Post by The Stranger on Sept 17, 2013 21:56:27 GMT -5
For each rank your main character has in the Intrigue Skill, he receives 1 Network Point. Network points can be placed in any of the Seven Kingdoms and the Crownlands, as well as any of Westeros' Cities, The Red Keep (King and Court), Baelor's Sept (High Septon and Most Devout), the Citadel (Maesters), The Wall (Night's Watch), and The Free Cities (either as an individual city i.e. Braavos, and as a region meaning all free cities collectively). Additional areas can be named with prior permission.
As you can obviously see there are areas that would overlap (King's Landing is in Crownlands, Red Keep is in King's Landing.) In such cases, the more specific area will have more detailed information then the more general area.
Each Network Point put into a specific area strengthens the network in that area, allowing increasing levels of detail and additional actions (see Network Actions Below).
Example: Joe is a Dornish spymaster with Noteworthy Intrigue. This gives him 4 network points (beginner, novice, apprentice, noteworthy). He uses two to make a network in Dorne and strengthen it. Then he uses one to make a network in the Red Keep to monitor court gossip And he doesn't trust his neighbors, so puts his last point in the Far Reach. So his networks would look like:
Joe's Network
Dorne x2
Red Keep x1
Far Reach x1
A player's Second receives Network points for his skill in Intrigue, but to represent their lesser status, they may only place network points in a place where the Main Character has already opened a network.
Example: Joe's Second, whose name is Doug, has Intrigue at Novice. That gives him 2 Network Points. He adds those Network Points to Dorne and Far Reach respectively. His other option would have been to put a network point into Red Keep.
This make's Joe total Network as follows:
Dorne: x3
Red Keep: x1
Far Reach: x2
Network Actions:
Each Network point represents a spy network which can conduct a series of actions. They are:
Spy (Default): the network keeps its ears to the ground and attempts to gather information of importance to its owner. This is the default position, and a network is assumed to be Spying unless otherwise assigned. Each Spying Network provides +10 to an Intrigue Roll seeking information.
Counterspy: A network that is counterspying is actively working to find spies and prevent them from acquiring their Owner's secrets. A Counterspying Network adds +10 to a Defender's Intrigue roll, and may be used to reveal a SPYING Network in the region.
Crackdown: A network may attempt to crack down on enemy networks by making it more difficult for them to gather information about their owner's activities, by attempting to arrest/harass/murder enemy spies. A network can only crack down on a spy network it is already aware exists (usually from counterspying,) in the same area. (A network in the Red Keep can not Crackdown on a Network in Lannisport, for obvious reasons). A successful roll means that the enemy network can take NO ACTION while the Crackdown is in effect.
Disinformation: A network can attempt to pass disinformation to an enemy. If successful, information of the Owner's choice can be sent to the enemy network's owner via Smith. The information will be sent only if the enemy has a network in the area in question, and if that network is set to SPYING. If the attempt to pass disinformation fails, the information will not be sent, unless it fails spectacularly bad, in which case the disinformation and who sent it may be provided.
Intrigue Rolling: When a Player submits a Network Action, Stranger will roll his Intrigue Skill Plus 10 for every network in the area performing the same activity (All Spying for example), against the defender's Intrigue Skill+10 points for every COUNTERSPYING Network point in the area.
For Example:
Joe is trying to Spy on Bob activities in Dorne. Joe is a Noteworthy (70) Intrigue, with 3 SPYING Network Points in Dorne for a total of 100. Bob is an Expert Intrigue (80) with 1 COUNTERSPYING Network in Dorne for a total of 90. The difference between the Attacker and Defender determines the degree of success.
0-10 margin: Failure
11-25: Minimal Information (i.e. What)
26-50: Moderate Information (i.e What and Who)
51-100: Detailed Information (i.e. Who What When Where Why)
Network Actions which are accompanied by Scenarios or roleplaying may receive bonuses at the Admin's discretion.
Moving a Network: A Network can be moved by its owners only VERY occasionally and with prior permission. Networks which are moved repeatedly, or in a manner which seems abusive manner risk being easily identified by their enemies, and finding it more difficult to gather information at the Admin's discretion.
Positive Example: After Joe attempts a coup against the Princess of Dorne, he is forced into exile. This is a massive life change for his character, so he requests permission to move some of his networks. The Admin agrees, and Joe reallocates his Points. The networks go dark for a period and Joe gets no information, until the admin tells him they are reestablished.
Negative Example: Doug allocates his networks, then decides the next week he really wants to know about the Wall so he sends all his networks there. Then he wants to to do something sneaky to Lord Florent so he moves all his networks to the Far Reach. Doug ends up cornered in an alley and is beaten to death by hardened thugs who seemingly come out of nowhere, his networks decimated and co-opted by the nefarious Cult of the Dragon, because he fiddled around too damn much.
