<p>A small plastic card that, when placed in a cred-key receiver, can perform all banking functions. Cred-keys are used by virtually all high-tech worlds, though not all worlds have compatible banking systems. Many frontier worlds do not have the equipment necessary to read the cards and so will only accept hard currency.</p> <p>Standard cred-keys contain the name of the bearer and a personal identification number. Megacorporate-issued cred-keys usually feature the name of the firm and a code for it as well. Military officers, who may have extensive credit limits owing to their status, carry cards with their DNA pattern encoded on them for ease of identification.</p> <p>Cred-keys are not common on worlds with extensive smuggling, piracy, or other criminal activities — they are too hard to steal and use. A character must be able to generate a forgery, a personal equipment repair, and a computer interface/repair skill total of at least 21 each to forge or strip a civilian cred-key. (Military and megacorp keys are harder to do this to.) Even then, decent detection equipment (not usually found in stores and bars, but common in banks and large-purchase retail outlets) will probably be able to detect the forgery.Cost: Very Easy to set one up; some fees to transfer money.</p>
<p>Una pequeña tarjeta de plástico que, cuando se coloca en un receptor (Terminal Bancario), puede realizar todas las funciones bancarias. Las tarjetas de crédito son utilizadas por prácticamente todos los mundos desarrolados tecnologicamente, aunque no todos los mundos tienen sistemas bancarios compatibles. Muchos mundos fronterizos no tienen el equipo necesario para leer las tarjetas, por lo que solo aceptarán la moneda vigente en ellos (Normalmete dinero en efectivo).</p><p>Las tarjetas de crédito estándar contienen el nombre del portador y un número de identificación personal.</p><p>Las tarjetas de crédito emitidas por megacorporaciones generalmente incluyen el nombre de la empresa y también un código para la misma. Los oficiales militares, que pueden tener amplios límites de crédito debido a su estatus, llevan tarjetas con su patrón de ADN codificado para facilitar su identificación.</p><p>Las tarjetas de crédito no son comunes en mundos con mucho contrabando, piratería u otras actividades delictivas: son demasiado difíciles de robar y usar.</p><p>Un PJ puede ser capaz de falsificarlas, Usando reparación de equipo personal y un total de habilidades de interfaz/reparación de computadora de al menos 21 cada uno para falsificar o quitar una clave de credencial civil. (Las claves militares y de megacorporación son más difíciles de hacer). Incluso entonces, un equipo de detección decente (que generalmente no se encuentra en tiendas y bares, pero es común en bancos y tiendas minoristas de compras grandes) probablemente podrá detectar la falsificación.</p><p><strong> Coste</strong>: muy fácil de configurar; se cobraran intereses para transferir dinero.</p>
<p>Standard cred-keys contain the name of the bearer and a personal identification number. Megacorporate-issued cred-keys usually feature the name of the firm and a code for it as well. Military officers, who may have extensive credit limits owing to their status, carry cards with their DNA pattern encoded on them for ease of identification.</p>
<p>Cred-keys are not common on worlds with extensive smuggling, piracy, or other criminal activities — they are too hard to steal and use. A character must be able to generate a forgery, a personal equipment repair, and a computer interface/repair skill total of at least 21 each to forge or strip a civilian cred-key. (Military and megacorp keys are harder to do this to.) Even then, decent detection equipment (not usually found in stores and bars, but common in banks and large-purchase retail outlets) will probably be able to detect the forgery. Cost: Very Easy to set one up; some fees to transfer money.</p>