Help with a homebrew false credential generator

By Nytwyng, in Star Wars: Edge of the Empire RPG

I'm calling upon those much brighter than me at homebrew mechanics for help with a device that one of my players would like to add to his "arsenal."

When originally writing it up at a time our campaign was going to use the old WEG D6 system, here's how he described it:

Electronic ID Display (Hacked) - Able to produce, proliferate, and delete forged identity credentials and records. Forged documents are time-limited use (lest they be discovered by Imperial Intelligence). The length of use is dependent on either longer prep time (low risk) or a risk check (high risk).

Yes, the FFG system already has "False Credentials" gear. I'm trying to reconcile having the ability to create false credentials himself with that limited time usage and quality directly related to prep time...give him decent time, and you've got great documents that are good for a bit longer, or he can make them quickly and they're not as good.

Any ideas on how to effectively stat it out? Or, am I overthinking things, and it should just be a generic piece of equipment for flavor, and increase/decrease difficulty of Perception checks on the resulting documents as appropriate during the session? (FYI, one of the reasons I'd like to stat it out is because the goal with our group is to occasionally rotate GM's, and it seems like having actual stats for this device would lend some consistency to its application by different GM's.)

Thanks!

Methinks you're overthinking this. Considering their "limited-use" potential, but the amazing amount of value derived from their use during that time, I'd say the generator costs 3200 credits, rarity 9, restricted. It's hefty price is balanced by the fact that it's reusable.

Say the generated documents might be Hard (3P) Perception, Average (2P) Computers difficulty to detect they're forgeries and automatically upgrade any checks to detect them by one. Triumphs on the check (whether successful or not) can be spent to indicate that the individual checking the document's suspicions are raised and needs to be convinced by other means not to escalate the level of scrutiny.

Methinks you're overthinking this. Considering their "limited-use" potential, but the amazing amount of value derived from their use during that time, I'd say the generator costs 3200 credits, rarity 9, restricted. It's hefty price is balanced by the fact that it's reusable.

Say the generated documents might be Hard (3P) Perception, Average (2P) Computers difficulty to detect they're forgeries and automatically upgrade any checks to detect them by one. Triumphs on the check (whether successful or not) can be spent to indicate that the individual checking the document's suspicions are raised and needs to be convinced by other means not to escalate the level of scrutiny.

You and I are thinking along the same lines, just not the exact numbers for availability/cost...I was thinking 8000 credits, restricted, but had rarity of 6. My initial instinct was a higher rarity, particularly considering that part of the character's back-story is either resigning from or being "burned" by Imperial Intelligence and taking that with him (plus, of course, hacking it). EDIT: Looking back again, since the existing false credentials are rarity 7, my random 6 is definitely too low. Bumping it up to that 9. I like your line of thinking about difficulties for detection with modifiers, but would probably bump up those difficulties, since "regular" false credentials already take a Hard (3P) Computers and Daunting (4P) Perception to recognize they're fakes. You're giving me a direction to think on, though.

Hmmm...maybe, mechanically: using this device is a Computers or Skullduggery check, with false credentials created by the device upgrade difficulty to a red for each success beyond 1, and adds a setback to checks against them for each advantage, while threats add boosts to checks against them?

Yeah, the player was somewhat stacking the deck in his favor by coming up with a device that can create cream of the crop fake documents, but I give him credit for trying to balance it with the limited duration of use. It's not in his writeup, but the way I'm understanding it (and didn't include in my original post - my oversight) is that the higher quality they documents are, the shorter their effective duration, while the longer their duration, the lower the quality (and thus easier to detect). As far as practical usage in-game, I'm trying to balance the benefit using this gizmo provides with just outright buying existing false credentials.

You've got me thinking. Which is part of why I posted. Thanks!

Edited by Nytwyng

True, but how long will a typical player -need- to use false documents? Especially if they have a machine that can crank them out on demand?

Since your average PC isn't worried about what happens tomorrow, let alone next month, limiting the duration of the documents isn't any kind of a limit at all. That's why I suggested reducing the difficulty to detect them.

