- Location
- Mid-Atlantic
You've been doing it too.
I see a contradiction here. Here, you are assuming we have "a good spymaster" actively engaging with and investigating the outside intruders... but...Second, their minions will talk. When gangs brush up against gangs, someone inevitably says something that can clue a good spymaster in on who those gangs belong to. Trying to threaten a rival with a higher-up, the way they talk, even the way they dress. All of that can clue you in on who they may be working for.
...here you're not. We can still bring outside infiltrators under observation, we just won't have the observers themselves be criminals. Criminals don't have a special ability to be invisible to everyone except other criminals, a category that everyone who now works for us does not occupy. "A good spymaster," someone like Mirage, is still going to be able to detect outside infiltrators (accompanied by a spiking crime rate) whether or not they're socially rubbing elbows with organized gangster rings already under our control.But if we crush crime? We have none of those potential insights.
The double-action actions are all DC 100 or higher without situational boosts and groundwork. There is a reason we didn't take them in the first 5-6 turns of the quest; some of them have only been available for a short time, and others are monstrously unlikely to succeed unless we configure the whole turn around making them succeed AND have the right heroes. Getting our relevant ducks in a row has taken time, but we're neerly there.Given the general history of this quest; I honestly doubt that.
We already have the tools to set up a good spy network if we're willing to put in the time and effort with the right heropower. It's just that these actions are massively difficult, something like DC 100-120, and so you have to plan ahead and only take on one or two of them at a time unless you don't mind failing a lot.Maybe it'll be easier to set up the network if you have some sort of roots in place?
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