockpicking range from +1 to +4. == Rotary Lock (TL2) == First developed by the Greeks, these locks had keys that rotated instead of being pressed against the tumblers. Early keys were sickle-shaped; a key would work on most locks of a similar size. Turning the key in one direction caused the bolt to slide into the strike plate, locking it. Turning the key in the opposite direction slid the bold out again, unlocking it. Lockpicking rolls are at +1 to +4. == Warded Rotary Lock (TL3) == The perfection of the rotary lock rendered locks that relied on sliding or pushing the key largely obsolete, and tumblers were soon abandoned in favor of wards. The shapes of keys came to resemble those of today, though larger. More advanced rotary locks had hollow lock pins with rotating bearings on both ends, and keys were fluted to fit. This was the most common type of lock in medieval Europe. Lockpicking modifiers vary between -2 and +4. == Combination Lock (TL4) == The earliest known combination lock was described by the Arab inventor Al-Jazari in the 13th century, but didn’t see common use for several more centuries. There are two main types: //Disc Combination//: Used on padlocks, chains, etc., this lock consists of a number of thick discs that are numbered on their outside edges. Behind one of the numbers on the inside of each disc is a notch. When all the notches are aligned, the bolt slides freely, locking or unlocking the mechanism. These are fairly easy to crack, with a Lockpicking modifier between +2 and +4. //Dial Combination//: These were initially placed on “puzzle padlocks” in China. They had three to seven discs of characters or letters which released the hasp when properly aligned. Later developments place the discs inside the lock, with only a single dial on the outside. The dial needs to be spun multiple times in both directions, aligning the marker with a different number each time until the lock opens. Lockpicking modifiers range from -2 to +2. === Portable Padlocks (TL2) === A padlock can be a barb-spring padlock (TL2), rotary lock (TL2), warded rotary lock (TL3), or either variety of combination lock (TL4). Weight varies from 0.1 lb. to 2 lbs. It has DR 2. Find HP from the “Machine” column of the Object Hit Points Table (p. B558). Cost depends on the Lockpicking modifier: ^ Lockpicking Modifier ^ Cost ^ | +6 | $5 | | +5 | $10 | | +4 | $20 | | +3 | $40 | | +2 | $80 | | +1 | $160 | | 0 | $320 | | -1 | $640 | | -2 | $1,280 | === Modern Locks (TL5) === Key locks and combination locks are the most widespread protection against theft and unwanted tampering. Locks have three defining traits: toughness, quality, and TL. These vary independently; one could have a weak, fine TL5 lock, a tough, basic TL8 lock, and so on. All locks are LC4. Toughness: Locks are Unliving, with HP based on weight; see the Object Hit Points Table (p. B558). The lock’s exterior determines how easy it is to break: * Weak. Made of plastic or low-grade metal, this lock is easily smashed with a hammer blow. DR 3, HP 2. $5, 0.25 lb. * Standard. Constructed of steel, this is the typical TL5-8 lock. DR 6, HP 3. $20, 0.5 lb. * Tough. An industrial-grade model, in hardened or tempered steel. DR 12, HP 3. $100, 0.5 lb. Quality: A thief who can’t break the lock (or who wants to be stealthy!) may try to pick it. The quality of the mechanism affects his odds of success: * Basic. Lockpicking attempts are at +5. x1 cost. * Good. No Lockpicking modifier. x5 cost. * Fine. Lockpicking attempts are at -5. x20 cost. Tech Level: Lock manufacturers keep the latest designs secret, but often release information on older models to legitimate locksmiths or training schools. Higher-tech burglars therefore get a bonus equal in size to the penalty under Tech-Level Modifiers (p. B168); e.g., a TL7 thief has +3 to pick TL5 locks and +1 to pick TL6 locks. It’s entirely possible to find low-tech locks without traveling back in time! An abandoned mine shaft or a Third World warehouse is likely to have a lock from an earlier TL. === Electronic Locks (TL6) === Electronic locks use numeric keypads or magnetic-strip key cards to control access. They’re mounted on doors, consoles, and even briefcases. They come in the same quality grades as mechanical locks, with identical effects on price; see Locks (p. 203). “Picking” an electronic lock requires either Electronics Repair (Security) tools (see Tool Kits, p. 24) or an electronic lockpicking kit (p. 213). A less-invasive way to bypass a keypad is to observe an authorized user during the activation sequence and write down his code. Another method is to wipe off the keypad, wait for a user to enter his code, sprinkle some fingerprint powder to reveal the keys he used, and (eventually) figure out the right sequence. Intruders may attempt to cut the power on electronic door locks. This often does work. Most systems are designed to unlock if the power fails – a safety measure in case of fire or other emergency. Such locks are “fail safe.” Devices that lock when the power goes off are “fail secure,” and found mainly on prison doors, the cases of high-value items, etc. A basic electronic lock (+5 to Lockpicking attempts) – typical of homes, hotel rooms, shipboard staterooms, etc. – is a relay-based keypad at TL6, an electronic keypad at TL7, or a card reader at TL8. $100. LC4. === Security Fences (TL6) === Fences serve as a visible reminder that an area is offlimits, and can slow or stop trespassers. At TL7-8, invisible “fences” aim instead to detect intruders. == Barbed Wire (TL6) == The first barbed wire was sold in the 1870s on the American Plains. Settlers’ efforts to stop free-range cattle from destroying their crops became the “Barbed Wire War,” and cowpokes referred to the stuff as “the Devil’s rope.” The military quickly adopted barbed wire, using it for defensive barriers during the Spanish-American War. Barbed wire played a significant role in the carnage of WWI, too; it slowed down Tommy, Doughboy, and Landser so they could be mowed down by machine-gun fire. A typical unit of coiled or “concertina” fencing stretches up to 15 yards when uncoiled and stands a yard tall. It’s freestanding and easily curved to create an enclosure or defend an oddly shaped area. Adding stakes or similar fixtures makes the barrier more permanent, while stacking multiple layers gives extra protection. Barbed wire takes one man-minute per yard to deploy – or triple that if protective gloves, wire cutters, and fasteners aren’t available. Anybody passing through barbed wire has to make a DX-5 roll once per yard. Failure means the barbs tear the victim’s skin; he must make a Will roll (at +3 for High Pain Threshold or -4 for Low Pain Threshold) to avoid crying out. The wire also snags clothing and equipment; treat it as a Binding (p. B40) with ST 8. The easiest way to cross barbed wire is simply to lay something over it – a log, a sheet of metal or thick plastic, a body – and climb across. Barbed Wire (TL6). Per 15-yard coil: $100, 15 lbs. LC4. Razor Wire (TL6). Also called razor tape, this is wire-reinforced stainless-steel tape with spikes. Invented during WWI, it entered wide use in the 1960s, slicing inmates and Viet Cong sappers to ribbons. Treat it exactly like barbed wire, but a failed DX-5 roll also does 1d-3 cutting damage, and the ensuing Will roll suffers a penalty equal to the injury. Per 15-yard coil: $200, 15 lbs. LC4. == Electric Fences (TL6) == Nonlethal electric fences for livestock control appeared in the 1930s, one of the earliest examples being jury-rigged from Model T parts by a New Zealander. They proved successful at containing animals, and were soon adopted for caging humans. This led to the development of lethal electric fences, such as those found at Nazi concentration camps. Electric fencing can be combined with barbed wire (see above). Cattle Fence (TL6). A “hot wire” livestock fence inflicts a continuous “zap” for as long as the intruder touches it. Roll vs. HT each second. Failure means the target is stunned while he remains in contact with the fence. After breaking contact, he may roll versus HT each second to recover. See also Nonlethal Electrical Damage (p. B432). An electricfence control box and 1/4 mile of three-wire fence: $1,000, 400 lbs., external power. LC4. Lethal Fence (TL6). A lethal electric fence, such as DeTekion’s Electro-Guard 5000, is sometimes used at “super-max” prisons. It inflicts 3d burning damage per second; see Lethal Electrical Damage (p. B432). At TL8, it can be programmed to deliver a nonlethal shock (above) first, which then arms the fence as lethal. This is a safety of sorts: the fence