www.themutepoint.com Forum Index www.themutepoint.com
Leicesters Games Soc Site
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Rules : Infiltration

 
Post new topic   Reply to topic    www.themutepoint.com Forum Index -> SPY+TRAP Covert LARP
View previous topic :: View next topic  
Author Message
I-KP



Joined: 25 Sep 2003
Posts: 3770
Location: Iddheim

PostPosted: Wed Aug 04, 2004 10:31 pm    Post subject: Rules : Infiltration Reply with quote

Infiltration
There are means and ways in which Agencies can gain classified information about their rivals, or even access to their OHQ. This is called Infiltration. On a successful Infiltration effort you will be informed how many Infiltration Picks you have. Spend these picks on the following;
· Personnel. Obtain classified information about all Agent Career Paths.
· Information. Obtain the results of the most recent interrogation that took place within the Agency OHQ.
· Floorplans. Obtain a list of the current facilities at the Agency OHQ.
· Espionage. Steal one blueprint (at random). The target Agency looses that blueprint and must redraw it (at full cost) if they plan to benefit from it.
· Development. Can obtain copies of any one blueprint idea (at random) yet to be drawn up, or details of any one (at random) blueprint development currently under way.
· Sabotage. Can destroy one facility (at random, built or being built) within the Agency OHQ, or scupper a (random) blueprint development in progress (still have to pay for the blueprint development but the results fail).
· Director's Office. Obtain a copy of any recent directives, orders and memos that the Director may have issued to his/her Agents.
_________________
Elements of the past and future combining to make something not quite as good as either.
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
I-KP



Joined: 25 Sep 2003
Posts: 3770
Location: Iddheim

PostPosted: Sun Aug 08, 2004 11:52 am    Post subject: Reply with quote

Been thinking about hwo to implement DT Infiltration. Any ideas? Plan is that if any Infiltration is successful then one (or more) of the above picks are chosen. Just don't have a system for the actual mechanics of Infiltration yet!
_________________
Elements of the past and future combining to make something not quite as good as either.
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
mcc



Joined: 02 Oct 2003
Posts: 1088
Location: Leicester

PostPosted: Sun Aug 08, 2004 1:33 pm    Post subject: Reply with quote

could we have the players assigning 'lives' from their career paths in order to make an infiltration attempt? as well as CR

Maybe have a mechanic whereby a facility requires a certain amount of CRs and/or certain career assignments to 'break'. In the event of an unsuccessful attempt random career paths involved will 'lose a life', which won't affect their current character. This also means that agencies will have to be careful about selecting their targets.

We could even allow a ranged surveillance option for down-time, allowing people to suss out the rough requirements of an actual infiltration on to an enemy base. Obviously this will only give a rough figure, and any upgrading done by the target between the ranged surveillance and the infiltration will not be counted in the rough figure given, though it will be counted when working out the actual success of the infiltration.

We may even (and this may be getting too complex) want to give downtime options that'll weaken the security of the enemy HQ, so infiltration of a base might be more of a drawn out process over several session (but would effectively ensure success because the actual infiltration is not done until command is absolutely sure it will work).

These options wouldn't preclude the possibility of the infiltration being discovered, or ensure that all of the agent career paths involved would get away with it - but those factors might come down to the individual infiltration and what career paths are assigned.

And agents being caught rather than killed in such an attempt brings up the posibility of having them 'turned' (and as more parascience certificates get brought in there may be even more options available on those lines).

It also brings up the option to spend CRs ensuring that a returned agent is fit for duty, or to give them suicide pills, or to allow them to attempt escape, and then there's good old fashioned rescue missions for those operatives you really can't afford to lose (and probably shouldn't have assigned in the first place) Smile
_________________
--
Matt
"We must respect the other fellow's religion, but only in the sense and to the extent that we respect his theory that his wife is beautiful and his children smart."
- H. L. Mencken
Back to top
View user's profile Send private message Send e-mail
I-KP



Joined: 25 Sep 2003
Posts: 3770
Location: Iddheim

PostPosted: Sun Aug 08, 2004 5:35 pm    Post subject: Reply with quote

I had thought about a new certificate; Infiltration Network Program. Much like the ethos behind Associate Network Program in that the Agent (or Career Path) is skilled at organising his/her own group of individuals toward a particular end. Altho, the idea of failed Infiltration attempts resulting in Death Events does add more danger to the activity.* Perhaps the above suggested Certificate shold be adjusted to something like Infiltration Training.

This enables DT Infiltration to be undertaken by the Agent. Now, how do we determine success or failure?

Failure is still possible after a 'success' by certain Region Aspects (see GEMINI), National Events (see Civil War/Invasion) and perhaps player designed facility builds. We have to take into account that the regular OHQ Security Sweep (part of the benefit of having the Securtiy Certificate, or just by being GEMINI) finds everything and wipes the slate clean for the next game, so successful Infiltrations will not be recurring.

There does have to be something for the Infiltrator to compete against in order to determine success or failure, or even death...