My understanding is that he was thinking along the lines of long-term aliases, with the hacked nature of those aliases making their usefulness unstable. I guess what I'm trying to come up with is a mechanically clear way of adding that X-factor of quality vs longevity, which can even apply to a single session (ex: using credentials to access a facility, then different areas or systems within the facility, but...all of a sudden, they don't work anymore due to their nature).

So, one question would be why would they work in the first place? Another would be why would they fail to keep working?

Are they printed on special paper that self-destructs? Or plastic that ages rapidly once it has been cured?

Or is the problem nothing to do with the physical representation of the credentials themselves, but instead to do with people checking up on them in the background and discovering discrepancies?

Is it producing fake passports or drivers licenses that go poof after a period of time?

Or is it producing electronic documents whose validity might be questioned if people look too deep, and the more sensitive documents would be ones that would likely gain more and deeper scrutiny than less important ones?

I think once you’ve worked out more of the concept of how the device works and how those documents would be examined, then you can figure out how to balance out longevity versus utility.

I'm calling upon those much brighter than me at homebrew mechanics for help with a device that one of my players would like to add to his "arsenal."

When originally writing it up at a time our campaign was going to use the old WEG D6 system, here's how he described it:

Electronic ID Display (Hacked) - Able to produce, proliferate, and delete forged identity credentials and records. Forged documents are time-limited use (lest they be discovered by Imperial Intelligence). The length of use is dependent on either longer prep time (low risk) or a risk check (high risk).

Yes, the FFG system already has "False Credentials" gear. I'm trying to reconcile having the ability to create false credentials himself with that limited time usage and quality directly related to prep time...give him decent time, and you've got great documents that are good for a bit longer, or he can make them quickly and they're not as good.

Any ideas on how to effectively stat it out? Or, am I overthinking things, and it should just be a generic piece of equipment for flavor, and increase/decrease difficulty of Perception checks on the resulting documents as appropriate during the session? (FYI, one of the reasons I'd like to stat it out is because the goal with our group is to occasionally rotate GM's, and it seems like having actual stats for this device would lend some consistency to its application by different GM's.)

Thanks!

I think this is just a Computers or a Skulduggery check. I don't think the equipment has anything to do with it. I would make a table were I you using the crafting as a guide that has templates for various kinds of credentials and levels of usefulness with Difficulty set accordingly. Extra Advantages and Triumphs could be used to enhance the credentials in various ways you might come up with time frame validity being one.

Then I would just let things like the outlaw hacker tool be used for adding Boost dice to the roll. Having to produce items in a compressed timeframe to me adds Setbacks so Talents like Bypass Security and Technical Aptitude come in to play. The efforts could be made easier with Master of Shadows or Master Slicer or Natural Rogue or Natural Programmer all applying depending on whether Skulduggery or Computers are used.

I wouldn't replace the foundation of a shady character and the applicable Talents with a piece of gear.

So, one question would be why would they work in the first place? Another would be why would they fail to keep working?

Are they printed on special paper that self-destructs? Or plastic that ages rapidly once it has been cured?

Or is the problem nothing to do with the physical representation of the credentials themselves, but instead to do with people checking up on them in the background and discovering discrepancies?

Is it producing fake passports or drivers licenses that go poof after a period of time?

Or is it producing electronic documents whose validity might be questioned if people look too deep, and the more sensitive documents would be ones that would likely gain more and deeper scrutiny than less important ones?

I think once you’ve worked out more of the concept of how the device works and how those documents would be examined, then you can figure out how to balance out longevity versus utility.

Some decent questions there, Brad. The way I'm applying his write-up is (if I can describe it properly) a little from all of the columns above with the exception of the documents physically deteriorating/disappearing. Let's see if I can get a good description of how I see it happening (minus mechanics):

  • The device being used is designed as one that is normally reserved for use by Imperial Intelligence (which the PC was once an operative for), to create false documents for undercover operatives and operations. The high quality of these credentials and documents and their ability to withstand virtually all but Imperial governmental-level scrutiny is due to the device being tied directly to Imperial systems, which essentially gives them legitimate authentication codes, markers, seals, etc. For documents applying to entities not within the Empire's sphere of influence, they can still withstand strong scrutiny (because the Empire ;) )
  • Some of these devices (such as the one "liberated" by the PC) have been stolen and hacked for *ahem* perfectly legitimate business enterprises, allowing them to be used without the connection to Imperial systems. As a result, the authentication methods have to be massaged manually to make them pass muster; the more time spent doing so, the better the forgeries are, but the shorter their useful duration, as the authentications have been manipulated in that fashion. (I'm also considering tossing in that he will periodically need to find a way to update the firmware & software to have access to current authentications...the longer he goes without doing so, the poorer the forgeries are.)