doesn’t injure those who touch it accidentally but kills anyone who tries to climb it. A control box and 1/4 mile of fence: $10,000, 500 lbs., external power. LC2. == Laser Fence (TL7) == A laser “fence” is actually a screen of IR laser beams. These are invisible to the naked eye but not to night-vision gear. Breaking a beam activates an alarm. Laser Fence (TL7). A collection of emitters and receivers built into fence posts, doorways, corridors, etc. $100 per yard, external power. LC4. Laser Fence (TL8). A single IR laser emitter that can protect a wall up to 30 yards tall and 100 yards long. $2,500, external power. LC4. === Proximity Fence (TL7) === This capacitance proximity sensor consists of two buried, parallel lines. When energized, these project a field (detectable with an EM field meter, p. 50) that can detect human movement within 3-5 yards. Pole-vaulters and tunnelers should note that this includes above and under the lines! This technology can be built into an actual fence, but it’s typically used alone, providing an invisible perimeter where conventional security fencing would be an eyesore. Per foot: $20, 1 lb., external power. LC4. === Microwave Fence (TL8) === This stationary radar transmitter-receiver pair detects movement in a 10-yard-wide swath between the two units, which can be placed up to 500 yards apart. See Radar (pp. 46-47) for general radar capabilities and limitations. $5,000, 20 lbs., external power. LC3. === Smart Fence (TL8) === These sensors attach to the posts of any wire fence, including an electric fence. They detect any attempt to cut, climb, or lift the fence, and report the nature and location of the breach. An Electronics Operation (Security) roll at - 4 is required to neutralize each section. Each package of sensors covers a 10-yard section of fence: $25, 1 lb., external power. LC4. === Remote-Controlled Weapons (TL8) === A gun can be connected to sensors and controlled from a remote workstation. An example is TRAP (Telepresent Rapid Aiming Platform), tested by the U.S. Army, which mounts a machine gun or a semiautomatic rifle on a motorized tripod. It can be fitted with a wide range of passive visual sensors (pp. 47-48). Such a system might be mounted high up – e.g., on a light pole or a tall building – to cover a wide area. Weapon, sensors, and ammunition (up to 40 lbs. total) must be purchased separately, and are protected by an armored box (SM -2, DR 35, HP 8). $150,000, 100 lbs., L/24 hrs. LC2. === Traps === Traps are used mainly to hunt animals, but many can be adapted to catch human prey. Sometimes, the best defense against an intruder is to neutralize him with a trap. The majority have two components: the trigger and the delivery device. Some also have a built-in bypass mechanism, enabling people in the know to avoid the trap. Most traps require knowledge of the Traps skill (p. B226), but not all call for a skill roll. To conceal traps effectively, use the Camouflage skill (p. B183). Detecting a trap requires a Per-based Traps roll, adjusted for standard Vision modifiers (e.g., darkness). The GM rolls secretly against the best skill in a group to see if they notice each trap. Modifiers: Acute Vision (p. B35); any darkness penalty; any penalty for a concealed trap; -5 if fleeing or rushed. Disarming a trap involves locating or improvising a bypass mechanism. For most traps, this means a DX-based Traps roll. Modifiers: High Manual Dexterity (p. B59) or Ham-Fisted (p. B138); any penalty for a complicated trap; -5 for working by touch (p. B233), such as when the trap is inside a door or a chest and not visible from outside, forcing the burglar to feel for it and attempt to interrupt it as he opens the door. Some traps can be rearmed by making a second disarm roll. When picking a trapped lock, use the lower of Lockpicking or Traps. Success opens the lock and leaves the trap untriggered. Failure means the lock stays shut and the trap goes off. Most low-tech traps list neither cost nor weight. They’re applications of digging tools (under Mining and Tunneling, p. 30), rope (in Rope, String, and Thread, pp. 23- 24), nets (use the ones under Fishing, p. 29), etc. The main investment is in labor. While parts for these traps are LC3-4, setting a trap has a lower LC in most places! == Deadfall (TL0) == A heavy weight – traditionally a boulder or a log – attached to a tripwire (p. 123) or similar mechanism (such as a pressure plate). Activating the trigger drops the weight on the victim! Setting up a deadfall takes an hour plus an additional hour per 100 lbs. of weight it drops. Calculate damage from the deadfall’s weight and the distance from which it’s dropped (see Damage from Falling Objects, p. B431). Roll against Traps to hit the target. Final effective skill can’t exceed 9 plus the deadfall’s SM (e.g., SM +1 gives a maximum of 10); larger deadfalls are more likely to strike their prey. == Net (TL0) == Net traps work much like snares (p. 123), but cover a wider area and entangle the victim, making it harder to break free. A net for hunting takes 15 minutes to set – or 30 minutes, for large game. A spring trap that can engulf and suspend a man requires 90 minutes. Someone suspended in a net can break free by being lowered to the ground – where he can disentangle himself – or by severing 2d strands. Since he’s tangled in a net, he must make a DX or Escape roll to get his hands free to draw a blade and cut the strands. If he succeeds and subsequently cuts the net, he’ll suffer a fall and injury (see Falling, p. B431). Failure means he can do nothing for a full minute, after which he can try again. Critical failure means he cannot move at all; somebody else must release him. == Pit (TL0) == A pit is an effective means of trapping prey. Since most creatures won’t blithely fall into an open pit, the opening must be concealed – although it might be left uncovered if there’s no light by which to see it. Start with the digging times on p. B350 and add 10% to camouflage the opening. Constructing a more complicated cover (e.g., spring-loaded trap door) takes even longer. Victims of a pit trap take falling damage (see Falling, p. B431). Adding sharpened stakes at the bottom converts the damage from crushing to impaling. A shallow pit can slow an enemy’s charge on the battlefield. If it’s concealed, potential victims must win a Quick Contest of Vision vs. Camouflage to spot it in the first place. To avoid a known trap, roll vs. DX (on foot) or Riding (if mounted), applying the speed penalty for current Move (p. B550); e.g., Move 5 gives -2. Success avoids the pit; failure means a fall. == Stake Pit (TL0) == This is simply a covered, stake-filled hole. A common jungle trap during the Vietnam War was the punji pit: a knee-deep hole containing sharpened lengths of excrement-smeared bamboo (-2 or worse on rolls to avoid infection; see Infection, p. B444). The victim of a punji pit suffers thrust impaling damage based on his own ST. Cost is negligible. LC4. == Snare (TL0) == A snare consists of a loop of rope set along the ground and camouflaged. A simple snare for birds and small animals can be set in 5 minutes. A trap line of 10 snares takes about an hour. For deer and other large beasts, double the time requirement. Predators can chew through ropes, and humans can simply pull open loops, so snares for such prey must be more elaborate, often using springy branches to yank them off the ground. Setting a spring trap takes 30 minutes. A snared person can get free by being lowered to the ground – where he can loosen the loop – or by cutting the rope while suspended. The latter results in a fall and subsequent injury (see Falling, p. B431). Since the victim is upside down, damage is more likely to be to the head, upper torso, and arms than to the legs; treat as an attack from above (see p. B400). == Tripwire (TL0) == This is a thin, strong cord (TL0) or wire (TL2) strung across a path. It might trigger an alarm or defensive device, or be a trap in itself, causing the victim to stumble or fall. Installing and concealing a tripwire requires a Traps or Camouflage skill roll. At higher TLs, tripwires can be made of nylon fishing line or other 'invisible' material; these tripwires are at a -2 to spot. Alarms include bells (see Bell and String, below), stones falling onto a gong, and even fireworks. Defensive devices include the wire itself – which may cause a dangerous fall – and mechanical traps: deadfalls, pits, snares, etc. Make a DX roll to avoid falling when tripped, at +2 for fragile thread, no modifier for cord, or -2 for wire or rope. At higher TLs, one end can be attached to an explosive