Star Wars Roleplay: Chaos

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The Spynet

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The Spynet
Link to faction page


Who are we?

The Spynet is perhaps the most extensive and capable intelligence sharing and gathering groups in the Galaxy. An ancient organisation - founded circa 300 BBY - that uses trade, subterfuge, bribery, espionage and observation to obtain information from every corner of the galaxy. Many of the administrative positions are filled by Bothans, however much of the field work is done by a wide variety of species.

The Spynet consists of an underground network buying and selling information. This core network reaches out to all regions of the Galaxy, but an unsliceable private communications network connects the South Systems to Core worlds. Agents in the employ of the Spynet are used to gather information using whatever means are necessary and feed in information. Private agents are frequently paid the complete operations for Spynet. This is either used by the Spynet, sold on to Governments, or traded for information that the Spynet sees as more valuable.

A dedicated cyber espionage group constantly works to secure the information of those who pay for their services, whilst actively attempted to gather intelligence from external sources themselves.

Any infochants or individuals "in the know" are able to trade information with Spynet. They may not even know that the infochant they traded with was part of Spynet - in fact they may not even have known themselves!

What's new?

The Spynet, whilst within TU space, is now becoming a minor faction of its own. We're looking to become a trading hub for information brokers, agents, slicers and assassins from across the Galaxy!

Much like the Bounty Hunter's Guild finds work for Bounty Hunters, we're looking to help independant characters with an espionage background find work.

Why are we recruiting?

Espionage has been a relatively limited section of the board. We're really short on members and are keen to expand. There are a whole heap of ideas for fun roleplays sitting around (both for opposed and unopposed stories) and it would be great to get a few more members in to carry them out! We're looking for all kinds of characters. Slicers with a leaning towards field work, Force Users specialising in subterfuge and assassination (stealth based, mental manipulation and other such skills are key), operatives who wish to use their skills and charm to further our goals

Why should you join?

This is a great organisation, with a fantastic history. The organisation has had a long history on the board. We'll come up with some great ideas for Operations (stories) and as you carry them out you'll be rewarded with promotions and new equipment. We're looking for:
  • Spies
  • Assassins
  • Information Brokers
  • Slicers
  • Bounty Hunters
Spynet

The Spynet is the long standing intelligence arm that deals with gathering intelligence outside of the TU’s borders. With operatives spread across the galactic disk, this group is renowned for undermining the operations of the TU’s enemies. There are rumours of a Spymaster who directs this agency, but as far as the public is concerned the agency is run by a board that report to the Head of Intelligence.

Spynet Communications Security (SCS)

This arm is devoted to offensive and defensive cyber operations, as well as signal processing. They operate massive data centres, and generate more intelligence information than the other areas of Spynet combined. They also have twice the staff.

Ranks


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- Spymaster: This figure controls the Operations of Spynet, keeping everything running smoothly. Little more than a rumour, this person runs the organisation from the shadows.

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- Principle Agent: These are agents with typically more than five years of experience. They will often be in charge of whole departments, or will run operations for a whole system or sector.

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-Senior Agent: These are very experienced agents who know more tricks than most smugglers. They not only train new recruits, but typically plan and run small and mid-sized operations.

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-Agent: The most basic rank inside the SpyNet, these operatives act as the backbone of the Net. They are the infiltrators and assassins, the Knights and Infochants. If you're new to the Net, this is your rank unless otherwise noted. They typically work alone in deep cover, reporting to a handler, or as part of a larger cell underneath a Senior or Principle Agent.

Consultants

A large number of operatives for Intelligence services are employed on a consultancy basis for delicate missions. Their identity is kept as secret as possible.

A number of Force Users are members of Spynet. Consultants have no official rank and are only provided with small amounts of information on a "need to know" basis.



The Umbra:
The Umbra is the Mobile Base of the SpyNet. It houses an array of computers and a specialized holonet system, a weapons lab, a Starship design factory, and a chemical/bioweapon lab.

Equipment:
Starfighters:
- X-57 Reek: A Starfighter designed to survive escaping a blockaded planet. Traded missiles for better shields.
Weapons:
- Stiletto Weapons Platform: A three-mode weapon system capable for use in sniping, personal defence, or rapid fire stun bolts.
- Splinter Knives
- Splinter Pistol
- Q Micro Turret Micro turret, sticks to walls and fires on targets automatically
- Quickfire 2 Holdout
Other:
- Hypermoler: A variation on the Cyinade tooth, this instead released a stimulant that pushes the body and mind into overdrive, causing the reflexes of a non-force user to match one of apprentice or even low knight level, depending on the baseline. After a few minutes, the painkillers wear off, and migraines follow for days after. Use with caution.
- Rapid Extraction and Deployment System (R.E.D.S.): A specialized Assention gun with built-in zipline. Please do not use for recreation.
- Spectre-1: A memory-comparing drug that makes the target fall unconscious for three to five minutes, followed by amnesia, lightheadedness, and headaches.
- Bothan Personal Cloak Must be awarded by the Spymaster for service to Spynet.
- Disguise Matrix Good for changing facial appearance in a pinch.
-10 x Taozin amulet
- Stealth Armour
- Laser Microphone
- Neural Pacifier
- Darknet
- Repulsor boots
- JACKAL code
- Hypermoler: A variation on the Cyinade tooth, this instead released a stimulant that pushes the body and mind into overdrive, causing the reflexes of a non-force user to match one of apprentice or even low knight level, depending on the baseline. After a few minutes, the painkillers wear off, and migraines follow for days after. Use with caution.
- Spydor Miniature robotic spy/assassination tool


Joining Spynet and promotions

Most consultants and agents will typically join Spynet. The process for joining the Spynet is more streamlined.

To reach the rank of Senior Agent, the writer must be approved for promotion by the Spymaster and the Faction Leader. The writer must then plan and successfully conduct a contested operation in enemy territory. If the writer feels their character displayed the cunning and skill expected of a senior agent in the mission, but it was still failed, then the SpyMaster may still award the promotion.

To reach the rank of Principle Agent, the writer must be approved for promotion by the Spymaster and the Faction Leader. The writer must then plan, manage and successfully conduct a contested operation in enemy territory with at least one player character under their command (NPC of another writer if necessary).
 

Zara

Meet the Merc Droid
Huh. I'm very interested.

If you ever need a Mercenary to go out and kill some people and/or take all of their stuff along the way, feel free to use my services.

[member="Raziel"]
 
[member="Raziel"] I would be interested in joining. I have an idea for a character.

Tel Silba, as he'd be called, would be a Calamari espionage operative, specialized in bombing, slicing, industrial espionage as well as assassination.

He's a former ship designer turned industrial espionage agent who was laid off from the Mon Calamari shipyards during a budget cut. He has an in-depth knowledge of physics and engineering, which means he could likely be able to make deductions about ships quite easily. He's likely the best choice if you want to infiltrate a corporation and find out about what they're researching/what move their planning.

He's also an armorer, which means he can likely build improvised weapons. Furthermore, he's force sensitive, which means he could potentially receive training in the force should that be required.
 
[member="ataboria"] [member="Owen Weaves"]

Spynet has been slow, but we could all do a thread if you'd like. Perhaps some form of sabotage of a Republic facility?
 

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