Compare Infitration Certificate level (like combat, 1-3) against the (highest) Security Certificate present in the target agency (Security is currently just a two level Cert but could be changed to a 1-3'er), flipping a coin for a draw, if fail by Two (or more) then the Infiltrator dies. Now this opens up the option for additional builds to increase the security rating of the OHQ but if Infiltration can't go over 3 then it'll soon be inadequate. Solution; allow Infiltration to be purchased repeatedly or allow Agencies to churn Commendations into the effort - boost defence or attack as it were.

Dunno. All looks very messy at the moment. But it's a start along the right path I think.

* LIVES : I think we did come to an agreement about this. Something like each Career Path has 16 lives minus the career path's Certificate Worth, so a starting Agent (having spent 6 picks at creation) starts off with 10 lives.
_________________
Elements of the past and future combining to make something not quite as good as either.
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
Tim



Joined: 27 Sep 2003
Posts: 657
Location: I'm usually around somewhere...

PostPosted: Sun Aug 08, 2004 7:31 pm    Post subject: Reply with quote

Why can't we allow Agencies to design "Infiltration Blueprints" (for want of a better phrase. Plowing CR into a set of actions designed to increase or decrease certain aspects of the infiltration. Which can then act as a modifier to the actual infiltration as and when it occurs. The "offensive blueprints" are one-shot the "defensive" are static but any infiltration (succesful or not) may reveal one or more "defensive", which can then be circumvented.

Offensive E.g. - the infamous American embassy in Moscow that had microphones added to the concrete by the construction company. Will add +1 to an infiltration to find out current information i.e something that is likely to be talked about.

Defensive E.g. - A "white noise" generator is emplaced within the embassy secure rooms to prevent "laser mic" eavesdropping. Adds +1 to defending against any infiltration using them, but as soon as it's attempted the attackers know about it...

Just some ideas to let you know I'm still here...

Cheers,
Tim
_________________
Now with a website: http://informationoverload.org.uk/blog/
Back to top
View user's profile Send private message Visit poster's website
I-KP



Joined: 25 Sep 2003
Posts: 3770
Location: Iddheim

PostPosted: Mon Aug 09, 2004 7:41 pm    Post subject: Reply with quote

Okay, cast your evils over the below and comment accordingly...

INFILTRATION
There are means and ways in which Agencies can gain classified information about their rivals, or even access to their OHQ. This is called Infiltration. Essentially, when an Agent tries to infiltrate a target that Agent is pitting his/her Infiltration Certificate against the highest Security Certificate present in the target Agency, much the same way that Combat and Interrogation are resolved - highest wins, if drawn flip a coin to decide. There are a number of other factors that play out during Infiltration however.

There are two levels of Infiltration possible; Surveillance and Insertion.

Surveillance...
This method of approach is concerned only with assessing the strength of security in the target Nation. The above Infiltration vs Security contest is still made to determine success but as this is a very low risk task with minimal chance of being picked up, the Surveying agent gets +1 to his/her Certificate. Here are the possible list of results based on the contest;
  • Succeed by 1+ = Obtain a list of ALL Security Measures currently in place (including Special Measures).
  • Draw Success = Obtain confirmation of two random Security Measures currently in place (including Special Measures).
  • Draw Failure = No useful information gained.
  • Fail by 1+ = Captured; If a successful Interrogation is performed then the capturing Agency gains a temporary +1 on any follow-up Infiltration Insertion attempt (if conducted against the captured Agent's OHQ in the next Period ? like an automatic Surveillance mission). Record capture as a Death Event.
NOTE : A successful Surveillance mission is never revealed to the target Agency. A Draw Failure shows up as suspicious activity.

Insertion...
The Agent must choose his/her Avenue Of Attack by paying for one or more of the following (costing 1C each offering +1 to the Agent's Infiltration Certificate for the duration of the attempt);
  • Method A - Blue Collar Staff Impersonation (countered by Regular Passcard Checks). Picks: Floor Plans, Espionage, Sabotage.
  • Method B - Internal Bugging (countered by EM Sweep). Picks: Information, Director's Office, Personnel.
  • Method C - Shadowing Staff (countered by Guardian Angels). Picks: Personnel, Development, Floor Plans.
  • Method D - Electronic Ingress (countered by Secured Systems). Picks: Information, Espionage, Development.
  • Method E - Coercion (countered by Need To Know). Picks: Sabotage, Director's Office, Information.
  • Special Method F - <CLASSIFIED>
For every Avenue Of Attack chosen that is countered by it's corresponding Security Measure in the target Agency the Infiltrator looses a +1 bonus. The remaining, uncountered Avenues Of Attack offer their cumulative bonus to the Infiltrator for the final Infiltration vs Security contest;
  • Success = Choose ONE of the Infiltration Picks (+1 pick if pass by 2, +2 picks if pass by 4 or more) listed within any of the chosen Avenues Of Attack that have not been countered (if all are countered but still get in then picks are chosen at random from the Avenues Of Attack used). Some Infiltration Picks benefit from multiple picks, others don't.
  • Failure = No useful information gained. No Picks can be chosen. 50% chance of Capture; If a successful Interrogation is performed then the capturing Agency gains a temporary +1 on any follow-up Infiltration Insertion attempt (if conducted against the captured Agent's OHQ in the next Period). Record capture as a Death Event.
NOTE : The results of a successful Insertion are revealed when the target Agency conducts it's routine Security Sweep (even details about any Special Methods of entry) but will not know which Agency the infiltrator came from (unless intended). In the event of a Capture the originating Agency is revealed.

