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![]() Dark_Mistress wrote: One thing I am really hoping is in this book. Well things I should say. I would like to see culture aspects to help bring them to life. Common forms of dress, any forms of address for nobles etc that is common to them(like in Russia you had a Czar instead of a king), common types of foods(since most cultures develop their own types of foods) just anything to help make that ethnic group/s come to life and stand apart. So when PC's go there it feels different and not just cause the people have funny names and or look a little different. THIS. For the love of the Powers That Be, this. ![]()
![]() It never ends with you guys, does it? First it was the Tome of Horrors Limited Edition. Then it was The Tome of Adventure Design. THEN it was Slumbering Tsar. And NOW a Kickstarter campaign for Rappan Athuk. I didn't want to pledge $250. I really didn't. But I had to. I can't get 'The World's Biggest Dungeon' without the bonus level. That's....that's what you were banking on the whole time, wasn't it?! That we gamers are obsessed completionists! Damn you, FGG. Damn you. Now take my money! ::cries quietly in the corner:: ![]()
![]() Dale McCoy Jr wrote: Thank you Everyone for helping us meet our first goal. Now we'll be able to get one adventure into every Free RPG Day box. lets see if we can get 3 books in every box. I'll update the campaign after That Game Con this weekend. Congrats, dude. You're one of my favorite 3rd party publishers. You totally deserve it. ![]()
![]() A couple of days ago I posted in the thread about JBE's Guide to the River Nations asking what the chances were for getting Intelligence Network rules, and since the answer I got was 'we'll see' I decided to try to come up with some rules on my own. Feedback requested! Spy Network, foreign and domestic: In order for a kingdom to even have a network at all, there MUST be a Spy Master in the kingdom's ranks. Should a network be established and then, for whatever reason, the Spymaster is removed, the kingdom loses all benefits of the network as it quickly falls apart without central leadership. All espionage actions take place during the Event Phase, regardless of whether or not an actual Event takes place. Domestic Espionage (Informants): A Spy Master can purchase an informant network within a hex the kingdom owns or a city at the cost of 1 Consumption per network per kingdom turn. Purchasing an informant network gets the Spy Master a number of informants equal to his/her Charisma modifier (minimum of 1) in that hex or city. This benefits any Leader that makes a Diplomacy check in that area to gather information at a bonus of +5 per informant. The number of informant networks a kingdom can have is limited only by how much Consumption the kingdom can support. Foreign Espionage: Foreign Espionage is handled differently than Domestic, as it takes more resources and manpower to fund and organize. It also requires individuals that are much more highly trained. The number of foreign networks a kingdom can have total is determined by the kingdom's size. A kingdom can only have one foreign network operate in a foreign country. Each network costs 2 Consumption points per kingdom turn. Size (Max # of Hexes): # of Foreign Networks:
There are a number of missions that foreign spy networks can perform. To perform these missions, the kingdom rolls a Stability check against its Control DC + any modifiers to the task they are trying to perform.
Missions: Gather Information On Enemy Cities: A spy network can gather information about an enemy nation's cities, such as population numbers, what improvements a city has access to in surrounding hexes, what buildings the city has, who its leaders are, any plans the enemy nation may be forming against the home kingdom, etc. Check - Stability vs. Control DC On a success less than or equal to 5, the network is successful in getting the information to their home kingdom, depending on the enemy's location. Enemy Kingdom borders Home Kingdom - 1 Kingdom Turn
On a success more than 5, the time it takes to get the information to the home kingdom is halved. On a failure less than or equal to five, the network is unsuccessful in gathering information, but they are not caught. On a failure of more than five, the network is caught. Sabotage: A spy network can attempt to sabotage any improvements or buildings in a city or surrounding hexes. Check - Stability vs. Control DC + 1/2 of the BP cost of the building/improvement On a success less than or equal to five, the network manages to damage the target. Although the damage is not enough to remove the bonus of the target to the enemy kingdom, they cause Unrest in the enemy kingdom to increase by 1. On a success more than 5, the network manages to utterly destroy the target. In addition to increasing Unrest by 1, they remove any and all bonuses the target gave the enemy kingdom. On a failure of less than or equal to 5, the network fails to damage the target. On a failure of more than 5, the network is caught. Gather Information on Enemy Armies: A spy network can gather