The Revised Rules of the GameThis post will be updated as the revised rules continue to be posted. These rules will eventually replace those in the OP of the RP thread.Contrary to the suggestion game implied by the 'You are' title, You are King is a large multiplayer game in which only a very few players are actually Kings. Players take on the role of individual citizens, noble or otherwise, in a developing world managed in fair part by the players themselves.
New characters start out with almost nothing, but by swearing fealty to a King (or striking out on their own as an independent) they can rise to the position of Dukes, Merchant Princes or even Kings themselves. In You Are King, a player character can...
+ Raise an army
+ Seize or be granted land
+ Become a merchant or craftsman
+ Rebel and overthrow the existing King
+ Become a King themselves
+ Pretty much anything else within reason!
The region around the Kingdom of Elbreth (the original player kingdom) is culturally and technologically on the cusp of the Dark Ages. Gunpowder is unknown in this part of the world (or any other), but architecture, engineering and the natural sciences are closer to Western Renaissance levels. Culturally, a Western Medieval theme is considered appropriate.
Although this is a fantasy, high fantasy elements have been reined in to avoid the risk of Tolkeinism. The GM has ruled that there is only one other sapient species, the hatcuri, who live far off the map to the south. The GM has come up with a good reason for why this is the case. With the exception of one bloodline of particularly long-lived humans (sometimes called 'elves'), this is it as far as fantastic races go. No orcs, thankyouplease. You may only apply to join as a human or hatcuri.
Magic exists by common consent of the players, but is rare and forcibly balanced (albeit like a centrifuge) by the GMs. There are some fairly iron-cast rules regarding the use of magic that any would-be mages should read. Magic of any kind is rare and largely feared in this part of the world, and for damned good reason.
There are a number of religions in the world, and the area around Elbreth is split between semi-pantheistic folk religions and a small number of conflicting monotheistic religions. Monotheistic followings of note include Cyclicism and Suulian Orthodoxy, both of which preach the existence of a supreme deity but which differ in their precise teachings. Many characters will refer to 'the gods' rather than 'God' though, giving nod to the prevalence of the old folk faiths in much the same way as Real Life renaissance poets would often credit 'Jove' and other Saturnelian deities even in a Christian world.
Play takes place over years of game time, with the original turn starting in the year 312. At the start of each year earnings and tax income are accrued, upkeep/wages are paid and several abilities such as raising personal guard regiments are reset.
Each year is split into four seasons; Spring, Summer, Autumn and Winter. To prevent the early 'time-travel' issues that arose with doing events out of order, events take place within the season the game is in and when a new season is declared cannot be back-dated. This would seem fairly obvious, but has proved a necessary rule to implement. Some actions (generally travel) take place over more than one season.
Within a season time is somewhat fluid, but order of events should be respected.
The main GM (currently Iituem) makes dice rolls, is the final word on any rules disputes and is completely impartial. He also controls any NPC factions, though not exclusively. Any player who is a King (i.e. ruler of a state that has been declared by the main GM to be a Kingdom) can also act as a GM within his Kingdom, rolling dice and making rules judgements. He cannot usually roll for himself or actions that involve his own forces, since his impartiality would be in question; another King (also not involved) or the GM must roll for him in these situations. Kings can roll for events occurring outside any player Kingdom, so long as they are not directly involved in/have a direct stake in the outcome.
In essence, part of the responsibility of being a King is to take some of the load off the GM. This helps us support a larger playerbase, to boot.
Raid/Looting Clarification: It is not normally possible to loot open land or the tiny, 'invisible' villages that dot the landscape. Towns, markets, ports, temples and other significant structures may be looted or raided.
Raiding: Raiding is conducted as part of a raid by a Raider or Sea Raider unit on a significant structure, or by a normal unit on a defenseless structure. It yields 1d6 ducats, taken from the structure owner's Treasury (if any remains in the Treasury) or else from the tax provided by the structure. A structure may only be raided once per season.
Looting: Looting requires the structure to have been captured by a hostile force. Looting steals the entirety of the following year's tax income from the structure (or any remaining tax income, if it has been previously raided). If whatever structure the owner's Treasury is located in is looted (usually the capital city's fort) then thalf the Treasury will be looted as well - the remainder is assumed to be distributed elsewhere.
Looting Businesses: Businesses in a captured town or market can be looted like any structure - their income for the following year is stolen.