trigger; this inflicts normal damage based on the position of the explosive and trigger! A variant tripwire is useful against horsemen. It’s strung high enough that the horse can pass underneath while the rider hits it with his chest or neck, knocking him from the saddle. To spot the trap in time, the rider must make a Per-based Riding roll modified by the speed penalty for current Move (p. B550); e.g., Move 5 gives -2. If he succeeds, the only defense allowed is Dodge. If he doesn’t see and duck the rope, he takes (mount’s Move)/5 dice of crushing damage; roll hit location randomly, as for attack from above (see p. B400). Use Mounted Combat Results (p. B398) to determine whether the victim is unhorsed. If the line inflicts more than its (DR + HP) in damage, it breaks; otherwise it survives to endanger future horsemen. == Needle (TL1) == Needles are commonly used to deliver poisons, usually blood agents (see Poisons, p. 128-130). With the exception of blowpipe darts (see Muscle-Powered Ranged Weapon Table, pp. 76, 78), they inflict no damage themselves and are stopped by any DR. Natural needles include the thorns of stinging plants such as nettles, which come complete with poison. Manmade ones can take many forms, such as: * A merchant might have a spiked ball in his money pouch; grabbing the pouch without gloves means being stuck through the thin material. * A false tumbler in a lock (p. 121) could include a needle, waiting for someone to stick a finger in the wrong hole. * A spring-loaded needle may be attached to a trigger in a lock. Turning the key in the wrong direction, or attempting to pick the lock, activates it. == Caltrop (TL2) == A caltrop is a small antipersonnel device with multiple spikes arranged so that one always points up. The Romans called this a tribulus; the Japanese, a tetsubishi. On the battlefield, they were used as a passive defense to slow the enemy or direct him onto prearranged paths. On a personal level, they were scattered by a fleeing individual to discourage pursuit. They could also be placed in a hallway or under a window to deter intruders. Anyone in a caltrop-strewn area must make a Vision roll every second while moving. Apply the speed penalty for his Move (p. B550); e.g., Move 5 gives -2. He has a further -2 if not specifically watching the ground (-2 on all other Vision rolls). Failure means he steps on a number of caltrops equal to his margin of failure, minimum one. Each caltrop inflicts thrust-3 impaling damage, based on the victim’s ST, on the foot. The DR of footwear protects normally; maximum injury is 2 HP. Injury can cripple the foot (see Effects of Crippling Injury, p. B421) – but even if it doesn’t, damage equal to or greater than DR means the caltrop has become lodged and will inflict damage every turn if walked on. The victim must make a Will roll (at +3 for High Pain Threshold or -4 for Low Pain Threshold) to avoid crying out. Removing each caltrop takes two Ready maneuvers. Caltrops are sometimes poisoned or dung-covered (-2 or worse on rolls to avoid infection; see Infection, p. B444). Even if footwear is heavy enough to resist all damage, a caltrop-strewn area is treacherous ground (see Bad Footing, p. B387). Large caltrops are used against cavalry, including camels and elephants. Damage is thrust-2. These are easier to spot when not riding; footmen are stuck only on a critical failure on their Vision roll. Enough caltrops of either type to cover a hex on a combat map (large ones are bigger but scattered more thinly): $1, 0.5 lb. == Electromagnetic Car Stopper (TL8) == This device uses an electromagnetic pulse to disable the electronic ignition and engine-control systems of TL8 automobiles. Only vehicles that drive over the car stopper are affected. Thus, it’s usually a permanent installation, hidden under the pavement on an access route to a sensitive area. Treat this as an Affliction that only affects electronics and those who have the Electrical disadvantage (p. B134). Targets must make a HT-8 roll or be knocked out of action for seconds equal to margin of failure. Pre-TL8 vehicles are immune because they don’t rely on electronic systems to stay running! $10,000. LC3. == Spike Strip (TL8) == A spike strip is a portable, single-use device consisting of hollow metal quills in a lightweight plastic strip. If a car drives over it, the spikes will puncture a tire and deflate it in five seconds (which is usually gradual enough to prevent a crash). This gives -4 to Driving rolls and halves the car’s Top Speed. Per yard: $100, 1 lb. LC3. ==== ALARMS ==== An alarm is any device that emits a noise to announce the presence of intruders. === Beaded Curtain (TL1) === Described under Semi-Portable Housing Elements (p. 32). When someone moves through the curtain, the beads make noise, alerting the occupants. Negotiating a beaded curtain quietly requires a Stealth roll at -2. === Bell and String (TL1) === This is a noisemaker activated by a tripwire (above). Examples include bells, gongs, and drums. The easiest way to neutralize this alarm is to avoid the tripwire, but it may also be disarmed (see Traps, p. 122). === Nightingale Floor (TL3) === This is a purpose-built squeaky floor. It has moving floorboards nailed in such a way that whenever somebody walks on them, the nails scratch along small metal plates. Some Japanese castles used these as alarms against intruders. Make a Traps or Carpentry roll to notice a nightingale floor. Bypassing it involves jumping over it or climbing along the rafters. A ladder or long board laid over the entire floor can spread your weight enough to keep the floor from singing. Fixing boards with nails or gum may also work; make a Traps roll to disable the floor this way. Sometimes, an intruder might encounter a single squeaky floorboard. He’ll randomly step on this on a roll of 1-3 on 1d, unless the GM rules otherwise. Make a Carpentry roll to notice a floorboard that might squeak, at -4 if the floor is covered with a carpet or mat. Sprinkling talcum powder between floorboards can often lubricate them enough to prevent squeaking. ==== Identification and Authentication ==== Identification of people and authentication of messages are important for the security of property and information. The GM should roll a Quick Contest whenever a person who isn’t supposed to be somewhere tries to sneak past a guard (or observant worker!). The intruder must win to pass. If trying to pose as someone innocuous, he rolls Acting or Disguise vs. the sentinel’s Body Language or Observation. If he’s challenged, this shifts to Acting vs. Detect Lies. If he’s actively attempting to con his way past, that’s Fast-Talk vs. Detect Lies – or perhaps Sex Appeal vs. Will. And if he’s bearing a fake document or seal, see Forgery and Counterfeiting (p. 128). === Brands and Tattoos (TL0) === Almost every historical culture has placed identifying marks on people and beasts. Such markings come in two major varieties: Brands: Scars created via patterned cuts or searing metal (1 point of burning damage on application). The earliest such marks identified the ownership of domestic animals, and advertised the Social Stigmas of individuals such as convicted criminals and slaves. Tattoos: Patterns created by cutting the flesh and marking the resulting wound with a coloring agent. Decorative tattooing requires Artist (Body Art); crude examples are often done at default. A roll against a suitable specialty of Heraldry (p. B199) may be needed to identify marks that encode subtle meaning, such as a specific owner, clan affiliation, religious order, or crime. Sample specialties include Cattle Brands (defaults to Farming-3) and Punishment Marks (defaults to Criminology- 3). While body marks are usually LC4, people with the brands or tattoos of outlawed groups may be arrested or even killed if their marks are detected. === Body Modifications (TL0) === These perform a function similar to brands and tattoos (above), except that the body itself is altered. Examples include Jewish circumcision, the Christian tonsure, Chinese foot-binding, and Mayan skull-binding. === Watchwords (TL0) === An easy way to verify someone’s identity is with a prearranged password. Recalling a simple challenge-response code is automatic. If the player forgets a complicated coded phrase, though, the GM is free to require an IQ roll to remember it, with Eidetic Memory giving +5. Linguistic Riddles: Some watchwords rely on having Native spoken comprehension in a language. When the Hebrews were at war with people whose native language didn’t include the “sh” sound, their soldiers asked strangers to say the word “shibboleth.” In 1282, during the Sicilian Vespers massacre, the Italians used the word “cicera” to identify the French, who had difficulty pronouncing it. === Invoices (TL1) === An invoice is a commercial document issued by a seller to a buyer. It lists purchased items alongside quantity and price. When the agreed amount is paid, the seller issues a receipt to prove transfer of ownership to the buyer. Invoices can be used to establish identity – if you can show invoices for goods you possess, challengers may assume that you’re the person to whom the documents were issued. Altering or falsifying an invoice or a receipt requires a roll against the lower of Merchant and Forgery. To detect a fake, roll a Quick Contest: Perception, Forensics, or Merchant vs. the skill used to create the forgery. === Seals (TL1) === Seals and signet rings (see Hard Solid Media, p. 46) are used to secure documents with wax or clay. The message is folded and sealed, after which opening and reading it means breaking the seal. In European society, this procedure was most often used to authenticate deeds and charters. Similar measures work for containers such as ceramic jars (see Containers and Storage, p. 34) – the vessel is closed or covered, and a seal stamped into a piece of clay that must be broken to open it. If someone wants to read a sealed message or inspect a sealed container without anyone knowing, he must reapply the seal using the same sealing material, and have an identical copy of the stamp; see Forgery and Counterfeiting (p. 128). A signet ring can also serve as a personal identity token. The bearer is immediately identified as the holder of a particular office or title. ==== Security Systems ==== A well-designed security system combines several layers of identity verification with multiple intrusion-detection measures in order to deter and/or detect would-be thieves and spies. Security is a comfort-dependent technology, though – people put up with it as long as it doesn’t cause too much inconvenience. Even security personnel will ignore a device that causes frequent false alarms, malfunctions regularly, or is otherwise fussy. As well, while security equipment is designed to minimize or eliminate “false positives,” sensitive gear is bound to detect things that aren’t threats; e.g., a metal detector will sense a wristwatch or a fountain pen as easily as it will find a knife or a handgun. Crafty operatives can exploit these flaws, using “human engineering” to ensure that security systems are ignored or even shut off in the highest-security areas (“Aw, that’s just the south door alarm going off again. Third time today, as a matter of fact. Don’t worry about it. Hand me another egg roll...”). === Identity Verification (TL5) === The first rule of security is access control: separating the authorized from the unauthorized to make intruders easier to find. Locks (p. 203) at TL5+ and electronic locks (p. 204) at TL6+ are effective means of access control. So is a guard! At TL8, electronic locks capable of identify verification appear. Someone with suitable tools and unobserved access to such a device can crack open its case and bypass it with an Electronics Operation (Security) roll, at +5 for a basic system (x1 cost), no modifier for a good system (x5 cost), or -5 for a fine system (x20 cost). == Fingerprint Scanner (TL8) == This scans the subject’s fingerprint or hand geometry. Basic versions are easy to fool: breathing heavily on the scanner causes the machine to read the last print scanned – which, if authorized, grants admission! Tricking higher-quality scanners is difficult but not impossible. $200, 1 lb., external power. LC4. == Retinal Scanner (TL8) == A retinal scanner uses a low-powered laser to identify the subject’s unique retinal pattern. Surgery and special contact lenses are ineffective in reality, but might work in cinematic campaigns. $500, 2 lbs., external power. LC4. == Signature Pad (TL8) == This device senses timing and pressure as the user signs his name on a pressure-sensitive plate. It can see through simple forgery attempts, but someone with the Electronics Operation (Security) skill and a computer analysis of an authorized signature may attempt a Forgery roll at -3. $200, 2 lbs., external power. LC4. == Voiceprint Analyzer (TL8) == A voiceprint analyzer matches the subject’s voice to an audio record (usually a short phrase such as a name or an ID number). A good digital recording of the phrase will easily bypass the system; a voice modulator (p. 212) can also fool it. $100, 0.5 lb., external power. LC4. === Intrusion-Detection Systems (TL6) === These systems detect unauthorized activity and notify the authorities via local and/or remote alarms. Responses vary. Residential security services often dispatch their own personnel and call the police; military setups alert armed troops. Make a Vision-5, Observation, or Per-based Traps roll to spot an intrusion-detection system. If it’s concealed, this becomes a Quick Contest against Camouflage skill, and discovery may be impossible without suitable sensors (e.g., a thermograph to see the heat in the wiring). Make an Electronics Operation (Security) or Traps roll to identify any hardware found. Defeating the system may require one or more skill rolls. See below for some possible approaches. The GM decides what strategies are effective against a given setup. In all cases, thwarting a mechanical device or a simple circuit calls for a Traps roll, while anything more sophisticated requires an Electronics Operation (Security) roll. Any failure sets off the alarm. The GM should roll in secret; even if the alarm involves a loud siren, the intruders needn’t know until they trip it! One possible way to disarm a system is to gain access to the controls and shut it down. This still demands a skill roll. Nearly all setups require codes, keys, and/or supervisor permission to deactivate without arousing suspicion. If a security device is accessible, a skill roll can open and disable it. However, most hardware is wired to detect tampering. The GM should require a separate skill roll to open the housing without triggering the alarm. In the movies, heroes routinely destroy security devices – often with pistol fire. This shouldn’t work in a realistic game. Good-quality systems are rugged enough to resist handgun rounds (DR 12+). Shooting them counts as tampering and tends to alert anyone nearby! Since most systems draw external power from the building in which they’re installed, cutting the power might seem logical. Modern devices inevitably have battery backups, though; some have one per sensor, just in case. These can often provide power for hours, even days. In the final analysis, the safest way to defeat any system is to have someone on the inside! An intrusion-detection system may include any of the elements below – and possibly a laser fence (p. 204), proximity fence (p. 205), microwave fence (p. 205), and/or smart fence (p. 205). To work as a system rather than as a set of components, it requires monitoring equipment or software, which costs $1,000 or more (GM’s discretion). At TL6-7, monitoring equipment consists of bells, claxons, and/or blinking lights. At TL8, devices are often connected to a computer with powerful monitoring software, which might call a whole list of people via radio and cell phone, leave messages, send e-mail, notify emergency services, etc. == Electric Alarms (TL6) == These are simple switches and latches that activate an alarm when tripped. They’re common on windows and doors, often alongside locks (p. 203), electronic locks (p. 204), or identity verification (p. 205). At TL6-7 they’re connected by wire to a monitoring box. At TL8, they can communicate via a wireless network. Per portal: $200, neg., external power. LC4. == Proximity Detector (TL7) == Capacitance proximity sensors detect minute changes in an electric field – such as those caused by an approaching intruder. Touch-sensitive consumer products, like lamps, use similar sensors at TL8. Typically concealed, proximity detectors are connected directly to a high-value object: technological prototype, sculpture, frame of a painting, etc. Touching the rigged item triggers the alarm. Per item: $40, neg., external power. LC4. == IR Motion Detector (TL8) == This sensor detects motion up to 25 yards away and is often combined with directional lights. $100, 1 lb., external power. LC4. == Seismic Detector (TL8) == This buried vibration sensor can discriminate between people, vehicles, and geological phenomena. Its detection radius is five yards. By making a Stealth roll at -4, an intruder who’s