Prerequisite: Be a Lord (or higher), be Master of Whispers, or be a Merchant Prince.
In a Spy Network you may employ a maximum of five spies, each costing 30,000 dragons hire fee and 5,000 dragons salary. These spies may be sent to spy on specific characters, and can start feeding information back to their master after one week.
All rolls are modified by the Spymaster and Counterspy traits of the Spy's employer and the Character being spied on respectively.
Spys attempt to infiltrate into the Household of the target:
1-2 spy caught during infiltration
3-6 spy unable to infiltrate
7-12 spy partially infiltrates(request another roll next week with a +5 modifier) 13-20 spy infiltrates
Once a spy has infiltrated a target you will begin to gain passive information on them. You learn they have called their banners 50% faster than a player you don’t have a spy you also learn of any secret meetings but not the details that are discussed within.
You may then request two action rolls per week:
Actions include:
Information rolls- Allow you to learn secret plots of the character you request them against
Subterfuge Rolls- Allow you to stat Rumors about the target in question
Sabotage rolls- Can slow down the production of troops or building, or make them more expensive
Infiltration rolls- Having a man in a castle can be used to give positive modifiers on escape or assignation rolls.
Information Roll
1 spy is caught
2-5 no information gathered
6-10 vague information (eg, who they meet with, where they went)
11-15 some information (eg, the general tone of discussion: treason, rebellion, framing someone)
16-19 most information (eg, some specifics. Rebelling against the King, framing the Master of Laws)
20 everything
Subterfuge Roll- modifiers applied by how believable the request is.
1-5 Rumor fails to gain traction
6-10 Rumors is believed by some
11-15 Rumor is treated with skepticism
16-19 Rumor is believed by most who hear it
20 All believe the Rumor
Sabotage Rolls
1-4 Spy is caught
5-8 Spy fails to sabotage
9-12 delays project for 3 real life days
13-16 Delays project for 1 real life week
17- 19 Delays project for 1 real life week and makes it 50% more expensive
20 Delays project for one real life week and causes it to be 100% more expensive
Infiltration roll
1-5 Spy is caught
6-10 Spy fails
11-15 +2 to escape, capture or assignation rolls against target
16-19 +4 to escape, capture or assignation rolls against target
20 +6 to escape, capture or assignation rolls against target
If the spy is caught, he reveals information. Torture Roll:
1-5 spy dies revealing nothing
6-10 spy survives, but cannot be cracked. He can be used as evidence if his employer can be determined through other means, or executed.
11-15 spy reveals his employer
16-20 spy reveals his employer and any information he's already passed back
Important Note: This rule set applies only to the 5 hired spies a player character can employ. If a player character wishes to spy directly themselves, they will need to RP themselves into places where rolls can be made. That can be as simple as RPing breaking into someone's office in King's Landing after dark and looking for something, or making it known your character is following the person secretly. Naturally risk rolls will always be conducted, and if your character tries to infiltrate something very important like a Small Council meeting those risks will be much higher.
New buildings
Tier 1
Spy guild- allows for the recruitment of 1 additional spy
Tier 2
Veteran Spy guild- allows for the recruitment of 1 additional spy and gives +1 to all spy rolls
Tier 3
Master Spy Guild- allows for the recruitment of 1 additional spy and gives +1 to all spy rolls Spy upkeep 25% cheaper
Tier 4
Grand Master Spy guild- allows for the recruitment of 2 additional spy and gives +1 to all spy rolls. Spy upkeep 25% cheaper.
So completed Spy tree gives 5 additional spies and +3 to spy rolls and 50% cheaper spy upkeep.
New Retinue
Middle man +1 Spy trait
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