Dismantling Businesses: Businesses can be dismantled by enemy soldiers that capture a town, or by their owner, for half their value (i.e. the ducats invested to bring it to its present Size). Since this is highly wasteful, most owners will attempt to sell their business when they no longer require it, but raiders may be interested in the higher returns than mere looting will allow.
Private Citizen Treasuries: Citizens that own a town, market or business are assumed to have their Treasuries located within said towns/markets/businesses, or else within the capital/largest/best defended structure (capital takes precedence, best defended in second place). Other citizens are presumed to either carry their Treasuries with them or leave them in whatever town they have a house/residence in. Technically speaking, this does mean that if said town is captured or they are captured, they can be robbed of their Treasuries.
Players may opt to leave their Treasuries in other, more secure locations. This may provide a niche for characters looking to start a business based around a well-defended vault.
Capturing Slaves
Slaves can now be captured as part of a raid attempt. A raider may choose to raid slaves or ducats. Slaves are drawn from any surplus manpower in the province - if there is no manpower remaining, slaves cannot be taken. Slavers may opt to take slaves directly as manpower (pressganging them) or as commodities. On a successful raid, 1d6/2 (round up) manpower is stolen.
If they are taken directly as manpower, the province's available manpower count decreases on a success and the slaver's personal available manpower increases accordingly. If they are taken as proper slaves, each point of manpower stolen is converted into one shipment of the Slaves trade good. Unless a province deliberately operates slave pens to breed fresh slaves (i.e. it has the Slaves resource) this is the only way to obtain the Slaves trade good. It may not be obtained from normal trading at ports.
The Slaves trade good may not be converted back to manpower - breaking the spirit of the slaves also breaks their viability as a military force. A province owner may convert manpower deliberately into Slaves, but this will likely cause some uproar and potentially outright rebellion amongst the populace - provided any are left to revolt.
Siege Rules
A walled fortification of any kind can be held as part of a siege. Non-walled sites, even towns or markets, cannot be held unless they have some sort of fortification to besiege - defenders must either flee them or fight until there are none left or the foe is defeated.
A siege happens when an attacking force rather than attacking camps outside the area controlled by the fort and prevents transit in and out of the fort. An attacking force of any size can attempt this. If a fort has unrestricted access to a port (either because the port is not held by enemy troops or because the fort is situated in a port) then both land and sea must be blockaded for a siege to take effect.
Once a siege is underway, the defenders will slowly starve and deplete whatever rations are left in the fort. Unless the fort has recently been besieged, forts start with a number of provisions equal to the fort size (i.e. 1 unit for Walls, 2 for Forts, 3 for Castles etc.). Every regiment within a fort will consume one shipment of provisions per season. If the defenders should end a season without sufficient provisions, they must either surrender or immediately attack the besieging forces (and try to flee).
Whilst besieged, defenders may upgrade regiments present in a fort but may not recruit new regiments there, although regiments can be recruited outside the fort if messengers can get through. Getting a messenger out requires a successful Scouting check (that is, a Scout unit can be used to improve its chances and Scout units can be used to oppose it) that succeeds on a roll of 3 or better. Unless allies exist outside who will pay for recruitment, messengers must also carry the Ducats used for recruitment with them - so capturing a messenger will put those Ducats in the hands of the captors.
Merchant adventurers can try to smuggle provisions into the fort from other provinces - any edible staple will do, and the market will pay full military+staple demand bonuses for it. The defending government may also pay a bonus at their discretion. Smuggling goods past a siege requires a successful smuggling check (as smuggling contraband), following the usual smuggling rules. It is possible for merchants to try to bribe NPC officers in the besieging army to help as they would bribe customs officials. Other than breaking the siege, this is the only way to bring fresh provisions into a besieged fort.
Casting Spells
Casting spells is a three step process involving three conditional rolls (i.e. each roll depends upon the prior rolls). All spells require Power, Control and Resolution. Given the difficulty of magic, whilst I will allow a mage to train in his particular form of magic I will also require him to do so separately for each stage of casting (i.e. training in Power or Control or Resolution). Bear in mind that spellcasting of any kind but particularly of the kind that employs spells of great magnitude are often life-threatening rolls. A failed roll can kill or otherwise seriously damage your character. If you want to use magic successfully, stack the odds as heavily in your favour as you can because they are already against you.
Power: Accessing the power source for the spell. If your spell draws mysterious energy from the aether, this is tapping into the aether. If it is summoning spirits to do your bidding, this is summoning the spirits.