aware of the device can cross the protected zone at Move 1 without being detected. $50,000, 50 lbs., external power. LC3. == Screening Systems (TL7) == Visitors to restricted areas are often scanned for threats during or after identity verification. A screening system’s operator must make an Electronics Operation (Security) roll to claim any bonuses his hardware grants. == Security Metal Detector (TL7) == A handheld metal detector of the type used by security guards and police at concerts, public gatherings, and so on gives +1 on Explosives (EOD), Search, and Traps rolls to detect metallic objects: guns, knives, mines, bombs, etc. Combined with a one-minute pat-down, the Search bonus becomes +2. Clothing designed to conceal items (see Undercover Clothing, p. 64) is ineffective against a detector-assisted search! Handheld Metal Detector (TL7). $500, 1 lb., S/10 hrs. LC4. Handheld Metal Detector (TL8). $250, 1 lb., S/10 hrs. LC4. == Video Surveillance Cameras (TL7) == A security camera doesn’t provide much protection; it simply records the crime. The recording is all but useless if the perpetrator wears a mask or hides his face and distinguishing characteristics successfully. Still, many people feel safer with cameras around. The statistics below assume a basic, stationary color video camera – the most common variety. Triple cost and weight for a “PZT” model that can pan, tilt, and zoom when controlled from a remote workstation. Add $100 to final cost for a wireless camera with a half-mile range. Video Surveillance Camera (TL7). $150, 2 lbs., external power. LC3. Video Surveillance Camera (TL8). $150, 1 lb., external power. LC3. == Walkthrough Metal Detector (TL7) == A walkthrough metal detector is a large portal for screening people entering airports, museums, and the like. The operator can adjust its sensitivity to get from +1 to +3 to Search in Quick Contests against Holdout. The higher sensitivity levels are unsuitable for use in high-traffic areas, though – an alert almost always leads to a pat-down (usually with a handheld detector, see above), so higher sensitivities mean longer lines filled with grumpier people. Walkthrough Metal Detector (TL7). $10,000, 100 lbs., external power. LC4. Walkthrough Metal Detector (TL8). $5,000, 50 lbs., external power. LC4. == X-Ray Baggage Screeners (TL7) == These X-ray machines are designed to scan luggage or packages carried on a conveyor belt. They give +3 to Search to detect weapons, contraband, and the like. At TL8, they provide color-coded images: organic material appears brown or bright orange, metal is light green to dark blue, etc. This gives a further +1 to Search to detect metallic weapons, detonators, and explosives. Carry-On Baggage Screener (TL7). $50,000, 1,000 lbs., external power. LC3. Hold Baggage Screener (TL7). $100,000, 1 ton, external power. LC3. Pallet or Cargo Container Screener (TL7). $200,000, 3 tons, external power. LC3. == CT Scanner (TL8) == At TL8, specially designed CT scanners (see CT and MRI Scanners, p. 223) are the primary means of screening hold baggage at the world’s major airports. They’re the only alternative to a manual search authorized by the U.S. Transportation Security Administration. A CT scanner generates a 3D model of the baggage based on the density of its contents. It’s the “best equipment possible” for Search at TL8, giving +4 (quality) for all searches and +6 (quality) to find explosives. $2,000,000, 6 tons, external power. LC3. == Millimeter-Wave Camera (TL8) == This “radar camera” detects the radiation emitted by all objects – including people – and can see through clothing, foliage, packaging, and thin walls. A guard can use it to spot weapons and other contraband by watching people as they approach or move through a checkpoint. It provides Imaging Radar (p. B81) with a 10-yard range. $100,000, 50 lbs., external power. LC3. == Optical Recognition Software (TL8) == This software compares a subject’s face or gait to a database, alerting security staff if that person isn’t on a list of authorized personnel – or is on a “watch list.” Effectiveness is hotly debated. A conservative approach would treat it as a guard with an effective Perception roll of 14 for recognition purposes; a more generous approach would give it Per 18+. The Disguise and Acting skills can fool optical recognition software about as easily as they would a guard. The software requires video surveillance cameras (p. 206) for input and can monitor up to 10 cameras simultaneously. Complexity 5. $10,000. LC3. === Acoustic Countersniper System (TL8) === This system swiftly triangulates the origin of a gunshot. Its omnidirectional microphones detect the shockwaves generated as the bullet travels through the air. Using this sensor data, and a location package that includes a GPS receiver (p. 53) and a compass, the computer at the system’s heart calculates the bullet’s speed, distance, trajectory, and caliber – and, most important, the firer’s location – all within a second. The system is extremely accurate; its margin of error is smaller than 10%. It can determine caliber and range, and fix direction to within 20°. Roll at 10 plus the total Hearing modifier for the weapon’s type, ammunition, distance, suppressor, etc., to see if it can locate the shooter. For more on detecting gunshots, see Sound Suppressors (pp. 158-159). $10,000, 30 lbs., M/10 hrs. LC3. === Eye in the Sky (TL7) === Military and intelligence operatives – and skilled cinematic hackers – may get the opportunity to scope out the opposition using “intelligence assets” such as spy satellites and surveillance drones. Civilian experts use lower-resolution satellites to plan urban growth, watch the weather, and study climate change. The best-known spy satellites are imagery satellites, which use cameras and other sensors to render an image. At TL7, resolution of the traditional spy-satellite camera is about a yard, meaning it could clearly see a semi-truck, mobile missile launcher, house, or research lab... but not a car or a person. At TL8, the sharpest “eye in the sky” might resolve pixels of 4”-6” – a softball-sized target. That still isn’t good enough to read the proverbial newspaper from orbit, but it’s more than enough to differentiate between, say, a man and a woman, or an adult and a child. Radar, thermal, and hyperspectral sensors allow satellites to see through foliage, detect whether a factory is operating, or even look underground. An imagery satellite has limits, though. It shoots pictures from directly above, so reading a license plate is impossible unless the plate is on the hood of the car! The satellite travels at several miles per second as it passes overhead, reducing its time over the target to bare minutes; its orbit might bring it over the target from twice a day to only once every three days. On each pass, it views a comparatively small area – 100 square miles or less. These problems mean that spy satellites are less all-seeing eyes than just one of several means of gathering data. Those running realistic techno-thriller games should also know that real-time video – as depicted in the movie Enemy of the State – is unlikely. At TL7, satellite imagery is delayed by several days to a week because the film capsule must be dropped from the orbiting satellite, reenter, and then be recovered and processed! At TL8, digital pictures are relayed to communications satellites, so only a few minutes pass between when an image is taken and when it’s delivered to those who need it. But it still isn’t real-time video. Real-time video is most likely to come from spy planes – or, at TL8, from unmanned aerial vehicles (UAVs) such as Predator and Global Hawk. Such craft can fly high enough to be virtually undetectable by ground observers, and for long enough to snoop around an area for dozens of hours. Speed seldom exceeds 100 mph, which is another plus. Most spy satellites have Telescopic Vision 10-15 (black-and-white only, at TL7). Gathering good-quality satellite imagery requires an Electronics Operation (Sensors) roll, but determining what the image reveals requires the Intelligence Analysis skill. President John F. Kennedy stared blankly at the unprocessed images he was given during the Cuban Missile Crisis; he saw only an empty field until image analysts explained what was there. ==== SURVEILLANCE AND TRACKING DEVICES === For basic surveillance tools, see Media (pp. 40-45) and Sensors and Scientific Gear (pp. 45-50). The equipment below is more specialized. It has few applications beyond what the U.S. Intelligence Community calls “technical intelligence gathering”: procuring information (“dope”) through technological – commonly electronic – means. Surveillance devices are often LC3-4 but treated as having a lower LC if put to illegal use. === Audio Surveillance Devices (TL6) === Audio surveillance experts skilled at gaining access to critical areas are called “inside men” or “bag men.” They may use stolen uniforms, acquire temporary jobs with custodial services, or sneak in through open windows. Another strategy is to carefully disguise bugs in everyday items presented as gifts. During the 1960s, the president of South Vietnam, Nguyen Van Thieu, was given color televisions and other American-made electronics outfitted with audio surveillance gear. Whatever the means, the goal is to plant a listening device and gather good intelligence. The true expert has many different types of bugs in his kit. All of this gear uses the Electronics Operation (Surveillance) skill. == Phone Tap (TL6) == The classic “wiretap” listens into the phone line outside a building, allowing surveillance of a phone within the building without setting off bug detectors (p. 212). This might involve cutting and splicing into the line, but often relies on an inductive coil that detects the signal noninvasively. Detecting a phone tap is almost impossible. At TL6, a wiretap connects via a length of wire to a handset, allowing agents to listen in at the junction box or run a line to their vehicle or a nearby room. At TL7, it can use an A/V transmitter (p. 209). At TL8, it can be programmed for a specific voiceprint, timeframe, etc. Taps can be configured to monitor fax and computer communications over phone lines. $100, neg. LC3. == Audio Bugs (TL7) == Audio bugs pick up sounds and transmit them to a receiver up to half a mile away. They’re about as sensitive as the human ear. When worn covertly, a bug is sometimes referred to as a “wire.” Audio Bug (TL7). SM -9. $100, neg., T/week. LC3. Audio Bug (TL8). Voice-activation (VOX) circuitry keeps the bug from operating during periods of silence, greatly conserving battery power. SM -13. $100, neg., T/month. LC3. == Contact Mike (TL7) == This is a small (SM -11), disk-shaped microphone with an adhesive backing. Attached to a window, wall, etc., it lets the operator pick up sounds on the far side by making an Electronics Operation (Surveillance) roll at a penalty equal to the barrier’s (DR + HP)/5, rounded down. $40, neg., T/week. LC3. == Laser Mike (TL7) == A laser mike turns any window into a bug by reflecting an invisible laser beam off the glass and picking up the vibrations caused by speech within the room. Very heavy curtains or triple-glazing might defeat this method; a white noise generator (p. 213) certainly will. Even ordinary noise – loud music, running faucets, etc. – is effective against TL7 models, but TL8 units can filter this out. Most bug detectors (p. 212) can’t sense laser mikes. Range is 300 yards at TL7, 900 yards at TL8. $5,000, 2 lbs., external power. LC3. == Pinhead Mikes (TL7) == The audio equivalent of an endoscope (p. 209), a pinhead mike is a tiny (SM -16) microphone on a flexible cable that can be snaked under doors, through ductwork, etc. Make a DX-based Electronics Operation (Surveillance) roll to guide the cable. Failure means the mike gets stuck or makes noise. Critical failure means it breaks or is detected by the target. Pinhead Mike (TL7). About as sensitive as the human ear. Powered by the tape recorder, transmitter, or other device to which it’s connected. Has an 8-yard cable. $20, neg. LC3. Laser Pinhead Mike (TL8). This consists of a plastic diaphragm on the end of an optical fiber. Sounds vibrate the diaphragm, a laser reflected off the diaphragm via the fiber picks up the vibrations, and then the light pulses are converted back to sound. The laser mike (above) uses the same principle. This device won’t trigger bug detectors or metal detectors; only a physical search reveals it. Otherwise, it’s identical to a regular pinhead mike. $400, neg. LC3. == Spike Mikes (TL7) == A pinhead mike (above) can be mounted in a spike rather than on a cable. The user pushes it through a wall and into contact with the wall of an adjacent room. The target wall acts as a giant sounding board, giving (TL-4) levels of Parabolic Hearing (p. B72). Otherwise, treat the device as a pinhead mike. Spike Mike (TL7). $50, 0.5 lb. LC3. Laser Spike Mike (TL8). $450, 0.5 lb. LC3. === Signals Intelligence Monitoring (TL6) === Signals intelligence (SIGINT) is the interception, identification, and analysis of radio emissions. The DEA uses SIGINT equipment to monitor drug cartels in Central and South America. Most U.S. embassies are equipped with a Special Collection Element: a joint CIA-NSA operation that eavesdrops on local radio and cellular traffic. This equipment uses the Electronics Operation (EW) skill, which defaults to Electronics Operation (Comm)-4. == Radio Intercept (TL6) == Radio eavesdropping requires a radio receiver with the “radio intercept” option; see Radio (pp. 37-40) for statistics. Using such equipment to listen in on random, unencrypted traffic in range (cell phones, cordless phones, handheld radios, etc.) is a routine task. Roll against Electronics Operation (Comm or EW) at +4, should it matter. Encrypted signals can be recorded and decoded later. To intercept a specific signal, the spy must know its frequency. If he doesn’t, he’ll have to conduct a “freq search” while the transmitter is broadcasting. Each attempt requires an Electronics Operation (EW) roll and 15 minutes at TL6, five minutes at TL7, or five seconds at TL8. Success allows routine monitoring of later transmissions on that frequency. If the transmitter’s operator is actively seeking to avoid interception, this becomes a Quick Contest of Electronics Operation (EW); victory lets the interceptor eavesdrop on that one transmission. LC3. == Cellular Monitoring System (TL8) == This is a specialized radio receiver for intercepting cellphone traffic. It can monitor up to four calls at a time and log everything to a hard disk, prevent the target phone from receiving incoming calls, jam the phone outright, and trace calls. The system comes in a large attaché case. $20,000, 7 lbs., external power. LC2. === Visual Surveillance Devices (TL6) === Visual surveillance experts use regular cameras (see Video Storage, Recording, and Playback, pp. 42-44), surveillance cameras (p. 206), passive visual sensors (pp. 46-47), and more-specialized equipment. Most of the gear below requires the Electronics Operation (Surveillance) skill. == Endoscopes (TL6) == Experimental endoscopes date to the 1800s. These were inflexible, but gave doctors their first look inside the stomach (the earliest test subject was a sword swallower!). Versions practical for intelligence-gathering appeared in the 1950s. Sometimes called a “fiberscope” or a “borescope,” a modern endoscope consists of optical fibers within a thin (0.1-0.3”) steel-mesh tube. Controls at the user’s end allow him to flex and bend the far end precisely. The attached eyepiece lets him see what his ’scope is pointed at. Search Endoscope (TL6). A short ’scope optimized for looking for items concealed within hollow objects or body cavities gives +3 to Search. Used to observe lock tumblers through a hole drilled in a safe or a door, it gives +2 to Lockpicking. $1,500, 2 lbs., 2xS/week. LC4. Surveillance Endoscope (TL7). This powerful, yard-long model lets the user peer under doors, through holes in walls and floors, around corners and window frames, etc., while staying out of sight. The tiny lens gives -3 to Vision rolls. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs., 2xS/week. LC4. == Mail-Security Spray (TL6) == This aerosol spray turns envelopes and similar paper packaging transparent on contact, revealing the contents. It evaporates in minutes, leaving no visible trace (a lab test and a Forensics roll will detect it). A can good for dozens of uses: $30, 1 lb. LC4. == Security Document Scanner (TL8) == The size of a desktop photocopier, this device uses infrared or ultraviolet light to examine papers and packages. It can see through ink, erasures, correction fluid, etc., and detect subtle alterations. While intended for document security, it also has surveillance applications: an Electronics Operation (Security or Surveillance) roll at -2 lets the operator produce a legible copy of a document in a sealed envelope. $500, 40 lbs., external power. LC3. == Video Bugs (TL8) == The term “bug” was formerly reserved for microphones, but microchip-sized pinhole cameras add video bugs to the surveillance expert’s bag of tricks. Miniature Video Bug (TL8). This state-of-the-art device – about the size of a 9mm cartridge (SM -11) – contains a color camera, a transmitter, and a power supply. It provides a crisp video image up to two miles away. $1,000, neg., T/week. LC3. Subminiature Video Bug (TL8). The smallest video bugs are the size of a multivitamin capsule (SM -13); in fact, they’re used to diagnose intestinal problems when an endoscope would be too invasive. Transmitter range is less than 500 yards. The special internal battery lasts for 48 hours. $1,500, neg. LC3. Video Bug (TL8). An over-the-counter “spy shop” video bug is still a capable surveillance device. About the size of matchbox (SM -9), it can transmit a high-quality video signal up to two miles away. $250, neg., T/week. LC4. === Wire Rat Gear === Almost every TL7-8 surveillance kit bag or stakeout vehicle includes “generic” transmitters and receivers. == A/V Transceiver (TL7) == This receives signals from (and transmits instructions to) bugs, wireless cameras, A/V transmitters, etc., to which it’s tuned. It can receive up to four channels at a time, feeding each signal to a separate jack for viewing, listening, or recording. A small video display is included. A/V Transceiver (TL7). $100, 6 lbs., 4¥S/4 hrs. LC4. A/V Transceiver (TL8). $100, 3 lbs., 4¥S/4 hrs. LC4. == A/V Transmitter (TL7) == This transmitter connects to any electronic audio or visual surveillance device (mike, camera, etc.), turning it into a “bug.” Broadcast range is 1/2 mile. A/V Transmitter (TL7). $500, 4 lbs., 2¥S/4 hrs. LC4. A/V Transmitter (TL8). $500, 1 lb., 2¥S/4 hrs. LC4. === Tracking Devices (TL7) === Tracking devices range from the benign – like the personal rescue beacon (p. 59) – to the more sinister “tracking bugs” used for surveillance. All communicate via radio and are subject to that medium’s inherent limitations (see Radio, pp. 37-40). == Radio Beacon (TL7) == This is the classic Hollywood “tracking beacon” – a radio transmitter designed to be attached to a vehicle, hidden in a briefcase, etc. Its signal is detected using a radio direction finder (pp. 38-39). Anyone scanning for bugs has +4 to find this “noisy” device. Each tracker has a special coded signal that allows those who planted it to recognize it easily. Range is 25 miles. Radio Beacon (TL7). $300, 0.5 lb., S/month. LC4. Radio Beacon (TL8). $300, 0.25 lb., XS/month. LC4. == Cell Phone (TL8) == Cell phones (p. 39) broadcast a constant identification signal while turned on, even when not making calls. This is how the cellular network “knows” where to route incoming calls. Those with access to the network – e.g., government agents with a subpoena – can fix a cell phone’s location to within half a dozen blocks in an urban area or a few miles in a rural setting. == Cellular Locator Beacons (TL8) == A cellular locator beacon is a GPS receiver (p. 53) that communicates its current position – accurate to within a few feet – over a cellular telephone network. A service ($50/month) is available that lets anyone with an Internet connection and the correct password track the beacon in real time. The locator may be set to transmit a record of its position history at regular intervals and then switch off its transmitter. While this prevents tracking in real time, it saves power and reduces the chance of detection. Multiply battery life by 10 for hourly updates, 100 for daily updates. Cellular Beacon (TL8). This device can run off its onboard battery pack or be connected to a vehicle’s power supply for indefinite operation. It must be in reach of a cellular network to relay its position, and is susceptible to jamming. Triple cost for a version that uses satellite phone (pp. 39-40) technology, which can be tracked anywhere in the world. $1,500, 1 lb., S/week. LC4. Personal Cellular Beacon (TL8). This is a smaller unit built into a wristwatch, bracelet, shackle, etc. $400, 0.1 lb., T/month. LC4. === Dirty Tech: Homemade Surveillance Gear === Regardless of its Legality Class, surveillance gear is difficult to acquire “no strings attached.” Even in low-Control Rating areas, simply buying a bug or a wiretap from a novelty “spy shop” can attract unwanted attention. A credit card leaves a paper trail – and while you can always pay cash, anyone who sells security cameras will almost certainly have video of you making the purchase! Luckily, such equipment isn’t difficult to build. The parts are common enough that purchasing them attracts little attention, and you might even be able to scavenge what you need from electronics purchased at a garage sale or dug out of the trash – a great use for Scrounging! Most audio and video bugs require about half a day’s work, $10 to $20 in materials, and an Electronics Repair (Surveillance) roll. Tiny projects are hard to pull off with a soldering gun, though. For any device smaller than a matchbox (SM -9), apply SM+9 as a penalty to skill; e.g., a 1/2” audio bug (SM -13) gives -4. ==== Encryption ==== Encryption is a body of techniques for concealing a message’s meaning from anyone but the intended recipients. It’s crucial at TL6-8 owing to the prevalence of easily intercepted telecomm technologies. The wars of the first half of the 20th century drove this point home, with encryption (and its defeat) influencing several prominent successes and failures. Encryption takes two basic forms: * A code is a series of prearranged secret meanings; e.g., “One of by land, two if by sea.” * A cipher is a method of transforming data – whether via a simple substitution (e.g., Morse code) or a mathematical algorithm. The strongest ciphers disguise the signal as seemingly random gibberish. A recipient who has the key can “decrypt” the message and extract its information. === Code-Breaking (TL5) === In 1929, Henry L. Stimson – U.S. Secretary of State at the time – quipped, “Gentlemen do not read each other’s mail,” and closed the U.S. State Department’s cryptographic unit (the Black Chamber). Meanwhile, unbeknownst to Stimson, the U.S. Navy and Army were intercepting Japanese traffic. Overseas, Britain and Poland were working like mad to defeat the Enigma machine (see Cipher Machine, p. 211). To break a simple, ad-libbed code or cipher, win a Quick Contest of IQ-5 with its creator. Either party may substitute the Cryptography skill (p. B186). Beating the systems under Encryption Devices and Encryption Standards requires Cryptography, however. At TL5-6, use the rules on p. B186 to crack encryption. This is usually a group effort. Each team member with Cryptography at 17+ adds +1 to the leader’s skill (maximum +4). At TL7-8, breaking mathematical ciphers involves running specialized software on a computer. Ignore the time requirements and skill modifiers on p. B186, which are for manually devised codes. Instead, start with the base time under Encryption Standards, apply Time Spent (p. B346) modifiers for extra time, and add software bonuses as follows: Basic Code-Breaking Program (TL7). Basic equipment for breaking TL7 ciphers. Complexity 3. $10,000. LC2. Basic Code-Breaking Program (TL8). Basic equipment for breaking TL8 ciphers. Complexity 3. $1,000. LC3. Good Code-Breaking Program (TL8). +1 to Cryptography. Complexity 5. $10,000. LC2. Fine Code-Breaking Program (TL8). +2 to Cryptography. Complexity 7. $100,000. LC2. === Encryption Devices (TL5) === The earliest encryption device might have been the Spartan “skytale”: a leather strip wrapped around a staff of a particular diameter. The message was written on the strip down the length of the staff (not following the strip). The strip alone was sent to the recipient, who wrapped it around an identical staff to read the message. == Cipher Wheel (TL5) == Thomas Jefferson devised the cipher wheel while serving as minister to France; similar encryption devices were used during the American Civil War and WWI. It consists of several wooden or brass wheels, with the alphabet randomly inscribed along the edge of each, threaded onto a spindle. The operator rotates the wheels until his message appears on one row, and then moves down a row and copies the “nonsense” letters. To decrypt, the recipient lines up the seemingly random letters and moves up a row to read the message. A cipher wheel lets its user encrypt a message with its creator’s Cryptography skill, typically 16-18. Enciphering or deciphering takes two minutes per line. $100, 1 lb. LC2. == Cipher Machine (TL6) == Hundreds of cipher machines were in use in the 1910s and 1920s. The famous Enigma, first offered for sale at a postal workers’ conference in 1923, was just one of many – although a highly successful example. With modifications, it became Germany’s standard