Not sure if that helped, or just kept things as muddy as they were. :lol:

I'm calling upon those much brighter than me at homebrew mechanics for help with a device that one of my players would like to add to his "arsenal."

When originally writing it up at a time our campaign was going to use the old WEG D6 system, here's how he described it:

Electronic ID Display (Hacked) - Able to produce, proliferate, and delete forged identity credentials and records. Forged documents are time-limited use (lest they be discovered by Imperial Intelligence). The length of use is dependent on either longer prep time (low risk) or a risk check (high risk).

Yes, the FFG system already has "False Credentials" gear. I'm trying to reconcile having the ability to create false credentials himself with that limited time usage and quality directly related to prep time...give him decent time, and you've got great documents that are good for a bit longer, or he can make them quickly and they're not as good.

Any ideas on how to effectively stat it out? Or, am I overthinking things, and it should just be a generic piece of equipment for flavor, and increase/decrease difficulty of Perception checks on the resulting documents as appropriate during the session? (FYI, one of the reasons I'd like to stat it out is because the goal with our group is to occasionally rotate GM's, and it seems like having actual stats for this device would lend some consistency to its application by different GM's.)

Thanks!

I think this is just a Computers or a Skulduggery check. I don't think the equipment has anything to do with it. I would make a table were I you using the crafting as a guide that has templates for various kinds of credentials and levels of usefulness with Difficulty set accordingly. Extra Advantages and Triumphs could be used to enhance the credentials in various ways you might come up with time frame validity being one.

Then I would just let things like the outlaw hacker tool be used for adding Boost dice to the roll. Having to produce items in a compressed timeframe to me adds Setbacks so Talents like Bypass Security and Technical Aptitude come in to play. The efforts could be made easier with Master of Shadows or Master Slicer or Natural Rogue or Natural Programmer all applying depending on whether Skulduggery or Computers are used.

I wouldn't replace the foundation of a shady character and the applicable Talents with a piece of gear.

I was hoping to stay away from a table, but that's an idea that I keep coming back to. Could just be that the gear is more flavor than mechanical....

The gear is just an outlaw hack tool or whatever, a Boost, but not the focus. In my mind if you don't want to utilize the Talents and Skills why bother with some device? Might as well just handwave it and let them buy short term IDs as they go. Tables, Skills, and Talents are the meat and potatoes of the system imo.

So, one question would be why would they work in the first place? Another would be why would they fail to keep working?

Are they printed on special paper that self-destructs? Or plastic that ages rapidly once it has been cured?

Or is the problem nothing to do with the physical representation of the credentials themselves, but instead to do with people checking up on them in the background and discovering discrepancies?

Is it producing fake passports or drivers licenses that go poof after a period of time?

Or is it producing electronic documents whose validity might be questioned if people look too deep, and the more sensitive documents would be ones that would likely gain more and deeper scrutiny than less important ones?

I think once you’ve worked out more of the concept of how the device works and how those documents would be examined, then you can figure out how to balance out longevity versus utility.

Some decent questions there, Brad. The way I'm applying his write-up is (if I can describe it properly) a little from all of the columns above with the exception of the documents physically deteriorating/disappearing. Let's see if I can get a good description of how I see it happening (minus mechanics):

  • The device being used is designed as one that is normally reserved for use by Imperial Intelligence (which the PC was once an operative for), to create false documents for undercover operatives and operations. The high quality of these credentials and documents and their ability to withstand virtually all but Imperial governmental-level scrutiny is due to the device being tied directly to Imperial systems, which essentially gives them legitimate authentication codes, markers, seals, etc. For documents applying to entities not within the Empire's sphere of influence, they can still withstand strong scrutiny (because the Empire ;) )
  • Some of these devices (such as the one "liberated" by the PC) have been stolen and hacked for *ahem* perfectly legitimate business enterprises, allowing them to be used without the connection to Imperial systems. As a result, the authentication methods have to be massaged manually to make them pass muster; the more time spent doing so, the better the forgeries are, but the shorter their useful duration, as the authentications have been manipulated in that fashion. (I'm also considering tossing in that he will periodically need to find a way to update the firmware & software to have access to current authentications...the longer he goes without doing so, the poorer the forgeries are.)

