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Covert Action in CT

Golan2072

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Classic Traveller gives provision to both frontal military engagement and diplomacy/trade; but it seems to pay little attention to the matters of stealth and subterfuge. The strangest thing is that even the S3: Citizens of the Imperium Rogue has no covert skill (such as sneaking or dealing with security systems).

My suggestions (using the Elliott-Golan Task System) are:

For sneaking, I was thinking about simply using the Recon skill (Mercenary p.15) as a "sneaking" skill (deducing from it's description); Sneaking is a Contest of Skills (Recon (DEX) vs. Recon (INT)) between the sneaker and any potential observer, with additional DMs for lack of skill (-2) and environmental conditions (for example, +4 to the sneaker's roll when visibility is poor, -2 to his roll when walking on a creaky floor, -4 to the observer's roll if he's drunk and so on). When trying to sneak using a vehicle (i.e. shadowing a grav-car) use the appropriate vehicle skill instead of Recon for the sneaker; the observer still uses Recon (INT).

I don't really know what to do about picking pockets, but I think that a Contest of Characteristics between the thief's Dexterity and the victim's Intelligence will do the trick. Another option will be to have two rolls: One Dexterity roll with a Target Number of 8+ (i.e. you get a +1 DM for Dexterity 8+, and you have to roll 8+ on two dice to succeed) to steal and one Intelligence roll with a Target Number equal to the thief's dexterity to notice the theft.

Mechanical lockpicking (usually TL8- or TL9-) should use Mechanical (DEX) - LBB1 p.20 - with a base Target Number of 8+; quality locks could have far higher Target Numbers and might be based on INT rather than on DEX. Using a Mechanical Tool Set (LBB3 p.18) should give a DM of -2; one should use a Lock Pick Set (LBB3 p.19) instead.

Electronic lockpicking should be based on Electronics (INT) - LBB1 p.18 - with a base Target Number of 8+; quality locks could have far higher Target Numbers and might be based on EDU rather than on INT. Using a Electronic Tool Set (LBB3 p.19) should do the job well, but it's quite heavy, big and expensive; Electronic Lock bypassing devices should also be available to do the same job with a smaller and lighter device; such devices are TL8, weight 0.25kg and cost Cr500.

Hacking is described, atleast partially, in this thread, though it's intended for big ship computers and hacking during combat, so I'll probably rework it sooner or later into something suitable for smaller systems.
 
Classic Traveller gives provision to both frontal military engagement and diplomacy/trade; but it seems to pay little attention to the matters of stealth and subterfuge. The strangest thing is that even the S3: Citizens of the Imperium Rogue has no covert skill (such as sneaking or dealing with security systems).

My suggestions (using the Elliott-Golan Task System) are:

For sneaking, I was thinking about simply using the Recon skill (Mercenary p.15) as a "sneaking" skill (deducing from it's description); Sneaking is a Contest of Skills (Recon (DEX) vs. Recon (INT)) between the sneaker and any potential observer, with additional DMs for lack of skill (-2) and environmental conditions (for example, +4 to the sneaker's roll when visibility is poor, -2 to his roll when walking on a creaky floor, -4 to the observer's roll if he's drunk and so on). When trying to sneak using a vehicle (i.e. shadowing a grav-car) use the appropriate vehicle skill instead of Recon for the sneaker; the observer still uses Recon (INT).

I don't really know what to do about picking pockets, but I think that a Contest of Characteristics between the thief's Dexterity and the victim's Intelligence will do the trick. Another option will be to have two rolls: One Dexterity roll with a Target Number of 8+ (i.e. you get a +1 DM for Dexterity 8+, and you have to roll 8+ on two dice to succeed) to steal and one Intelligence roll with a Target Number equal to the thief's dexterity to notice the theft.

Mechanical lockpicking (usually TL8- or TL9-) should use Mechanical (DEX) - LBB1 p.20 - with a base Target Number of 8+; quality locks could have far higher Target Numbers and might be based on INT rather than on DEX. Using a Mechanical Tool Set (LBB3 p.18) should give a DM of -2; one should use a Lock Pick Set (LBB3 p.19) instead.

Electronic lockpicking should be based on Electronics (INT) - LBB1 p.18 - with a base Target Number of 8+; quality locks could have far higher Target Numbers and might be based on EDU rather than on INT. Using a Electronic Tool Set (LBB3 p.19) should do the job well, but it's quite heavy, big and expensive; Electronic Lock bypassing devices should also be available to do the same job with a smaller and lighter device; such devices are TL8, weight 0.25kg and cost Cr500.

Hacking is described, atleast partially, in this thread, though it's intended for big ship computers and hacking during combat, so I'll probably rework it sooner or later into something suitable for smaller systems.
 
For sneaking, I think you are sell the Streetwise skill a little short. You can get Streetwise in the Rogue career, and it is pretty common in the intel fields in the advanced CG systems. I think part of Streetwise would be knowing how to move unobserved either in a crowd or in the shadows in an urban setting. In the woods, Recon works fine for this, but it is a military skill (though there is probably some overlap with streetwise in moving covertly).

Just my thoughts
 
For sneaking, I think you are sell the Streetwise skill a little short. You can get Streetwise in the Rogue career, and it is pretty common in the intel fields in the advanced CG systems. I think part of Streetwise would be knowing how to move unobserved either in a crowd or in the shadows in an urban setting. In the woods, Recon works fine for this, but it is a military skill (though there is probably some overlap with streetwise in moving covertly).

