DEPARTMENT OF JUSTICE PROFESSIONS
DEPARTMENTAL STRINGS
Attorney: With a successful
Influence test, the character may obtain a skilled lawyer. With two
tests, the relevant case can be assigned to a 'friendly' judge and
tossed out in 2D6 months, during which time the subject is on parole.
Multiple uses of the judge tactic are viewed with skepticism by
Aegis' Internal Security Section.
Finger Printing: With a
successful Influence test, the character may locate anyone who has
been suspected of at least one crime or who has served in law
enforcement. Other print sets may or may not be available at the GM's
discretion.
Litigation Pressure: With a
successful Influence test, the character may have a Litigation
Organisation commence an investigation against a person or company in
2D6 days. A second test is required to either turn up the pressure or
be included in the investigation.
Drug Enforcement Agency
Access to DEA Training Facility:
This String can only be taken at character creation. The character
gains 25 extra skill points to be spent exclusively on appropriate
skills.
Asset Forfeiture: An Agent with
this String may acquire items that require Criminal Resource Points
at one Resource Point less than listed cost. If the cost was already
one, quantity is doubled.
No Questions Asked: With a
successful Influence test, the character can close any local
investigation. A federal investigation requires two Influence tests
and/or a good cover story.
Federal Bureau of Investigation
Access to FBI Training Facility:
This String can only be taken at character creation. The character
gains 25 extra skill points to be spent exclusively on appropriate
skills.
DNA Database: With a successful
Influence test, the character may locate anyone who has been
suspected of at least one crime since 1990. Other DNA sets may or may
not be available at the GM's discretion.
FBI Forensic Laboratory Analysis:
The character may submit evidence for testing. A successful Influence
test provides results in one day. A failed test means the character
must wait for three.
Lab Access: With a successful
Influence test, the character can gain access to the FBI
laboratories. Forensics related rolls have a bonus of 15% in such
circumstances.
Immigration and Naturalization Service
Police Cooperation: With a
successful Influence test, the character can close any local
investigation that appears to deal with immigration. A federal
investigation requires two Influence tests and/or a good cover story.
Population Database: The
character can obtain information on any US resident. With a
successful Influence test, the character can insert a new identity,
one which will stand up to scrutiny for D6 days, unless a matched
success is made on an investigative test. A second test during this
time period allows the character to better protect the identity from
discovery; the new identity can last for months or even years without
discovery.
Smuggling: With a successful
Influence roll, the character can arrange for items or people to be
smuggled across borders. The roll may be modified at the GM's
discretion according to the size of the cargo.
United States Marshal Service
Asset Forfeiture: A Marshal
with this String may acquire items that require Criminal Resource
Points at one Resource Point less than listed cost. If the cost was
already one, quantity is doubled.
Legal Resources: With a
successful Influence test, the character can obtain information on
any law enforcement agent, court employee, or prisoner (1 hour), or
obtain a private interview with them (2D6+5 hours). This String can
also be used to gain unrestricted access to Federal sites; again, a
successful test is needed. GMs are encouraged to apply penalties when
dealing with classified information.
Police Contacts: This String
allows the Influence skill to function as a Friends in the Force
skill might – that is, as Friend
in the Family, but for law enforcement officials.
WITSEC: With a successful
Influence test, the Marshal may use the Program to create untraceable
ID for an individual, or may break a witness's cover.