Not sure if that helped, or just kept things as muddy as they were. :lol:

Keep in mind that the CIA, FBI and whatever other "official" organizations use equipment like that in analogous real world examples aren't creating fake documents. They're using the exact same equipment as the real issuers of the documents and they have access to the same databases where that information is stored. For all intents and purposes, the documents and profiles they create -are- real -- they're just about fake people.

If ISB or II create documents in SW, they'll have the same level of access (complete) as the CIA/FBI. If your player stole a piece of equipment that allows them to create documents, they'll steal one that makes documents that are indistinguishable from the "real" ones. The only difference would be in the system access and integration with the back-end computer verification and validation systems. Since the player explicitly -doesn't- have access to the back-end systems, they won't be able to duplicate them and it's for -that- reason that the documents would be more easily identifiable.

The gear is just an outlaw hack tool or whatever, a Boost, but not the focus. In my mind if you don't want to utilize the Talents and Skills why bother with some device? Might as well just handwave it and let them buy short term IDs as they go. Tables, Skills, and Talents are the meat and potatoes of the system imo.

I just suck at making such tables, that's all. ;)

So, one question would be why would they work in the first place? Another would be why would they fail to keep working?

Are they printed on special paper that self-destructs? Or plastic that ages rapidly once it has been cured?

Or is the problem nothing to do with the physical representation of the credentials themselves, but instead to do with people checking up on them in the background and discovering discrepancies?

Is it producing fake passports or drivers licenses that go poof after a period of time?

Or is it producing electronic documents whose validity might be questioned if people look too deep, and the more sensitive documents would be ones that would likely gain more and deeper scrutiny than less important ones?

I think once you’ve worked out more of the concept of how the device works and how those documents would be examined, then you can figure out how to balance out longevity versus utility.

Some decent questions there, Brad. The way I'm applying his write-up is (if I can describe it properly) a little from all of the columns above with the exception of the documents physically deteriorating/disappearing. Let's see if I can get a good description of how I see it happening (minus mechanics):

  • The device being used is designed as one that is normally reserved for use by Imperial Intelligence (which the PC was once an operative for), to create false documents for undercover operatives and operations. The high quality of these credentials and documents and their ability to withstand virtually all but Imperial governmental-level scrutiny is due to the device being tied directly to Imperial systems, which essentially gives them legitimate authentication codes, markers, seals, etc. For documents applying to entities not within the Empire's sphere of influence, they can still withstand strong scrutiny (because the Empire ;) )
  • Some of these devices (such as the one "liberated" by the PC) have been stolen and hacked for *ahem* perfectly legitimate business enterprises, allowing them to be used without the connection to Imperial systems. As a result, the authentication methods have to be massaged manually to make them pass muster; the more time spent doing so, the better the forgeries are, but the shorter their useful duration, as the authentications have been manipulated in that fashion. (I'm also considering tossing in that he will periodically need to find a way to update the firmware & software to have access to current authentications...the longer he goes without doing so, the poorer the forgeries are.)

Not sure if that helped, or just kept things as muddy as they were. :lol:

Keep in mind that the CIA, FBI and whatever other "official" organizations use equipment like that in analogous real world examples aren't creating fake documents. They're using the exact same equipment as the real issuers of the documents and they have access to the same databases where that information is stored. For all intents and purposes, the documents and profiles they create -are- real -- they're just about fake people.

If ISB or II create documents in SW, they'll have the same level of access (complete) as the CIA/FBI. If your player stole a piece of equipment that allows them to create documents, they'll steal one that makes documents that are indistinguishable from the "real" ones. The only difference would be in the system access and integration with the back-end computer verification and validation systems. Since the player explicitly -doesn't- have access to the back-end systems, they won't be able to duplicate them and it's for -that- reason that the documents would be more easily identifiable.