SEND Network Actions to STRANGER for resolution. Plot information from Networks will be return to the Player by SMITH. All Scenarios, or intrigue type roleplay should still go through Smith.
As you can obviously see there are areas that would overlap (King's Landing is in Crownlands, Red Keep is in King's Landing.) In such cases, the more specific area will have more detailed information then the more general area.
Each Network Point put into a specific area strengthens the network in that area, allowing increasing levels of detail and additional actions (see Network Actions Below).
Example: Joe is a Dornish spymaster with Noteworthy Intrigue. This gives him 4 network points (beginner, novice, apprentice, noteworthy). He uses two to make a network in Dorne and strengthen it. Then he uses one to make a network in the Red Keep to monitor court gossip And he doesn't trust his neighbors, so puts his last point in the Far Reach. So his networks would look like:
Joe's Network
Dorne x2
Red Keep x1
Far Reach x1
A player's Second receives Network points for his skill in Intrigue, but to represent their lesser status, they may only place network points in a place where the Main Character has already opened a network.
Example: Joe's Second, whose name is Doug, has Intrigue at Novice. That gives him 2 Network Points. He adds those Network Points to Dorne and Far Reach respectively. His other option would have been to put a network point into Red Keep.
This make's Joe total Network as follows:
Dorne: x3
Red Keep: x1
Far Reach: x2
Network Actions:
Each Network point represents a spy network which can conduct a series of actions. They are:
Spy (Default): the network keeps its ears to the ground and attempts to gather information of importance to its owner. This is the default position, and a network is assumed to be Spying unless otherwise assigned. Each Spying Network provides +10 to an Intrigue Roll seeking information.
Counterspy: A network that is counterspying is actively working to find spies and prevent them from acquiring their Owner's secrets. A Counterspying Network adds +10 to a Defender's Intrigue roll, and may be used to reveal a SPYING Network in the region.
Crackdown: A network may attempt to crack down on enemy networks by making it more difficult for them to gather information about their owner's activities, by attempting to arrest/harass/murder enemy spies. A network can only crack down on a spy network it is already aware exists (usually from counterspying,) in the same area. (A network in the Red Keep can not Crackdown on a Network in Lannisport, for obvious reasons). A successful roll means that the enemy network can take NO ACTION while the Crackdown is in effect.
Disinformation: A network can attempt to pass disinformation to an enemy. If successful, information of the Owner's choice can be sent to the enemy network's owner via Smith. The information will be sent only if the enemy has a network in the area in question, and if that network is set to SPYING. If the attempt to pass disinformation fails, the information will not be sent, unless it fails spectacularly bad, in which case the disinformation and who sent it may be provided.
Intrigue Rolling: When a Player submits a Network Action, Stranger will roll his Intrigue Skill Plus 10 for every network in the area performing the same activity (All Spying for example), against the defender's Intrigue Skill+10 points for every COUNTERSPYING Network point in the area.
For Example:
Joe is trying to Spy on Bob activities in Dorne. Joe is a Noteworthy (70) Intrigue, with 3 SPYING Network Points in Dorne for a total of 100. Bob is an Expert Intrigue (80) with 1 COUNTERSPYING Network in Dorne for a total of 90. The difference between the Attacker and Defender determines the degree of success.
0-10 margin: Failure
11-25: Minimal Information (i.e. What)
26-50: Moderate Information (i.e What and Who)
51-100: Detailed Information (i.e. Who What When Where Why)
Network Actions which are accompanied by Scenarios or roleplaying may receive bonuses at the Admin's discretion.
Moving a Network: A Network can be moved by its owners only VERY occasionally and with prior permission. Networks which are moved repeatedly, or in a manner which seems abusive manner risk being easily identified by their enemies, and finding it more difficult to gather information at the Admin's discretion.
Positive Example: After Joe attempts a coup against the Princess of Dorne, he is forced into exile. This is a massive life change for his character, so he requests permission to move some of his networks. The Admin agrees, and Joe reallocates his Points. The networks go dark for a period and Joe gets no information, until the admin tells him they are reestablished.
Negative Example: Doug allocates his networks, then decides the next week he really wants to know about the Wall so he sends all his networks there. Then he wants to to do something sneaky to Lord Florent so he moves all his networks to the Far Reach. Doug ends up cornered in an alley and is beaten to death by hardened thugs who seemingly come out of nowhere, his networks decimated and co-opted by the nefarious Cult of the Dragon, because he fiddled around too damn much.
SEND Network Actions to STRANGER for resolution. Plot information from Networks will be return to the Player by SMITH. All Scenarios, or intrigue type roleplay should still go through Smith.