+ A natural 1 results in the power source failing and in an unpleasant consequence deriving from the nature of the power source. The summoned demon might attack you rather than be summoned, the spirits might place a curse on you, you might get an uncontrolled explosion or burst of magical energy. The spell fails.
+ 2 or less results in the power source failing. The demon or spirit refuses to answer the call. You are unable to tap into the energy source. Trying again will usually require you to change the method of the spell in some way. The spell fails.
+ 3-4 results in successfully tapping the power source. The demon is summoned, the spirits are called, the ley line is tapped. The spell continues.
+ 5 or more results in successfully tapping the power source to great effect. A potent but controllable demon is summoned, many or particularly useful spirits answer, a major ley line is tapped. The spell continues, but the effects will be of a (generally beneficial) greater magnitude.
+ A natural 6 results in successfully tapping the power source, but the influx of power being almost too great to control. A dangerously powerful demon is summoned, the caster is overwhelmed by spirits, the sheer power of the ley line is threatening to tear apart the caster's mind. The spell continues and the effects will be of a greater magnitude, but the power source is difficult to control. The caster takes a -1 penalty to his Control and Resolution checks.
Control: Manipulating the tapped power. If your spell tapped a ley line, this is focusing that impersonal energy into a usable form. If you summoned spirits or demons, this might be communicating your desires and offering a pact, or else binding the spirits into direct service to you.
+ A natural 1 results in a loss of control and unpleasant consequence. The raw power from the ley line might build up instead of being released, threatening a terrible explosion, or else might emerge in some horribly undesirable form. The spirits might take offence and not only refuse service but enact some kind of punishment, or the demon might just break loose and go rampaging. The spell's desired effect fails. Proceed to Resolution, but take a -1 to the roll.
+ 2 or less results in a loss of or failure to control. The tapped power proves unsuitable for the spell, or you are unable to get it to respond properly. The spirits simply refuse to accept your bargain. The demon cannot be securely bound, though it does not immediately break loose. The spell's desired effect fails. Proceed to Resolution.
+ 3-4 results in a successful effort of control. You shape the tapped power into the desired spell. The spirits agree to your pact. The demon submits to your will. The spell's desired effect works as intended.
+ 5 or more results in a masterful display of control. Your finished spell is of great potency, or you wield it with finesse. The spirits summoned are especially suited to the task. The demon works eagerly under your command. The spell's desired effects works with particular finesse or power.
+ A natural 6 means that the spell technically works as intended but that the effects spill beyond the strict parameters. The spell is too thorough or covers too great an area. The spirits go 'the extra mile', or get a little too keen and try to anticipate or interpret instructions you didn't give. The demon carries out your instructions with vicious literal-mindedness. Proceed to Resolution.
Resolution: Closing off the tapped power source. If your spell tapped a ley line, this is sealing the breach you made to tap the power. If you called the spirits, this is ensuring they return to their world. If you summoned demons, this is banishing them successfully.
+ A natural 1 not only means you fail to resolve the spell correctly, but some additional mishap occurs as a direct consequence. Not only does the ley line stay open, it surges with power creating strange and dangerous effects. The spirits not only refuse to go, they go out of their way to cause you trouble. The demon sticks around and starts summoning a few more of his buddies into the world.
+ 2 or less results in a failed resolution. The ley line remains open, spilling power into the world. The spirits refuse to leave and will continue to affect the world until they can be stopped. The demon breaks free and causes havoc.
+ 3-4 results in a successful resolution. The ley line is sealed. The spirits peacefully return to their realm. The demon is banished.
+ 5 or more results in a particularly effective resolution. The ley line is sealed in such a way that you can access it again more easily next time. The spirits depart, but leave their mark so they will recognise you should you call them again. The demon is banished, but you retain a link to him to summon him in the future. You will receive a +1 to your Power check next time you employ the same power source.
+ A natural 6 results in a successful but rather too vehement resolution to the spell. The ley line is sealed tight, making it difficult to tap again. The spirits depart, but felt offended and less inclined to help in the future. The demon is sealed so effectively that you will have trouble plucking him from the nether-realms again in the future. You will receive a -1 penalty to your Power check next time you employ the same power source.