encryption machine throughout WWII. Cipher machines resemble Jefferson’s cipher wheel mated to a keyboard, albeit with many refinements. Their alphanumeric rotors move in a cog-like fashion with each keypress, mixing and matching letters and numbers to generate millions upon millions of ciphered alphabets. Such devices grant basic encryption without digital computer technology. $20,000, 20 lbs. LC2. == Encryption Unit (TL8) == This external adapter contains an encryption chip, a keypad, etc. It snaps onto a communicator or connects to it via cable. Different models exist for fax, computer modem, radio, cell phone, etc. See Encryption Standards for effects. Basic Encryption Unit (TL8). $100, 0.25 lb., XS/6 hrs. LC4. Secure Encryption Unit (TL8). $500, 0.25 lb., XS/6 hrs. LC2. === Encryption Standards (TL6) === Encryption systems that use complex mechanisms or mathematical keys are rated for the Complexity of computer needed to crack them. == Basic Encryption (TL6) == This is defined as the encryption standard that – at its TL – is strong enough to be reasonably secure but not so complex that it slows operations. Basic Encryption (TL6). Calls for a $20,000 cipher machine (see above), and only enciphers text. Attempts to crack it require both manual efforts and specialized electromechanical or vacuum-tube hardware. Base time is 10 years for apparatus equal to a Complexity 1 computer in cost and weight, or a year for tools equivalent to a Complexity 2 computer. LC4. Basic Encryption (TL7). A permanent modification to any telecomm hardware. Defeating it requires at least a week and a Complexity 3 computer running code-breaking software (pp. 210-211). $1,000. LC4. Basic Encryption (TL8). A free modification for most telecomm gear. Beating it requires at least a day and a Complexity 5 computer with suitable software. LC4. == Secure Encryption (TL7) == This system is typical of those used to secure classified government or military information. There may be a delay of 1-2 minutes at TL7, or 1-2 seconds at TL8, as messages are sent or data is processed. Cracking it is effectively impossible before TL9. Practical approaches are suborning a key-holder or discovering a weakness in the system’s mathematical basis. Secure Encryption (TL7). A piece of software, usually on a computer dedicated to the purpose. Complexity 2. $5,000. LC2. Secure Encryption (TL8). A built-in microchip for any telecomm device. If connected externally, see Encryption Unit (above). $500. LC2. ==== COUNTERSURVEILLANCE ==== Countersurveillance technology aims to maintain the privacy of people, places, and activities. At TL6-8, it encompasses electronic countermeasures (ECM): tools to detect and defeat electronic surveillance (pp. 210-211) and unauthorized transmissions. Governments are the field’s major players, but most Fortune 500 companies keep a countersurveillance team on retainer and routinely sweep sensitive areas for bugs. Thus, this is also a lucrative civilian business. For other ways to keep secrets, see Encryption (pp. 210- 211) and Disguise and Smuggling (pp. 214-215). === Privacy Technology (TL5) === Privacy is ultimately a matter of personal and communications discipline, but hardware can lend a hand. == Invisible Ink (TL5) == Invisible ink is an old trick. Lemon juice, onion juice, and many other kitchen recipes produce perfectly good secret ink that becomes visible when heated. Modern versions are only visible under UV light. Using invisible ink in a pen requires finesse: too much pressure makes visible indentations, while too little pressure results in writing that’s permanently invisible. The GM should make a DX roll in secret for anyone using improvised equipment or writing a long message. Failure means the recipient can’t read the note. Critical failure means the letter is readable with a simple Vision roll – but the writer doesn’t notice! In the age of typewriters, agents used sheets of what they called “carbon.” This works like mundane carbon paper but produces a copy in invisible ink. Modern spies can fill standard computer printer cartridges with secret ink. A bottle of invisible ink or a few sheets of “carbon” is $10, neg. An invisible-ink printer cartridge is $150, neg. LC4. == Special Writing Papers (TL5) == Spies who must dispose of sensitive written messages quickly often make use of specially treated paper. Some varieties turn to ashes in a puff of low-temperature flame almost as soon as lit. Thin paper can be made edible or especially susceptible to water; in either case, water turns the paper into unrecognizable goop in seconds. $1 for 10 sheets. LC4. == Bug Detector (TL7) == This portable device detects and locates radio transmitters and microphones. Countersurveillance agents who find a bug may case it, waiting for an inside man to change the battery. Alternatively, they might announce a sensitive meeting in advance and then watch the area as surveillance crews arrive to monitor the event. To locate a bug, the detector’s operator must win a Quick Contest of Electronics Operation (Surveillance) with the person who hid the bug. This involves sweeping the room with a 2’ handheld antenna, and takes about a minute per 100 square feet scanned. Good- or fine-quality gear costs 5¥ or 20¥ as much and gives +1 or +2 to skill, as usual, but is briefcase-sized or larger. $500, 1 lb., 2¥S/week. LC4. == Shielded Room (TL7) == A room lined with metallic mesh will defeat transmitters. Windows may employ shielded glass to provide similar protection, use special glazing to foil laser mikes, and have blinds or mirroring to counter visual observation. Soundproofing thwarts audio surveillance – including ears at the door. Filtered telecomm jacks and electrical outlets defend against bugs and wiretaps. Such features are invisible to the naked eye and collectively give at least -5 to electronic intelligence-gathering attempts made on the shielded area. At the GM’s option, some technologies may fail automatically. Per square foot of wall, ceiling, and floor area: $50. LC4. == Voice Modulator (TL7) == This gadget alters the user’s voice to be difficult or impossible to identify. It snaps onto most phones, cell phones, and radios, and has jacks for recording equipment. At TL7, it turns the speaker’s voice into an anonymous, mechanical monotone. At TL8, it can obscure his voiceprint but leave him sounding human: a male voice can sound female, an adult’s voice like a child’s, and so on. $350, 1 lb., 3¥S/week. LC4. === Electronic Signals Jamming (TL6) === A jammer neutralizes communications and surveillance devices by emitting a signal that compromises the target systems’ ability to gather intelligence and/or transmit and receive. == Radio Jammers (TL6) == A radio jammer emits a barrage of broad-spectrum radio-frequency “noise” that hinders radio communications (cell phones, tactical radio, etc.), wireless bugs and tracking devices, and radio-controlled hardware (notably remote blasting machines and remotely piloted vehicles). Its presence but not its location is obvious as soon as it’s switched on. Police and soldiers use such devices against radio-detonated bombs. Cinematic spies employ them to prevent guards from summoning help by radio. Anyone who wishes to operate radio gear within range of a jammer must win a Quick Contest: his skill with the Electronics Operation specialty for his hardware vs. the Electronics Operation (EW) skill of the jammer’s operator. At up to 10¥ the jammer’s range, he must make an unopposed Electronics Operation roll to use his equipment, even if no roll is normally required. Area Jammer (TL6). This large jamming station fits in a cargo truck or a van. It requires an operator. Range is 1/2 mile. $5,000, 100 lbs., external power. LC2. Area Jammer (TL7). Range is a mile. $5,000, 50 lbs., external power. LC2. Area Jammer (TL8). Range is two miles. $5,000, 25 lbs., external power. LC2. Expendable Radio Jammer (TL8). This device doesn’t require an operator. When switched on, it hops between common frequencies hundreds of times a second. Its effective Electronics Operation (EW) skill is 18. Range is 50 yards. $500, 5 lbs., M/2 hrs. LC2. == White Noise Generator (TL7) == This device creates “white noise” that defeats laser mikes, audio bugs, tape recorders, etc. It includes a generator and four speakers. White Noise Generator (TL7). $150, 4 lbs., 3¥S/4 hrs. LC4. White Noise Generator (TL8). $150, 2 lbs., 3¥S/4 hrs. LC4. == Cell-Phone Jammer (TL8) == This jamming system specifically blocks all cell-phone calls within 15 yards. A system with a 30-yard range has double cost and weight. $500, 5 lbs., external power. LC2.