information on an enemy kingdom's armies- who their commanders are, their tactics and their plans. Check - Stability vs. Control DC + 1/2 of the CR of the enemy army On a success of less than or equal to five, the network manages to get basic information of the enemies' armies, granting the home kingdom a +1 to its Defense Value against that kingdom's armies, and a -1 penalty to the enemy army's Offense Modifier against the home kingdom. The time it takes for the network to get the information to the home kingdom is the same as gathering information on Enemy Cities. On a success of more than five, not only is the time it takes to get the information back to the home kingdom halved, the network has managed to gather critical information on the enemy armies, granting the home kingdom a +2 to its Defense Value against the enemy kingdom's armies, and a -2 penalty to the enemy army's Offense Modifier against the home kingdom. On a failure of less or equal to than five, the network fails to get any information on the enemy kingdom's armies. On a failure of more than five, the network is caught. Cause Unrest: A network can cause Unrest in an enemy kingdom by spreading damaging information (true or false) about the kingdom's leaders, contributing to the possibility of a revolt or loss of control for an enemy kingdom. Check - Stability vs. Control DC On a success of less than or equal to five, the network convinces the general populace to speak out against its leaders, increasing Unrest in the enemy kingdom by 2. On a success of more than five, the network convinces the general populace to all but revolt, increasing Unrest by 4. On a failure of less than or equal to five, the network does not sway the general populace. On a failure of more than five, the network slips up and exposes themselves as spies. Poison Water/Food Supply: This is one of the most dangerous missions a spy network can undertake, with a huge risk against a huge benefit against an enemy kingdom. This mission can only affect one city per mission. Check - Stability Vs. Control DC + 1 per completed blocks in the city. On a success of less than or equal to five, the network has successfully poisoned the water/food supply of the city, lowering the stability, loyalty and economy of the kingdom by 2. Unrest is also increased by 2. On a success of more than five, the network strikes at the heart of the city's water/food supply, lowering the stability, loyalty and economy of the enemy kingdom by 4. Unrest also increases by 4. On a failure less than or equal to five, the network fails in its mission but does not get caught. On a failure of more than five, the network is caught red-handed. Counter-Intelligence: A Spy Master can setup a network of counter-intelligence agents in his/her kingdom to attempt to locate spies from other kingdoms. In order to run such an operation, there must be at least one Counter-Intelligence Building in the kingdom. The first such building must be built in the capital. A city cannot have more than one Counter-Intelligence Building. Counter-Intelligence Building: 16 BP, Stability +2, Loyalty -1, Unrest +1. This building houses the headquarters of the city's counter-intelligence operations. It must be connected to the Office of the City Guard. For every counter-intelligence building in the kingdom after the first one in the capital, the kingdom gets a +1 bonus to its counter-intelligence checks. To make a counter-intelligence check, the Spy Master rolls a Loyalty check vs. the kingdom's Control DC. A success less than or equal to five results in the agency locating a number of spies equal to the Spy Master's Charisma modifier. (minimum of 1) A success more than five results in the agency locating a number of spies equal to double the Spy Master's Charisma modifier. A failure of less than or equal to five results in the network failing to locate any agents. A failure of more than five results in the network accusing innocent people of being foreign agents, resulting in Unrest increasing by 2. ![]()
![]() Please don't crucify me for saying, but one of the things that bugs me about Golarion is that Lovecraft seems to getting more and more ingrained into the setting as each book gets published. Now, I am NOT a Lovecraft hater. I love his work. Hell, I'm a purist when it comes to his work-as in, not a fan of August Derleth- and I own a copy of everything he ever wrote. But I always felt that Lovecraft was cosmic horror, and Pathfinder is fantasy, and the two, IMO, simply do not mix well. In cosmic horror, the characters are helpless in an alien universe that is completely apathetic to their meaningless existence. In fantasy the characters charge the Thing That Must Not Be with magic weapons and uber spells, obliterating it in a giant explosion and save the world. I just can't see how you can reconcile the two. I mean, we've got Rovagug, we've got Lamashtu, we've got Asmodeus. We've got the Four Horsemen. Why do we need Nyalarthotep and Yog-Sothoth? If you can guess by now, I'm also not a big fan of Numeria. In my games I run it as a barbaric country. No crashed alien space ship, no ubertech. |