Missions
All missions, no matter what the proffession, must show a complete account of their movements. Departure from the home planet, (travel is currently optional), arrival at the destination, execution of the mission, departure, and return to home planet. That means NO mission can take one post.. that is unfair, time must be allowed for the opposite side to react. Remember, these rules apply for anyone on a mission, whether pilot, rouge, spy or whatever..
Spies
Names - Spies may take on an alias when on a mission. This is appiciable both in your role play message -and- in the Name box of the form. But this may only be done during a mission, by people on the mission.
Plants - No.. not the vegitation. If a spy is planning on planting a device of some sort.. it won't be easy. If your are planting a listening device inside a building.. you must first get inside without being caught. (one message) Plant the device without being seen (second message) and get out (third message). Meaning you have to be very quick and casual. Of course you don't have to say it is a device, it can be hidden in anything, but you must give your opponents a chance to get suspicious before you leave.
Pilots
Surveillance - Pilots flying surveillance over a planet must go into orbit to survey the surface, or dip into the atmosphere to fly over the land. Either way, the pilot should post at least one message somewhere on the planet, describing their trip overhead. The same mission rules above take effect here.
Attacks - Only fighter pilots, in fighter spacecraft may attack outright. They may attack colonies.. but take note that the buildings are likely shielded and may have defensive weapons. Attacking the colonies or settlements is going to be riskier for the pilot than air combat and any damage done to colonies will take much planning... you better be sure it's worth it. Fighter to fighter air combat may take place in Deep Space, orbit or in the skies above a colony. All the regular powerplay rules would take effect here, although protective cover is seriously reduced to -maybe- a few asteroids in Deep Space.
Cloaking - Cloaking itself is addressed under Technology: Invisibility in the main page of the User's Guide. Even if a ship is cloaked, you still have to describe their arrival, departure etc, as specified under Missions. You can handle it however you want. Either by describing the arrival of nothingness or by describing your arrival regularly but say you are cloaked. Either way, you can fairly say your opponent can't see you.. but detection is a possibility. Some other spacecraft types can detect cloaked ships with sensors. People themselves usually can't, but may -hear- or otherwise sense an cloaked enemy craft. Also, remember, invisibility has a time span. Most ships would only have short bursts of invisibility, and it would likely slow the pace of the ship down, or use the fuel up.
Assassins
This is a very touchy subject. No one want to have their character killed, but assassination is a big part of war and adds intrigue to this type of RPG. Therefore, to make it fair.. assassins have to show at least some 'suspicious' behavior, even when undercover so that their target has a chance of figuring out. Ideally both players will plan it ahead of time..but it never hurts to keep people alert to their character's welfare. Unfortunately the Lost Colony has always had quite a few less players than some of the other Dreamscape games, in which case we don't want to -lose- players. So I must make a few allowances. The assassin usually flees after the deed is done.. leaving the victim to decide whether they die or not. Die or not die.. that is the extent of the victims choices.. they must at least be in serious condition... no chasing the assassin.. I would consider most victims to be immobilized at the very least. And, depending on the type of attack, the target should have a very good responding post, complete with -why- it did not kill them and -how- they avoided it. Another option, if the assassin does not have a fixed target, is to kill an -invisible- character.. that is, one that nobody plays. This is especially good when the reason for the assassination is to spite the other side.. you can make up your victim's rank, personality.. everything and get away without anyone complaining..
Guards
Anyone may hire a guard.. though usually it is only civilians, or important people such as..say.. presidents. Guards mainly respond to an attack..unlike rouges who are usually the attackers. They are always under the orders of their employer,unless their employer is attacked, in which case they take over the situation. There seems to be a lack of guards, so if you are in need of one, you may contact Badhbh.