Businesses
The most reliable way to make money aside from trade or land ownership is to invest in a business. Businesses require a fair amount of capital to start up but yield regular income every year thereafter. At year's end, every business receives a number of ducats equal to the business' Size. Be aware that many states can and do tax businesses, so you may well receive less than the full amount you were expecting.
Industrial businesses are based around the production of goods and resources, such as lumber mills, farms, workshops and glassworks. Expanding an industrial business costs 3 ducats per unit of Size.
Commercial businesses are based around trade and money, such as retailers, banks, moneylenders, caravaneers, warehouse and shipping operators. Expanding a commercial business costs 3 ducats per unit of Size.
Service businesses are based around the provision of a professional service, such as doctors, barbers, lawyers, scribes, masons and clergymen. Expanding a service business costs 4 ducats per unit of Size.
The total size of all businesses in a province is limited by that province's Business Potential, split into three types; Industrial Potential, Commercial Potential (distinct from Trade Potential) and Service Potential. When the total sizes of businesses in a sector reaches the Potential Limit, businesses can only expand at the cost of other businesses; i.e. by competition.
During competition, a business owner pays to expand his business by 1 Size as usual. Every business owner in the province rolls a d6. If any business owner rolls less than the expanding businessman, the business with the lowest roll (if tied, the business with the highest Size of those tied) loses 1 Size and the expanding business gains 1 Size.
Monopolies may be granted by province authorities to certain businesses. A monopoly grants an impressive +3 to competition rolls but greatly reduces the efficiency of trade and production. Trade Monopolies reduce the Trade Potential of the region by 2, Service Monopolies reduce the Urban Potential by 2 and Goods Monopolies reduce both Urban and Trade Potential in the region by 2.
Business Abilities
The three different Business types (Industrial, Commercial and Service) have ancillary benefits on top of their guaranteed annual income.
All Industrial businesses are capable of producing trade goods, provided they can afford to meet production costs. A business may produce any trade good that the province has listed as a resource for four increments less than the base price (to a minimum of 1 increment). Businesses may produce as many goods in a season as they have Size (i.e. ducats/year).
Unless goods produced by industrial businesses are stored in a warehouse or shipped elsewhere for sale, they will be sold to the general market at the end of the season (depending on the die roll this may result in a profit, breaking even or in the case of extraordinary circumstances a loss).
Commercial businesses that reach Size 4 can extend credit for up to 1 year. The maximum amount of credit they can extend is equal to the value of their business (i.e. 3 times the Size). Credit allows characters to spend more money than they physically have available. Any credit still outstanding after 1 year must automatically be paid back by the business - liquidating part of the business if necessary to meet the demands of their creditors.
Commercial businesses of Size 8 or above can offer loans of up to 5 years under whatever conditions they deem appropriate. The maximum loan they can extend is four times the value of their business. If loans are not repaid after 5 years (possibly if the debtor goes bankrupt or defaults, or if they agree to an extension) then the business must repay at least one quarter of the loan every year thereafter until the loan is repaid in total. For this reason, such businesses are strongly recommended to demand collateral on loans.
Service businesses of Size 3 or above can sponsor the training of specialists of any kind. Such sponsorship costs 1 Ducat and the business may sponsor a total number of specialists per year as it has Size. The specialists are trained after 1 season.
There are several different types of Specialist available in the game. With the exception of Sailors, all Specialists may be hired by kingdoms at a rate of 2 ducats (arriving in 1 season) or 3 ducats (arriving immediately), to a maximum limit described below. Again with the exception of Sailors, 3 specialists of the same type may be expended to produce an Academy - this Academy will then produce 1 Specialist/year thereafter. Multiple Academies may be constructed, or existing Academies expanded at the same 3:1 ratio. Academies must be constructed in a town and may be destroyed or captured when the town is.
All specialists may be stored until used without penalty. A nation may only hire as many specialists of each type per year as it has provinces under its control (i.e. a nation with 3 provinces could hire up to 3 engineers, 3 spies and 3 missionaries in the same year).
Sailors may not be hired directly but will appear annually at a rate of 1 per port in the kingdom. Sailors are required to construct ships of any kind. When a ship is voluntarily disbanded, the Sailors are returned to the recruiting pool. Sailors can also be captured by sea raider units during the destruction of a ship; these may be employed as normal or sold as slaves for 1 ducat.
Engineers are required to construct siege engines. When siege engines are voluntarily disbanded, Engineers are returned to the recruiting pool.
