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Old 01-21-2020, 08:03 PM   #1
Coinage
 
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Default Planting False Evidence with Powers

GURPS Actions 2: Exploits, pg. 26, details how to plant false evidence. I'm wondering if there was a way to use powers to enable the process. I was wondering if anyone had any examples they would like to share.
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Old 01-21-2020, 08:07 PM   #2
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Default Re: Planting False Evidence with Powers

Not offhand, but both Powers itself and some of the supplements have lists of skills that can get +2 or +4 by being aided with a power: +2 if it takes the place of really good equipment, or +4 if it provides miraculous aid. That might be one place to look. Pick skills that could be used deceptively and find powers that boost them.
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Old 01-21-2020, 08:29 PM   #3
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Default Re: Planting False Evidence with Powers

Snatcher will be ideal -- just Snatch the evidence you need. Create, similarly. Illusion might work, but it's tricker when it comes to duration and plausibility with multiple investigators. Mind Control, Puppet, and Affliction of Delusions (X is guilty) will encourage investigators to make up their own evidence to suit their preconceived, implanted bias. Elastic Skin/Puppet to make your patsy show up on surveillance video. Lots of sensory abilities (Microscopic Vision, Sensitive Touch, etc) will help make sure you properly implant your fakes.

Ask the players to explain how their abilities can be used, and see if they come up with any good stories.
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Old 01-22-2020, 12:33 PM   #4
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Default Re: Planting False Evidence with Powers

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Originally Posted by Anaraxes View Post
Ask the players to explain how their abilities can be used, and see if they come up with any good stories.
This.

I'm a big fan of "tell me a good story."

A good story (or unexpected powers use) will get a bonus to their roll or a penalty to the opponent's roll to see through it. A bad story (or expected use of a known power the party has access to) and the reverse is true. A mediocre story and, well, it's a wash, but now we know what they did.

But, the question is, "is it ethical to plant false evidence to 'frame' someone, when you know they are guilty, because you have evidence through your powers, but you can't prove it?"
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Old 01-22-2020, 12:43 PM   #5
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Default Re: Planting False Evidence with Powers

The next question is- how can the players prevent the evil mastermind from doing the same to them?
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Old 01-22-2020, 01:08 PM   #6
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Default Re: Planting False Evidence with Powers

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Originally Posted by Daigoro View Post
The next question is- how can the players prevent the evil mastermind from doing the same to them?
What skills does GURPS Action 2 say you use for that?
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Old 01-22-2020, 01:34 PM   #7
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Default Re: Planting False Evidence with Powers

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Originally Posted by whswhs View Post
What skills does GURPS Action 2 say you use for that?
That's in the same chapter as the discussion of the ethics of planting false evidence.
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Old 01-22-2020, 01:50 PM   #8
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Default Re: Planting False Evidence with Powers

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The next question is- how can the players prevent the evil mastermind from doing the same to them?
The same way the prevent the BBEG from doing anything. By figuring it out and stopping him.

(James: "I put on my monkey suit and dance.")
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Old 01-22-2020, 02:10 PM   #9
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Default Re: Planting False Evidence with Powers

Telekinesis seems like an ideal power for messing with evidence without leaving a trace.

Most of the time, planting evidence is a matter of being precise enough and getting access to a location. Powers can give you access to more avenues of attack, but in the end, its about your skill in faking the evidence.
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Old 01-22-2020, 03:49 PM   #10
Coinage
 
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Default Re: Planting False Evidence with Powers

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Originally Posted by whswhs View Post
What skills does GURPS Action 2 say you use for that?
On page 26, the Forensics skill.

Is there any sort of Power that would aid in that sort of thing? As mentioned above, Telekinesis was cited as an example.
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