Post by The Gods on Oct 31, 2016 13:51:33 GMT
As the name implies, spy networks are used to secretly find out information that others do not want you to know. The more points you put in a locale, the stronger your spy network is. Whenever you want to find out a piece of information, you send a roll request to me, including what you want to find out, how you wish to find it out and your network strength in that region. I will then weigh out the difficulty of the roll (which takes defending networks into account) and send you a result.
Success
There are varying degrees of success, depending on how much you beat the difficulty of the roll by. If you hit the difficulty or just above then you get a brief answer to your request. The higher your roll, the more in depth the answer will be.
A successful roll will never be found out by opposing networks.
Failure
As with a successful roll there are varying degrees of failure, though with all of them you do not find out the information you were looking for. If you roll within 5 points below the difficulty level then you remain undetected and are allowed an immediate second roll, at a slightly increased difficulty rate. The lower your roll, the more likely it is that you will be detected by an opposing network. If you roll very badly (1-5) then there is even a chance you will lose part of your network (-10), depending on if an opposing network choose to attack. This is a free attack and not subject to the rules on fighting between networks below.
Keep in mind that there is a chance that your attempt will be detected but not your identity.
An unsuccessful roll that is outside the 5 point threshold cannot be made again until one in-game month has passed and will be at an increased difficulty level. The method of information retrieval will have to be changed as well.
Network vs Network
If you roll unsuccessfully and your opponent identifies either an attempt or the attempt and identity of his attacker then the two networks can potentially fight. The choice always belongs to the network that the attempt has been made on. If this person chooses to, he can use his network to attempt to push out the opposing network.
The two will have a roll off and the results will be sent to both parties. If the attacker wins then their opponent loses 10 points off their network in that region and cannot make an attempt against the person they lost to for 3 in game months (only in that region). If the defender wins then their opponent loses 10 points off their network.
These losses are permanent.
Growing Your Network
Everyone of course wants to increase the size and spread of their networks. At the end of every 6 months I will tally up the successes of each character with a network and will award points to them as I see fit. You can then allocate the points to whichever regions you wish.
Roll Request Example
Information: I want to find out where Lord Bumblesnout goes on the night of every full moon.
Mode: Have several members of my network tail him on the night.
Skill: 60
Please send your requests in this exact format, as I need to keep a list of all of them and reformatting will just waste time. If your request isn't in this exact format it will not be accepted.
Success
There are varying degrees of success, depending on how much you beat the difficulty of the roll by. If you hit the difficulty or just above then you get a brief answer to your request. The higher your roll, the more in depth the answer will be.
A successful roll will never be found out by opposing networks.
Failure
As with a successful roll there are varying degrees of failure, though with all of them you do not find out the information you were looking for. If you roll within 5 points below the difficulty level then you remain undetected and are allowed an immediate second roll, at a slightly increased difficulty rate. The lower your roll, the more likely it is that you will be detected by an opposing network. If you roll very badly (1-5) then there is even a chance you will lose part of your network (-10), depending on if an opposing network choose to attack. This is a free attack and not subject to the rules on fighting between networks below.
Keep in mind that there is a chance that your attempt will be detected but not your identity.
An unsuccessful roll that is outside the 5 point threshold cannot be made again until one in-game month has passed and will be at an increased difficulty level. The method of information retrieval will have to be changed as well.
Network vs Network
If you roll unsuccessfully and your opponent identifies either an attempt or the attempt and identity of his attacker then the two networks can potentially fight. The choice always belongs to the network that the attempt has been made on. If this person chooses to, he can use his network to attempt to push out the opposing network.
The two will have a roll off and the results will be sent to both parties. If the attacker wins then their opponent loses 10 points off their network in that region and cannot make an attempt against the person they lost to for 3 in game months (only in that region). If the defender wins then their opponent loses 10 points off their network.
These losses are permanent.
Growing Your Network
Everyone of course wants to increase the size and spread of their networks. At the end of every 6 months I will tally up the successes of each character with a network and will award points to them as I see fit. You can then allocate the points to whichever regions you wish.
Roll Request Example
Information: I want to find out where Lord Bumblesnout goes on the night of every full moon.
Mode: Have several members of my network tail him on the night.
Skill: 60
Please send your requests in this exact format, as I need to keep a list of all of them and reformatting will just waste time. If your request isn't in this exact format it will not be accepted.