Gunpowder: Engineers may be assigned to produce gunpowder, during which they cannot be used for the rest of the year - each assigned engineer will produce 1 barrel of gunpowder at year's end.
Traps: Engineers may be expended to provide a single +1 Trap bonus to one fight (attacking or defending) at the cost of 1 Ducat. When the fight is over the engineer is released, though if no friendly units escaped the battle they will defect to the victorious side.
Spies are used in Espionage (see below). They have a chance of surviving missions to be re-used.
Missionaries are used to convert provinces to a given religion. This takes the form of an RtD roll at base -2 difficulty, during which the Missionary is expended. Additional ducats may be used to increase the Missionary's chance of success (on a 1d:+1 basis). Missionaries may also be used to counter a conversion attempt, increasing the difficulty of the conversion attempt by -3 (-1 for each additional ducat spent). Counter-missionaries are expended during the attempt as well. If successful, missionaries convert the province to the faith of their sponsor.
Missionaries are always expended on use, as the missionary is either defeated/killed/resigns or stays behind to guide his new flock.
Espionage
Espionage may be conducted directly using players (in which case it is treated more or less like any adventure) or from afar by use of the Spy specialist. Note that Spy specialists may be used to counteract player spy actions as well, though the GM should adapt the rules accordingly. All spy rolls are conducted blind; i.e. the roll and modifiers are not shown to the player, only the result.
When conducting NPC spy missions, a separate roll must be made for the success of the mission and the detection of the mission/capture of the spy. Both rolls will be given a Target, a number to roll at or above for success. Results are typically as follows:
Success Roll
3 less than Target: Mission fails, spy automatically captured.
Less than Target: Mission fails.
Target or greater: Mission succeeds.
3 more than Target: Mission succeeds, spy escapes.
If the spy's capture or escape is guaranteed, pay attention only to the evidence results for the detection roll.
Detection Roll
Target -2: Spy captured, either talks or sufficient evidence to identify the perpetrator.
Target -1: Spy captured but does not talk, mission detected but not the perpetrator.
Target: Spy escapes, mission detected but not the perpetrator.
Target +1: Spy escapes, mission undetected.
On the successful escape of a spy, he goes into hiding and becomes available again at the start of the new year. So-called 'cold' spies should be kept track of as well as active spies.
Spies may conduct various missions, split into general and specialist types. Some missions require a successful infiltration of a particular part of the enemy administration to be successful. Infiltration missions cannot be conducted redundantly (i.e. having 2 men in a nation's Treasury provides no extra benefit) but other missions can be attempted multiple times. When players conduct missions of this type they should generally have costs in line with those of the NPC mission, but variation either way should be allowed to account for fortune and good preparation. Any mission will expend 1 Spy in its use in addition to any other costs.
NPC espionage missions are the only action players are permitted to submit to a GM or King by PM.
General Missions
Establish Smuggling Ring
Undermine the enemy nation's ability to tax merchant traders. NPC sales tax halved and +2 to player merchant smuggling efforts. If successful, this mission cannot be conducted again in the same province until the smuggling ring is broken. Unless removed by a successful purge, the ring will last for 1 year.
Cost: 1d Success: 3 Detection: 4
Purge Administration
If you suspect one of the branches of your administration has been infiltrated by a spy, inquisitors may be sent to identify and purge the culprits. If successful, the infiltration will be cleared. If unsuccessful, you will still believe the infiltration to have been cleared.
Cost: 1d Success: 3 Detection: N/A
Deduct 1 spy if conducted by a player. Spy used up on attempt.
Fund Bandits
Sponsor highwaymen in an enemy province, interrupting trade. Bandits provide a share of the loot. Every additional 2d spent will raise another bandit regiment.
Cost: 2d Success: 3 Detection: 3
Fund Privateers
Sponsor pirates near an enemy coast, interrupting trade. Privateers send back a cut of the take. Every additional 4d will raise another privateer ship.
Cost: 4d Success: 3 Detection: 3
Counter-Spy
Station a spy in a province to guard against enemy infiltration. Provides a -2 malus to success & detection for one enemy operation, but the spy is destroyed therafter. Spies stationed in the capital will protect against infiltrations. Alternately, a spy may be employed to provide a -1 malus to success & detection for one enemy operation anywhere in the nation (the spy is still destroyed thereafter). This nation-wide malus overlaps with the province-specific malus of the same type; they do not stack.
