And I mean listening devices and other spy equipment, not little insects....
What skill would you use when for looking for bugs in a room?
Surveillance! ![]()
I'm still confused by the difference between Perception and Vigilance. Vigilance sounds right as it implies an attention to detail.
Edited by Col. OrangePerception
I'd say perception, since you are looking for something, maybe use vigilance when you first enter a room to see if you can give perception a boost dice. Other wise just a perception check should do fine.
Thanks guys, I figured perception would be the best shot but it never hurts to see what others think!
Definitely Perception.
I am on fire today! ![]()
Eh, at least it's Friday.
Hi all,
What about Computers or Mechanics, especially if you are using a bug detector to find them?
Simon B
Yeah, or a scanner in a droid would indeed require a computers check as well.
I'd allow perception, computers, or skullduggery.
In my games a basic search will be perception, computer if the character use a scanning device and skullduggery if the player has a good roleplay to justify it ("If I had to put a bug hear, where should I put it ?" for example).
I'd go with perception.
One could possibly let them roll vigilance to notice them, when the characters are unaware that the bugs are there and not actually looking. I'd make it a super hard difficulty though if I allowed it at all. (if I'm reading the rules correctly)
Computers is my answer.
It depends of who planted them. A total noob will plant them in obvious places he thinks will net him the most info. A rebel infiltrator or the ISB will plant them where – no matter how Sherlock Holmes you are – you can't see them.
Examples: inside a power socket, in the home monitoring system that turns on the lights, in the thermostat, in the ductwork, on top of the refrigerator, etc.
That means scanning equipment and Computers.
A bug has to be able to relay it's information to whoever planted it, that means that it has to communicate with the outside world somehow. Those transmissions can be scanned and intercepted. Alternatively, a bug can be passive. That means it records all it's info to a hard drive and the only way to retrieve the data is to physically get the bug. That means having a man on the inside who can get to the bug without arousing suspicion or sneaking in to read the drive.
Depends where you are. Geonosis or the Roche asteroids you shouldn't have to make a check. Athletics if you're looking under a big rock.
I'd definitely let a shady-type character try Skullduggery to figure out the best/most likely places to bug a room like they're in. Would save time over just turning the room upside-down with Perception.
I would say that people should think about it.
If the players have unlimited time don't even make people roll. They will find all the bugs if they search long enough.
Skullduggery works for the idea of "Where would I put them?", Computers for scanning in a few minutes. Perception is the one that makes the least sense as it's relying on time and a screw driver to investigate every electronic device in the area. At that point Mechanics makes more sense because the average person doesn't know what should be there and what shouldn't.
The CIA has bugs that pretend to be a RAM stick. How many people can tell you if that's a real DDR3 module or a bug?
Remember a bug needs a power source and if you think your cell phone has crappy batteries, wait until the cell phone is the size of your fingernail. Long term bugs are installed where they can get their power from something like a computer, the electrical system, or an appliance.
Perceptions is the basic version for someone who doesn't have a scanner. Using computers is great for someone who has the equipment and wants to look for them with out moving anything. Skullduggery is a great one for smuggler thief cause they would be thinking like the person who planted them. Each one has their own benefit for the type of person who plays that type. I know like my smuggler pilot would have to use perception cause he's doesn't have the scanning equipment and his skullduggery isn't that great to find thing that are hidden well. But on the other hand my friends Technician outlaw tech would be able to find that stuff with their computer skill.
Perceptions is the basic version for someone who doesn't have a scanner. Using computers is great for someone who has the equipment and wants to look for them with out moving anything. Skullduggery is a great one for smuggler thief cause they would be thinking like the person who planted them. Each one has their own benefit for the type of person who plays that type. I know like my smuggler pilot would have to use perception cause he's doesn't have the scanning equipment and his skullduggery isn't that great to find thing that are hidden well. But on the other hand my friends Technician outlaw tech would be able to find that stuff with their computer skill.