Good point.

So - if this piece of techno-wizardry survives this thread of brainstorming - I'd imagine that how the hacked version works would be that the resulting documents, if reviewed electronically, would upload a minor virus whose only purpose is to temporarily tell the inspecting system, "Yes, all of the information lines up." and is relatively quickly identified and blacklisted within associated networks, making those documents useless going forward.

I still like his concept, but the mechanics to translate that to game terms seem problematic.

Looks good to me. The Difficulty pretty much lines up with the slicing Difficulties I think.

Looks good to me. The Difficulty pretty much lines up with the slicing Difficulties I think.

By design. Special Modifications was open to that table as I worked on it. :)

Thanks!

I like a skill based solution better than a gadget.

I like a skill based solution better than a gadget.

The way I'm going to handle it is that the gadget facilitates the skill. (How I'd planned on it all along, just couldn't figure out the mechanics of doing so.) Something just clicked this morning, and the mechanics became clear. It was just a matter of thinking of using the tool to craft the forgeries, and how to apply the benefits of using the tool.

Necessity's parentage of invention, and all...we've got a session coming up for Sunday where that character's ability to create such forgeries will be quite helpful to the group, so I had to figure something out.

What would constitute a "use"? Presenting it to a guard at a gate? Having that guard look at it visually? Having that same guard check it electronically? Would that be 2 uses? What about if that guard's supervisor comes by and takes out of the guards scanner and then puts it into his? Perimeter guard reviews the document, passes the user and says show this to the guy at the building when you get there? Is that 2 uses or one? When does it become 2 uses?

Mechanically, I'm inclined to see it as any check is a use.

Something that I'm thinking of editing in there is that if the docs fail a check, even with uses left, it's no longer valid.

While I see where you're coming from as a logical frame of reference (Why would one guy glancing at it take up a use? Why would visually inspecting it make its quality "break down?" Of course, there's GM-empowered wiggle room available: "Guard 1 just saw what type of document it was and passed you down the line to Guard 2 without really checking it."), I'm trying to utilize the existing mechanics for checking such docs (It is, quite literally, the mechanics for False Credentials, bumped up one difficulty level.) to avoid making their use TOO easy, and include a randomized factor that "builds in" an expiration date for their usefulness.

The basic idea here is to allow for the creation of high-end document forgeries without the players being able to use them perpetually...to build in that expiration date and add a sort of "ticking clock" to their use. There will almost certainly be times that "standard" False Credentials that they may have will work just fine. For those times that they need (or want/think they need) that extra oomph.

If you've got any ideas on how better to implement it, that's why I'm here.

/shrug

I'd just do a far more simple implementation:

Device X: Used as "essential required equipment" to create forgeries. Has two modes: "Good" and "Fast".

In "Good" mode, provides a flat bonus (two boosts?) to Skulduggery checks to forge false IDs.

In "Fast" mode, able to produce a forged ID in one minute (or whatever time you decide), but the ID produced either provides 1-2 setback to Deception rolls that use it...or 1-2 boost to Perception to detect it as fake.

Edited by hydrospanner

/shrug

I'd just do a far more simple implementation:

Device X: Used as "essential required equipment" to create forgeries. Has two modes: "Good" and "Fast".

In "Good" mode, provides a flat bonus (two boosts?) to Skulduggery checks to forge false IDs.

In "Fast" mode, able to produce a forged ID in one minute (or whatever time you decide), but the ID produced either provides 1-2 setback to Deception rolls that use it...or 1-2 boost to Perception to detect it as fake.

Nice, simple, and elegant. Thanks!

The only thing that keeps me from embracing it whole-heartedly is that it doesn't build in the limited usage aspect that the player and I would like to include. I'll admit, I've grown fond of the "ticking clock" aspect.

I still like the Skill based option better. Fleshes out the whole Fixer/Enabler type of PC build and provides depth I think.