Cost: 0d Success: N/A Detection: N/A
NPC spies only. Spy may not be removed once placed.
Assassinate Private Citizen
Perform an assassination attempt on anyone who is not a part of the government or nobility of the nation the attempt takes place in. Will cause 2 NPC assassins to attack the figure at the next available opportunity with a +1 Weapon and +1 Armour advantage, and they will attempt to get a surprise attack as well. An additional 3d will supply them with a one-off poison advantage to deal 1 extra hp of damage on their first hit.
The detection roll for this attempt determines whether or not the assassins leave any evidence as to their employers.
Cost: 2d Success: N/A Detection: 4 (Special)
Deduct 1 spy if used to assist player. Spy used up on attempt.
Counter-Espionage
Infiltrate Spy Ring
Infiltrate an enemy spy network. Provides a -1 malus to all enemy spy efforts (success & detection) and allows any other counter-espionage missions to take place.
Cost: 1d Success: 3 Detect: 4
Deduct 1 spy if conducted by a player. Spy used up on attempt.
Create Security Breach
Provides an ideal opportunity to conduct a mission. On a success, provides a +2 bonus to the success and detection roll of the next espionage mission attempted.
Cost: 2d Success: 3 Detect: 3
Support Rebels
Provide arms and funding to rebels in a province, who will rise up and attempt to take over the province. They will have their own demands but be friendly to their sponsor and willing to co-ordinate attacks. Additional funding may be supplied; every 2d added will be used to raise an additional infantry regiment on a success.
Cost: 2d Success: 3 Detect: 3
Assassinate Enemy Spies
With the espionage network infiltrated, the identity of enemy spies are known. An assassin attempts to track down and eliminate enemy spymasters. Cold and active spies may both be targeted, though active spies will be targeted first. On a success, eliminates 2 enemy spies.
Cost: 3d Success: 3 Detect: 4
Interfere with Academies
Disrupt training programs for specialists. Reduces the number of specialists of a certain type produced in the following year (excluding sailors). On a success, reduces specialist graduation by 2 the following year.
Cost: 2d Success: 3 Detect: 4
Commercial Espionage
Infiltrate Treasury
Successfully put a man in the Chancellor of the Exchequer's office. 1 ducat/province will be stolen out of the annual tax collection, half of which will be diverted to the sponsor country. This effect can be suppressed. Required for further commercial espionage missions.
Cost: 1d Success: 3 Detect: 4
Deduct 1 spy if conducted by a player. Spy used up on attempt.
Embezzlement
Attempt to steal a large amount of ducats from the target country. 1/5th of the treasury or 10 ducats (whichever sum is larger) will be stolen on a success; half will be diverted to the sponsor country.
Cost: 3d Success: 3 Detect: 4
Crash Commodity Market
Destroy demand for or interfere with production of a specific commodity. Either raises or lowers the commodity price in a target province by 3 increments (sponsor's discretion). Effect lasts for 1 year. Cannot be conducted twice successfully on the same commodity in the same province in the same year (i.e. completing the mission twice will not result in a cumulative +/- 6 increments).
Cost: 5d Success: 3 Detect: 3
Limit Trade
Reduce the willingness or ability of the public to spend. Reduces the Market Allowance of a province by 10 ducats.
Cost: 3d Success: 3 Detect: 3
Inspire Commercial Animosity
Create public sentiment against merchants of a particular guild or nation (or even against a specific merchant). Merchants trading at this port suffer a +1/-1 penalty to trade checks when buying/selling goods. The animosity lasts for 1 year.
Cost: 3d Success: 3 Detect: 4
Naval Espionage
Infiltrate Admiralty
Successfully infiltrate the chain of naval command. The upkeep cost of every ship under the nation's command increases by 0.5d/year. This effect can be suppressed. Required for further naval espionage missions.
Cost: 1d Success: 3 Detect: 4
Deduct 1 spy if conducted by a player. Spy used up on attempt.
Interfere with Shipbuilding
Limit the ability of the target nation to build new ships. Destroys Sailor specialists or reduces Sailor recruitment in the following year (sponsor's choice). On a success, destroys 2 sailors or reduces sailor recruitment by 3 the next year.
Cost: 3d Success: 3 Detect: 4
Cripple Naval Morale
Spread harmful rumours about the competency of the admiralty. Provides a -2 morale penalty to the next naval engagement the victim takes part in.
