Second Sphere Covert Rules

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Fundamental Concepts

Intelligence

This is the methodology of gathering information (mostly) passively. It can range from human intelligence to signals intercepts to carefully studying what is and isn't being said to detailed analysis. It is generally effective at finding things out about other powers - stealing their secrets, but provides little to no ability to perform any significant direct action. That is the domain of Infiltration (see below).

Secrecy

Secrecy, by contrast, is the art of keeping unknown information from others. In essence, it directly counters Intelligence, making it critical for those who like to keep their cards close. Unfortunately while Secrecy is effective at keeping anyone from knowing about a critical object or location, it does little to actually protect them once they are revealed. That is the domain of Security (see below).

Infiltration

Infiltration is the active act of sending agents in to a hostile (or sometimes friendly!) power in order to carry out relatively short term missions - assassination, stealing a copy of research data, Gundamjacking. While the rewards can be far larger than Intelligence, the risks are also commensurately greater. However, a lifetime of intelligence-gathering wouldn't match the windfall of stealing ZOCU's latest orbital frame . . .

Security

You won't stop a well-armed terrorist group with a building full of overstressed analysts. In cases like that nations roll out their apparatuses of Security. Tough customers who multiclassed out of intelligence officer into soldier, they (along with Infiltration) are the Wet Work group. However, security forces are out of their depths trying to put a stop to quiet intelligence-gathering; while they can do so, it will take the form of oppressive and unsubtle crackdowns with all the political ramifications of such.

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 a truly low profile becomes nigh-impossible and privacy the most valued of all.
In His Majesty's Secret Service (++ Intelligence, + Secrecy, + Security, +10% secrets, + 50% secret project cost)
In an age of terrorism and nonstate actors, an effective intelligence arm has more than just analysts.
Licensed to Kill (++ Infiltration, ++ Security, 10% secrets, + 50% secret project cost)
Shaken, not stirred.
Hard. TEMPEST Hard (++ Secrecy, + 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 (+ Secrecy, ++++ 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.