The justification, "But I don't have that skill!" doesn't hold much water with me. You should diversify your character or let your friend be the awesome one. This isn't one of the systems where Perception is the best skill, because it's so broadly applicable as be the über-skill.
I hadn't thought about Skullduggery, but I could see that as well.
Perceptions is the basic version for someone who doesn't have a scanner. Using computers is great for someone who has the equipment and wants to look for them with out moving anything. Skullduggery is a great one for smuggler thief cause they would be thinking like the person who planted them. Each one has their own benefit for the type of person who plays that type. I know like my smuggler pilot would have to use perception cause he's doesn't have the scanning equipment and his skullduggery isn't that great to find thing that are hidden well. But on the other hand my friends Technician outlaw tech would be able to find that stuff with their computer skill.
The justification, "But I don't have that skill!" doesn't hold much water with me. You should diversify your character or let your friend be the awesome one. This isn't one of the systems where Perception is the best skill, because it's so broadly applicable as be the über-skill.
Also the fact that anyone can attempt any skill check in this system, with no base, systemic "untrained" penalty, should encourage characters to try, or at the very least, Aid whomever can throw the best pool. I disagree in that Perception is a very strong skill in this system but you're right, it's not a be-all end-all.
I've honestly been very impressed with how many skills are useful in this game.
We use Athletics, Discipline, Perception, Pilot (both), Vigilance, Cool, Mechanics, Computers, Knowledge (mostly Education, but the others as well), and Combat (any) all on a regular basis. Some characters use Stealth and Skullduggery fairly often as well.
It's pretty cool. I like that it gives all the players a chance to be awesome as long as you try not to step on each others' toes too much.
If Perception only then at a higher Difficulty unless they have the Tools for the Job (some kind of bug sniffer).
I'd allow a Computers, Skulduggery, or an appropriate Knowledge to assist the roll as well (ie. roll first against the Difficulty and use the results to add or subtract bonuses/penalties from the Perception roll)
The best part is how the skills and the dice can create new storytelling opportunities. Take using a scanner with Computers to find a bug. Success with Advantage could possibly let you jam the outgoing signal or spoof the signal feeding bad or misleading information back to the enemy. Success with Triumph might let you trace the signal back to the enemy's location, shortcutting part of the investigation or creating a whole new side-quest that reveals new information or clues to a larger metaplot.
Failure with Advantage might mean you don't find it but maybe you can help narrow down where in the room the bug is, passing a Boost die to someone else who does a more thorough search with Perception or what-have-you. Failure with Triumph, well you never find the bug but you find another vital clue or valuable object that could start a new plot-arc all on its own.
Success with Despair and you find the bug after it's given your location and the next thing you know, some thugs are knocking on your door to "pay a friendly visit."
Each dice roll in this game is a new and interesting plot twist just waiting to be explored.
What is nice about this system is that you can approach most problems from many directions.
Skulduggery to look in likely hiding spaces for bugs.
Perception to look randomly
Vigilance by your GM to have you notice something out of place.
Computer with a scanner to scan for their electronic signatures
Mechanics to take apart devices to check for bugs in them.
The best part is how the skills and the dice can create new storytelling opportunities. Take using a scanner with Computers to find a bug. Success with Advantage could possibly let you jam the outgoing signal or spoof the signal feeding bad or misleading information back to the enemy. Success with Triumph might let you trace the signal back to the enemy's location, shortcutting part of the investigation or creating a whole new side-quest that reveals new information or clues to a larger metaplot.
Failure with Advantage might mean you don't find it but maybe you can help narrow down where in the room the bug is, passing a Boost die to someone else who does a more thorough search with Perception or what-have-you. Failure with Triumph, well you never find the bug but you find another vital clue or valuable object that could start a new plot-arc all on its own.
Success with Despair and you find the bug after it's given your location and the next thing you know, some thugs are knocking on your door to "pay a friendly visit."
Each dice roll in this game is a new and interesting plot twist just waiting to be explored.
Or there never were bugs there in the first place but because you got a success with threat now there are bugs that the GM never planned on being there and now potential new side quest or twist on the existing one.