Cost: 2d Success: 3 Detect: 4
Uncover Naval Disposition
Steal documents revealing the full disposition of the enemy's navy. Reveals the location and composition of all the target's ships at this time.
Cost: 4d Success: 4 Detect: 4
Scuttle Ship
By means of careful sabotage, rig a ship to sink. Can only be conducted whilst the ship is in port. On a success, the ship will be destroyed.
Cost: 2d Success: 4 Detect: 5
Suborn Captain
Bribe a captain to switch sides. Can only be conducted whilst the ship is in port. On a success, the ship's allegiance will change to that of the sponsor.
Cost: 3d Success: 5 Detect: 6
Control Admiralty
Blackmail, bribe, turn or simply replace the Admiral or key members of his staff. All naval engagements thereafter suffer a -1 penalty from sabotage. This counts as an infiltration and must be deliberately purged.
Cost: 3d Success: 5 Detect: 6
Deduct 1 spy if conducted by a player. Spy used up on attempt.
Military Espionage
Infiltrate General Staff
Successfully infiltrate the chain of military command. The upkeep cost of every regiment under the nation's command increases by 0.5d/year. This effect can be suppressed. Required for further naval espionage missions.
Cost: 1d Success: 3 Detect: 4
Deduct 1 spy if conducted by a player. Spy used up on attempt.
Assassinate Engineers
Target key military engineers and remove them from the field. On a success, destroys 2 engineers.
Cost: 3d Success: 3 Detect: 4
Cripple Military Morale
Foment discord and insubordination in the ranks. Provides a -2 morale penalty to the next military engagement the victim takes part in.
Cost: 2d Success: 3 Detect: 4
Uncover Military Disposition
Steal documents revealing the full disposition of the enemy's military. Reveals the location and composition of all the target's regiments at this time.
Cost: 4d Success: 4 Detect: 4
Poison Regiment
Poison the food or water supplies of an entire regiment. On a success, the regiment will be destroyed.
Cost: 2d Success: 4 Detect: 5
Suborn Commander
Bribe the commander of a regiment to switch sides. On a success, the regiment's allegiance will switch to the sponsor.
Cost: 3d Success: 5 Detect: 6
Suborn General Staff
Replace, suborn or blackmail key members of the General Staff. All military engagements thereafter suffer a -1 penalty from sabotage. This counts as an infiltration and must be deliberately purged.
Cost: 3d Success: 5 Detect: 6
Deduct 1 spy if conducted by a player. Spy used up on attempt.
State-Level Espionage
Infiltrate Government
Infiltrate the general bureaucracy. Reduces the available manpower of the country by one quarter (rounded down). This effect can be suppressed. Required for any further government espionage.
Cost: 1d Success: 3 Detect: 4
Deduct 1 spy if conducted by a player. Spy used up on attempt.
Counterfeit Currency
Introduce large quantities of false coins into circulation to devalue the country's currency. Incurs a debt of 5 ducats to the target country at year's end, deducted before upkeep is paid. Can put the target country's treasury into negative figures.
Cost: 2d Success: 3 Detect: 5
Assassinate Clergy
Eliminate members of the clergy, limiting the amount of figures available to spread the faith. On a success, destroys 2 Missionary specialists.
Cost: 3d Success: 3 Detect: 4
Assassinate Noble/Bureaucrat
Perform an assassination attempt on a noble or government figure of the nation the attempt takes place in. Will cause 2 NPC assassins to attack the figure at the next available opportunity with a +1 Weapon and +1 Armour advantage, and they will attempt to get a surprise attack as well. An additional 3d will supply them with a one-off poison advantage to deal 1 extra hp of damage on their first hit.
The detection roll for this attempt determines whether or not the assassins leave any evidence as to their employers.
Cost: 4d Success: N/A Detection: 4 (Special)
Deduct 1 spy if used to assist player. Spy used up on attempt.
Assassinate Ruler
Perform an assassination attempt on the ruler of the nation the attempt takes place in. Will cause 2 NPC assassins to attack the figure at the next available opportunity with a +1 Weapon and +1 Armour advantage, and they will attempt to get a surprise attack as well. An additional 3d will supply them with a one-off poison advantage to deal 1 extra hp of damage on their first hit.
The detection roll for this attempt determines whether or not the assassins leave any evidence as to their employers.
Cost: 8d Success: N/A Detection: 5 (Special)
Deduct 1 spy if used to assist player. Spy used up on attempt.