Just my thoughts
 
I added a Surveillance skill to distinguish tailing/spying/etc in urban environments from stalking through the woods. I use Streetwise as knowing where to go, how to fit in, who to ask questions, etc.
 
I added a Surveillance skill to distinguish tailing/spying/etc in urban environments from stalking through the woods. I use Streetwise as knowing where to go, how to fit in, who to ask questions, etc.
 
Originally posted by Fritz88:
I added a Surveillance
To which career and in which table have you added it? I was thinking about creating a "Clandestine" skill which covers sneaking, pickpocketing and (mechanical) lock picking, but I did not know where to put it.
 
Originally posted by Fritz88:
I added a Surveillance
To which career and in which table have you added it? I was thinking about creating a "Clandestine" skill which covers sneaking, pickpocketing and (mechanical) lock picking, but I did not know where to put it.
 
You could just include the MT skills of Stealth (for Surveillance) and Intrusion (for Clandestine).

And to add them to the tables, just do what MT did: create more cascades. Then you don't have to "drop" skills to fit the new ones in. (Or, just use the MT tables.
)
 
You could just include the MT skills of Stealth (for Surveillance) and Intrusion (for Clandestine).

And to add them to the tables, just do what MT did: create more cascades. Then you don't have to "drop" skills to fit the new ones in. (Or, just use the MT tables.
)
 
Originally posted by Employee 2-4601:
To which career and in which table have you added it?
It should be in the "Law Enforcer" career you looked at recently.

I like Daryen's ideas for cascading them.
 
Originally posted by Employee 2-4601:
To which career and in which table have you added it?
It should be in the "Law Enforcer" career you looked at recently.

I like Daryen's ideas for cascading them.
 
Using cascades means that you will not be invalidating older characters created under the original tables, as those choices still remain available.

Just a thought,
Flynn
 
Using cascades means that you will not be invalidating older characters created under the original tables, as those choices still remain available.

Just a thought,
Flynn
 
Remember sometimes being a spy does not mean sneaking around and breaking into safes. Sometimes it means keeping your eyes & ears open for information and then passing it on to the right persons. Truthfully almost any profession could be used for covert action.
 
Remember sometimes being a spy does not mean sneaking around and breaking into safes. Sometimes it means keeping your eyes & ears open for information and then passing it on to the right persons. Truthfully almost any profession could be used for covert action.
 
Yes, but these parts of espionage are already covered well in CT; you have Admin, Bribery, Liaison, Forgery, Streetwise, Carousing and so on. But no lockpicking or sneaking.
 
Yes, but these parts of espionage are already covered well in CT; you have Admin, Bribery, Liaison, Forgery, Streetwise, Carousing and so on. But no lockpicking or sneaking.
 
Several espionage skills were introduced with the Paranoia Press booklet "Scouts & Assassins" and IMHO that booklet gave the best (and most balanced) overall presentation of stealth/espionage skiils in any Classic Traveller product. Just my opinion, of course. I'm biased towards that supplement.


The skills that S&S added were:

(and I type this verbatim, or as best as I can remember from the booklet)

Disguise: skill in use of camouflage and disguises.


Escape & Evasion: skilled in making and evading traps, opening locks and evading search parties.


Poisons/Antidotes: Skilled in the manufacture and use of poisons and antidotes.


Stealth: skilled in moving about in dark rooms and shadows.


Unarmed Combat: skilled in the use of the body as a weapon. ( NOTE: this is the most controversial addition, because it overlaps with the use of Brawling Skill, as well as the optional "Martial Arts" skills already theorized in a couple of JTAS articles. Not to mention that the Aslan have their own form of "close combat", and the Vargr has THEIR own version of close combat (i.e. Vargr Infighting, Alien Module 3). It's really a mess because no two GMs actually use the same system of combat when it comes to specialized close combat in Traveller)

And YES... it is easy to cascade these additional skills into existing professions (e.g. Rogues)
 
Several espionage skills were introduced with the Paranoia Press booklet "Scouts & Assassins" and IMHO that booklet gave the best (and most balanced) overall presentation of stealth/espionage skiils in any Classic Traveller product. Just my opinion, of course. I'm biased towards that supplement.


The skills that S&S added were:

(and I type this verbatim, or as best as I can remember from the booklet)

Disguise: skill in use of camouflage and disguises.


Escape & Evasion: skilled in making and evading traps, opening locks and evading search parties.


Poisons/Antidotes: Skilled in the manufacture and use of poisons and antidotes.


Stealth: skilled in moving about in dark rooms and shadows.


Unarmed Combat: skilled in the use of the body as a weapon. ( NOTE: this is the most controversial addition, because it overlaps with the use of Brawling Skill, as well as the optional "Martial Arts" skills already theorized in a couple of JTAS articles. Not to mention that the Aslan have their own form of "close combat", and the Vargr has THEIR own version of close combat (i.e. Vargr Infighting, Alien Module 3). It's really a mess because no two GMs actually use the same system of combat when it comes to specialized close combat in Traveller)

And YES... it is easy to cascade these additional skills into existing professions (e.g. Rogues)
 
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