Agency Security Measures...
An Agency without Security may as well adopt an open door policy. Measures need to be put in place and maintained in order to prevent unwanted visitors. Each of the following Security Measures counter a corresponding Avenue Of Attack (thus making the Infiltrator's task harder). Each measure costs 2C to install and has a 3 month Review Cycle (like the effects of Support Contracts for facilities). Should successful infiltration attempts be made against the Agency during a Period all Security Measures are put under review and cost 1C each to reactivate. If these payments are not made immediately the corresponding Measures are decommissioned.
  • Measure A - Regular Passcard Checks counter Blue Collar Staff Impersonation.
  • Measure B - EM Sweep counters Internal Bugging.
  • Measure C - Guardian Angels counter Shadowing Staff.
  • Measure D - Secured Systems counters Electronic Ingress.
  • Measure E - Need To Know counters Coercion.
  • Special Measure F - <CLASSIFIED>
  • Special Measure G - <CLASSIFIED>

Special Method F & Special Measure F...
As well as the defined methods of conducting and preventing Infiltration, a little additional unpredictability and uncertainty can be introduced in the form of Special Methods and Special Measures. Infiltrator Certificate holders can design inventive Avenues Of Attack in the form of Special Avenue Of Attack Blueprints (costing 1C to create). Security Certificate holders can design inventive ways of blocking these new, unknown threats in the form of Special Security Measures Blueprints (costing 1C to create). For example; 'Special Method F - Special Forces Insertion By Parachute (picks: Floor Plans, Sabotage, Espionage)' could be countered by 'Special Measure F - Searchlight & Dog Patrols'.
A Special Method Blueprint can be activated, paid for and will function in the normal way (cannot count as the first free Avenue Of Attack).
A Special Measure Blueprint can be put into effect like the others; costs 2C to install and has a Review Cycle of 3 months. It is also subject to being reviewed in the event of a security breach.
NOTE : These are Blueprints after all and are subject to the normal rules regarding Blueprints, i.e., can be snaffled!

PICKS...
On a successful Infiltration Insertion attempt you will have a certain number of Infiltration Picks available. What follows is a complete list if Picks and the kind of information that they will afford;
· Personnel. Obtain classified information about a random Agent Career Path.
· Information. Obtain the results of the most recent interrogation/discovery that took place within the Agency OHQ, or who they have in holding cells.
· Floor Plans. Obtain a list of the current facilities at the Agency OHQ.
· Espionage. Steal one blueprint (at random). The target Agency looses that blueprint and must redraw it (at full cost) if they plan to benefit from it.
· Development. Can obtain copies of any one blueprint idea (at random) yet to be drawn up, or details of any one (at random) blueprint development currently under way.
· Sabotage. Can destroy one facility (at random, built or being built) within the Agency OHQ, or scupper a (random) blueprint development in progress (still have to pay for the blueprint development but the results fail).
· Director's Office. Obtain a copy of any recent directives, orders and memos that the Director may have issued to his/her Agents.
_________________
Elements of the past and future combining to make something not quite as good as either.


Last edited by I-KP on Sun Aug 22, 2004 11:28 am; edited 2 times in total
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
I-KP



Joined: 25 Sep 2003
Posts: 3770
Location: Iddheim

PostPosted: Tue Aug 10, 2004 9:07 pm    Post subject: Reply with quote

Are Special Measures a waste of time?
It's harder to defend against what might be. Would be nice to know what you?re enemy is planning but that's just not they way the world works. Defence is enormously expensive compared to the cost of covert attack. Special Methods do favour the attacker but in the end they're only getting +1 from it (so not a massive advantage at all but could mean diff between Success and Failure). One must also consider the possibility of future Facility Build Blueprints that directly add to the Security rating of the OHQ, and perhaps R&D gear that makes an Infiltrator's attack more likely. Imagination is the limit really. This could turn into a real arms race - and I quite like the thought of that!
Should an attack be successful the Agency will find out how the enemy did it via the routine Security Sweep so any Special Methods will be revealed. Perhaps Special Measures will be used as a recovery plan to block others from benefiting from that avenue of attack again (a firefighting exercise as Tim put it). Perhaps, accounting for this reactive approach to security, more than one Special Measure could be installed at any one time (two maybe)?
Can anyone think of a better/another way of doing this?

OHQ Site Type
The actual nature of the OHQ would have an impact on security. That brings us to the type of site that the OHQ occupies. For instance, an OHQ on a converted supertanker anchored off Iceland would be almost impregnable but would eat up a vast amount of recourses to keep going. This could all be going one step too far with regard to defining an OHQ. At the moment I, for one, am quite happy with the idea of just picking a city in a country and leaving it at that. But, if someone can come up with a simple way of representing this then lets explore the option!
_________________
Elements of the past and future combining to make something not quite as good as either.
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    www.themutepoint.com Forum Index -> SPY+TRAP Covert LARP All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group