Second Sphere Covert Rules
Jump to navigation
Jump to search
Covert Routes
X1) Covert abilities
- Rent-a-Cops (++ Security, + 10 SP, + 80% secret project cost)
- Some people don't have anything to hide and few enemies who'd look for secrets anyhow. All they need is a night watchman.
- Participatory Pancopticon (++++ Security, +50 wealth, + 100% secret project cost, only available to Multiparty Democracies or Future Governments)
- When everyone can observe anyone else, keeping secrets becomes nigh-impossible and privacy the most valued of all.
- Hard. TEMPEST Hard (++ Security, + Intelligence, 20% secrets, + 50% secret project cost)
- "Is your computer behind an inch of lead with no connection to the outside world?"
- The ECHELONs of Power (++ Security, +++ Intelligence, 10% secrets, + 50% secret project cost, - relations)
- The most powerful information-handling system in the galaxy. Powerful enough to spawn a new Singularity. And its in your intelligence headquarters.
- Ubiquitous Surveillance State (++++++ Security, 10% Secrets, + 50% secret project cost, - morale)
- The Bureau sees all. Knows all. Punishes all.
- Skunkworks (+ Security, +80 Applications, 20% Secrets, + 0% secret project cost)
- Lockheed-Martin-NorthropSukhoi has nothing on you.
- Going Mossad (+ Security, + Intelligence, 10% secrets, + SPF doctrines, + 80% secret project cost)
- When you get down to it, it's the people that are truly important.