Spying
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In general most spies will
be hired assassins,
although it is likely that
some regular spies will be employed by player characters from time to time.
Most spying missions will fall into the following categories:
SIMPLE:
Missions which require information regarding the general state of defenses
and numbers
of troops
or preparations
far some activity.
Simple missions require
only the observations of the spy acting in a non-critical role,
i.e.
just being around as one of many individuals in the place.
DIFFICULT:
Missions of this category require the spy to gain some secret information
such as plans,
documents,
maps,
etc.
Difficult missions require
the spy to gain access to something or gain the confidence of someone,
and
so the spy must actively pursue his or her role in an outstanding manner.
EXTRAORDINARY:
Missions of long,
complex,
and hazardous nature
which require insinuation
of the spy into an organization or operation
and the
relay of detailed information an a continuing basis from the spy.
Extraordinary missions
require long-term association of the spy with the spied upon
and
the continuing acquisition of general and specific information of highly
detailed and secret nature.
In SIMPLE missions there
is little risk of discovery,
while risks become more
likely in DIFFICULT missions,
and very great in EXTRAORDINARY
missions.
Where a player character
is involved,
spying
missions are a matter of interaction according to the dictates of the player
involved,
through
the DM,
according
to the situation as known by him or her and the reactions of the spied
upon.
In the case of a NPC undertaking a spying mission, a success table is used.
ASSASSIN SPYING TABLE Chance of Success According To Category
Level Of The
Assassin/Spy |
SIMPLE
(travel + 1-8 days) |
DIFFICULT
(travel + 5-40 days) |
EXTRAORDINARY
(As required) |
1st | 50% | 30% | 10% |
2nd | 55% | 35% | 15% |
3rd | 60% | 35% | 15% |
4th | 65% | 40% | 20% |
5th | 70% | 45% | 25% |
6th | 75% | 50% | 25% |
7th | 80% | 55% | 30% |
8th | 85% | 60% | 35% |
9th | 85% | 60% | 40% |
10th | 90% | 65% | 45% |
11th | 90% | 65% | 50% |
12th | 95% | 65% | 50% |
13th | 95% | 70% | 50% |
14th | 95% | 70% | 50% |
15th | 95% | 75% | 50% |
16th | 95% | 75% | 55% |
17th | 95% | 75% | 60% |
Time Required To Accomplish Mission:
The length of time necessary
to travel to the region in which the spying activity is to take place must
be determined by the referee according to circumstances.
Once in the necessary locale,
the spy will then take a variable period of time to accomplish the mission
(or fail),
according to the degree
of difficulty of the task:
SIMPLE: 1 to 8 days
DIFFICULT: 5 to 40 days
EXTRAORDINARY: As required
EXTRAORDINARY
missions must be determined by the circumstances of the case.
For example,
a spy sent to become a member
of a secret society might take a month to discover the recruiting requirements
of the society,
and then spend one or more
months making himself or herself eligible for recruitment,
and then become insinuated
in the group.
Thereafter, he or she would
gain simple or difficult information according to the time requirements
shown,
and special information
could be gained only as the individual gained more and more status within
the organization through
continued membership and
seemingly outstanding contribution.
There always exists a chance
of discovery, no matter how simple the mission.
The base chance to be discovered
is a cumulative 1% per day of time spent spying,
subject
to a maximum of 10%,
minus
the level of the spy.
Even
if the latter brings chance of discovery to a negative percentage, there
is always a 1% chance.
Modifiers
are dependent upon the precautions against spying taken by the spied upon.
No Precautions = 1% chance per week
Minimal Precautions = modified % (1% to 10%) chance per week
Moderate Precautions = modified % chance twice per week
Strong Precautions = double modified % chance twice per week
Minimal precautions
represent occasional checks on individuals and their activities and some
watch on important information.
Moderate precautions
are simply more frequently carried out minimal precautions
and more
careful questioning of anyone behaving in a suspicious manner.
Strong precautions
include many security checks on individuals and information,
as well
as counterspies operating to discover any such activity.
If a spy actually becomes
a leader in a group,
the chance for being detected
then drops to that of the category of NO PRECAUTIONS,
as the individuol is regarded
as being "above suspicion",
i.e. only certain jealous
or ferret-like operatives will still check on the individual.
Chance of discovery will
increase tenfold if a spy is caught
and another spy is still
attempting to operate during a period of 20 to 50 days thereafter.
To find if a spy is discovered,
roll
percentile dice according to the time period stated.
If the mission takes only
a fraction of the time stated,
roll a third percentile
die for tenths of percent.
Thus 1% per week equals
.14% chance per day, so a roll of 99.9% indicates discovery on a 1 day
mission.
If a spy is discovered,
go to the
SPY FAILURE TABLE below.
Spy Failure:
If, after spending the requisite
time, the spy rolls and is not successful, various possibilities exist.
The results are determined
on the table below.
Note that this table is also used for spy discovery, with appropriate modifiers.
Dice Score | Result |
01-35 | Further attempts to gain
success are possible,
but time to accomplish the mission must again be determined |
36-60 | Any further spying attempts will be 90% likely to result in failure, discovery, and imprisonment |
61-80 | Spy caught is in suspicious act, imprisoned, and nothing further is heard* |
81-95 | Spy is caught with positive
proof of spying activity, and is tortured
(1-2 dead, 3-4 revealed everything, 5-6 turncoat)* |
96-00 | Spy is killed or turns coat if counterspies are present |
* If counter spies are employed they will give the spy false information and follow him or her to find where he or she come from and who sent him or her to spy in the first place.
Modifiers:
DIFFICULT Mission = + 10%
on FAILURE dice score
EXTRAORDINARY Mission =
-5% on FAILURE dice score
Discovered = +25% on FAILURE
dice score
Fanatical
Spies:
Spies who are absolutely
dedicated to their master or a cause cannot be assassins normally hired
to spy,
but such can exist.
These spies will never become
double agents.
On any dice total over 60
they simply kill themselves.
(Cf. EXPERT HIRELINGS for the cost of non-player character spies.)<>
<
"How useful can this section really be?
(Reading the DMG,
p.18)"
go to a city
SHOP > HIRE > EXPERT > SPY
this takes you to the overland map
choose a 1 mile square
if the spy is successful, you have
access to 1 the AREA maps in that square
that's the core of the idea; the idea
in it's simplest form ...
No, hiring an assassin to SPY is not an
evil act.
Initiating a contract is. (cf. GHA, 0-level
characters, for an alternate view of the Character Alignment Graph)
SHOP > ASSASSINATE = an evil act = -1
on a characters Morality score.