Sioux Borders And Law Enforcement

Sioux Borders

Much like the other sectors, the Sioux border is lined with fences. However, in far more places than the others they have walls instead. Along most if not all the fences is monofilament wire and many are also electrified. Beyond that, land mines are placed off the paths and roads as deterrents.

Like the other sectors as well, the Sioux border has sensors. However, they also tend towards a more human-centric security approach and so their assets patrol the border in light scout vehicles such as the GMC-Beachcraft Patrollers and Red Ranger Scout ACVs or light aircraft. Patrols respond to any alarm with efficiency that borders on brutality.

There are rumors that some patrol members may have been trained by the Wildcats and that spirits may accompany some patrols as well.

Leaving the FTZ into Sioux

Getting out of the FTZ is another story. For starters, you need a SIN, preferably belonging to Sioux or one of the NAN Nations. If you don't have one, you'll need a visa to stay any length of time. You'll need to pass through customs, much the same way you would disembarking from an international flight. They generally check your vehicle over, and run you through a more invasive SIN check than you received entering the FTZ.

SIN Checks entering Sioux

How carefully your SIN is checked depends on when you're enteringand what the general situation is. Some of that might be affected by +motd messages on the game. There's also a slight element of randomness thrown in to mimic day-to-day changes in procedures, guards' motivations and what's going on in the world. The Game Master should roll 2D6 and consult the modifiers table, applying the dice result along with any other applicable modifiers to the Sector Checkpoint Ratings Table.

Checkpoint Modifiers
Modifier TN Change
2 1
3-5 2
6-8 3
9-11 4
12 5
Time of Day
Rush hour -1
Dead of night +1
Tight Security +1

Suspicion and Searching

As well as the basic SIN check, vehicle/personal searches may occur. Typically there's an amount of randomness to the searches, but there's also a chance that a border guard may suspect something, or just feel like hassling you. While the GM is encouraged to determine whether or not this occurs, below some tables are provided.

Assume the guard begins at 'Neutral' and the outcome is 'Of no value to NPC'. This may change depending on the situation, at the GM's discretion. The target number of the Etiquette test is the guard's intelligence, Charisma 5+ characters receive -1 to the TN. If the PC generates 1 success or more, the guard does not hassle. If the PC fails the test, roll the guard's Intelligence vs a TN of 6, applying the appropriate modifiers from the Hassle Modifier Table.

Hassle Modifier Table
Situation Modifier
PC has Charisma 2 or less +1
PC is of the appropriate sexual orientation and Charisma is 5+ -1
Guard is Racist against PC -1/-2
Crossing in Dead of Night -1
Crossing at shift change +2
Showing a NAN SIN +1
Net successes of the SIN checker Resulting action
0 to 2 Try again
3+ A deliberate search is made
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