Mem-Sift
(aka Mind-Sifter)
DN: 12
Wound: Mortal
Cyber Rating: +3
Cost: 40,000 (23)
Effect: Allows access to the memories of someone else (who must
have a nervejack).
The Memory Sifter works
in a manner similar to a cyberdeck, except that instead of jacking into the
Grid (or the GodNet) the user jacks into the mind of another person, allowing
access to that persons memories (similar to cracking a data vault). The attacker
connects one end of a data cable to the nervejack of the victim and the other
end to a nervejack of his own.
The process of memory
sifting is harmful to the victim and death is usually the result. If the
victim doesn't die, his mind is still shattered by the experience; "little
more than a lump of flesh" is how Thratchen put it to Mara when he told her
about Dr. Alec-Four.
Memories are gained by
mental combat and uses the Interaction Results Table and the Combat Results
Table. Only the person with the Memory Sifter is able to gain any information
from the combat; the victim can resist but thats all. Willpower or
test of wills may be used by either party to attack or resist.
The attacker generates
a skill value total and compares it to the skill being used for defense by
the defender, who may actively defend if he wishes to (usually a good idea).
Result points are read on both the Interrogation column of the Interaction
Results Table and on the Combat Results table, with the defender taking
the appropriate amount of damage. It is up to the gamemaster to determine
what level the desired information is found at, as per normal interrogation
rules.
Instead of defending,
the person being attacked can try to break free of the VX environment and
disconnect the cable connecting him to his attacker (this of course assumes
that the defender will be physically capable of disconnecting the cable;
a victim tied to a chair will not be able to break free because he cannot
grab the cable and disconnect himself). To do this the defender must generate
a willpower total against the willpower of the person attacking
him; on a Good result or better the defender is able to throw off the Sifter
long enough to disconnect the cable attaching him to his attacker.
It is also possible for either character to use Interaction
skills against his opponent; trick, test, taunt, and intimidation
can be effectively used to unskill an opponent which will make things easier
for the person who still has his skills.
If the victim survives
this (either the information was easy to get to or the victim is Possibility-Rated
and bought off enough damage), it isn't as simple as just healing mental
damage. For each wound that the attacker inflicted, the gamemaster
makes a check to see if any permanent damage was done. To do this the gamemaster
generates a bonus number and adds it to eight; if the result is higher than
the Mind of the victim, the victim loses one point of Mind permanently
. Perform all the checks before deducting any Mind points from the
victim.
Torg, West End Games, and WEG are trademarks of Purgatory Publishing.
You can find out more about Torg at www.westendgames.com.
page created 1/12/97, updated 4/11/2000