Communications

[REG] Communications

Communications represents a character's ability to use subspace radios, comlinks and other communications systems. While operating communication devices is normally a Very Easy task, the difficulty numbers are higher when the skill is used to descramble enemy codes and find enemy transmission frequencies.

Characters may also use communications to send or receive a signal through natural hazards which disrupt communications, such as a gas cloud, heavy magnetic fields or locations with a high metal content.

Very Easy
Listening in on a known registered frequency. Public communications, low-security corporate comments.

Easy
Listening in on a specific private frequency. Low security government communications such as emergency services.

Moderate
Listening in on a somewhat sensitive communication frequency. Local governments, sensitive business or security-conscious individuals.

Difficult
Tapping professionally secure channels. Lower-level Imperial or higher-level police bands.

Very Difficult
Listening in on higher Imperial channels, or high-ranking government channels.

Heroic
Listening in on a top-secret Imperial, Rebel or New Republic frequency.​


If the signal is coded, the character can use communications to make a decoding roll. Some broadcasting devices have coding die codes, which adds to the broadcaster's communication skills when determining how difficult it is to decode the message. By comparing the results on the "Decoder roll chart," the character may decode none, some or all of the message.

Note that some messages will also have code words - for example, Coruscant might be referred to as "Dewback" in a message. At this point, the characters only know what was said about "Dewback" and must figure out what "Dewback" is.


Coder's roll beats decoder's roll by:
Decoder learns:

6+
Nothing can be made out

1-5
Decoder makes out wrong message​


Decoder's roll beats coder's roll by:

Very Easy
Listening in on a known registered frequency. Public communications, low-security corporate comments.

Easy
Listening in on a specific private frequency. Low security government communications such as emergency services.

Moderate
Listening in on a somewhat sensitive communication frequency. Local governments, sensitive business or security-conscious individuals.

Difficult
Tapping professionally secure channels. Lower-level Imperial or higher-level police bands.

Very Difficult
Listening in on higher Imperial channels, or high-ranking government channels.

Heroic
Listening in on a top-secret Imperial, Rebel or New Republic frequency.​


If the signal is coded, the character can use communications to make a decoding roll. Some broadcasting devices have coding die codes, which adds to the broadcaster's communication skills when determining how difficult it is to decode the message. By comparing the results on the "Decoder roll chart," the character may decode none, some or all of the message.

Note that some messages will also have code words - for example, Coruscant might be referred to as "Dewback" in a message. At this point, the characters only know what was said about "Dewback" and must figure out what "Dewback" is.


Coder's roll beats decoder's roll by:
Decoder learns:

6+
Nothing can be made out

1-5
Decoder makes out wrong message


Decoder's roll beats coder's roll by:
Decoder learns:

0-3
One or two garbled passages

4-6
About one-quarter of the information in the message

7-10
About half of the information in the message​

11+
The entire message is unscrambled​


Skill Type: REGULAR
Prerequisites: --
Time Taken: 1 round
Specializations: Comlink, subspace radio, etc.
Author
Raine
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