To just impose some gadget solution, might as well do that to every check. Dispense with silliness like True Aim or Deadly Accuracy and just have 2 settings on guns, 'sorta dead' and 'really dead' or Pilot gadgets, 'walk away from it' landing and 'three point' landing etc.

Anything that expands and provides depth to Skill checks is a good thing.

/shrug

I'd just do a far more simple implementation:

Device X: Used as "essential required equipment" to create forgeries. Has two modes: "Good" and "Fast".

In "Good" mode, provides a flat bonus (two boosts?) to Skulduggery checks to forge false IDs.

In "Fast" mode, able to produce a forged ID in one minute (or whatever time you decide), but the ID produced either provides 1-2 setback to Deception rolls that use it...or 1-2 boost to Perception to detect it as fake.

Nice, simple, and elegant. Thanks!

The only thing that keeps me from embracing it whole-heartedly is that it doesn't build in the limited usage aspect that the player and I would like to include. I'll admit, I've grown fond of the "ticking clock" aspect.

Unfortunately, that's something that's more or less an artificial construct on your part.

There's no reason (without making one up, of course) that an ID that works now, isn't going to work just as well a short while from now.

So your options are to either scrap that mechanic, invent a reason for it (say, for example, that the Empire uses some sort of randomized authentication algorithm to validate credentials, so that, as time goes on, there's a random, but ever increasing chance that the credential generated, by fault of not being connected to an Imperial database, will throw an invalidated code when "swiped"), or invent some kind of third option where *all* of the credentials of the type it creates contain within themselves a randomizing encryption algorithm, and this device can't replicate that...so they work with nearly any system at first glance (providing a one point data set for cross-referencing within the "victim" system of verification), but each subsequent use adds one setback die, assuming the credential is, in fact, verified electronically.

This last option would also encourage the characters to use other social skills to try to avoid getting the card swiped, as each swipe creates a data trail, and it's only a matter of time until a good system will notice the static values (once is a non-issue, twice is a coincidence, three times is either foul play or a glitch, and four times is a call to the authorities).

/shrug

I'd just do a far more simple implementation:

Device X: Used as "essential required equipment" to create forgeries. Has two modes: "Good" and "Fast".

In "Good" mode, provides a flat bonus (two boosts?) to Skulduggery checks to forge false IDs.

In "Fast" mode, able to produce a forged ID in one minute (or whatever time you decide), but the ID produced either provides 1-2 setback to Deception rolls that use it...or 1-2 boost to Perception to detect it as fake.

Nice, simple, and elegant. Thanks!

The only thing that keeps me from embracing it whole-heartedly is that it doesn't build in the limited usage aspect that the player and I would like to include. I'll admit, I've grown fond of the "ticking clock" aspect.

Unfortunately, that's something that's more or less an artificial construct on your part.

There's no reason (without making one up, of course) that an ID that works now, isn't going to work just as well a short while from now.

So your options are to either scrap that mechanic, invent a reason for it (say, for example, that the Empire uses some sort of randomized authentication algorithm to validate credentials, so that, as time goes on, there's a random, but ever increasing chance that the credential generated, by fault of not being connected to an Imperial database, will throw an invalidated code when "swiped"), or invent some kind of third option where *all* of the credentials of the type it creates contain within themselves a randomizing encryption algorithm, and this device can't replicate that...so they work with nearly any system at first glance (providing a one point data set for cross-referencing within the "victim" system of verification), but each subsequent use adds one setback die, assuming the credential is, in fact, verified electronically.

This last option would also encourage the characters to use other social skills to try to avoid getting the card swiped, as each swipe creates a data trail, and it's only a matter of time until a good system will notice the static values (once is a non-issue, twice is a coincidence, three times is either foul play or a glitch, and four times is a call to the authorities).

Those descriptions are, essentially, what I've had in mind "behind the curtain" of the quickie mechanic that I posted, and that sort of rotation is why I built in the requirement that the device must be updated periodically with a fresh data set from an Imperial security system. Plus, that data refresh makes for either an adventure hook (the burned spy must enlist the aid of the crew to get into a facility to obtain an update) or a credit sink for the character if he procures the update by buying it from someone he knows still working with such access or on the black market. Such data likely won't come cheap. ;)

Edited by Nytwyng