Always good to see things like art popping up. =)
Clipper upgrade isn't added to the main list yet, but it's probably going to look like:
Clipper: Increases movement rate of a ship to 10 provinces/season. Normal rate is 6 provinces/season.
Upgrade Cost: 1d
Upkeep: +0.5d/yr
I have also added a freely editable set of
Merchant Trade Tables for merchant players to adjust. A second link will be added to the Resources page.
I think I may need to throw in NPC businesses fairly soon, certainly in the NPC states and probably also in the player states. It doesn't make much sense that there aren't that many businesses existing, so we'll have to stick those in. I'll roll numbers randomly by province for the NPC states and then do an event for the player states. I also need to add rules allowing states to get Sales Tax from invisible NPC merchants (read: any ducats of Market Allowance left at the end of a season get taxed by the state at their Sales Tax rate).
Meanwhile, it's about time we introduced this,
strongly inspired (read: ruthlessly taken with apologies) from Magna Mundi's espionage missions:
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
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
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.
Alright, out for the night. I suck at taking a break from things. Make use of the trade tables, and for the sake of my own sanity record sales tax whenever it's deducted there because otherwise it will be a pain to keep track of. Technically, sales tax should be deducted when you buy as well as when you sell - the difference is that when you're buying things it's the seller who pays the tax.