PFKingdom / EspionageEdicts


Espionage Edicts (back)


Espionage Edicts
Type of EspionageCostDifficulty
Gather Public Information1d4 BPDC -5
Learn Minor Secrets1d6 BPDC +0
Learn Major Secrets2d6 BPDC +10
Learn Vital Secrets3d6 BPDC +20
Foment Unrest1d6 BPDC +5
Crime Spree2d6 BPDC +10
Sabotage Building or Improvement1d6* BPDC +5*
Spread Rumor and Scandal1d6 BPDC +5
* This value is for sabotaging an improvement. A building in a village is 2x this, in a town is 3x, and in a city is 4x

Espionage Edicts are used by one kingdom to uncover confidential information about other kingdoms and their leaders, or factions and power groups within them (including religious groups, noble houses, merchant consortiums, or other organizations), and sometimes to use that information aggressively to foment unrest and spread sedition within that nation.

Benefits: Examples of the listed types of espionage follow and should be used as a guideline for the difficulty (and cost) of other similar acts of espionage PCs may attempt. The success of an Espionage Edict is determined by Economy, Loyalty, and Stability checks. If all three checks are successful, the mission is a great success and the PCs’ kingdom gains two pieces of information from the category below, or their espionage has double the listed effect. If two checks succeed, the mission meets its objectives, acquiring the desired piece of information or having the desired effect. If only one check succeeds, the mission fails. If all three checks fail, the mission fails and your spies are caught.

Risks: If your spies are caught, the negative effects depend on the extent of the attempted espionage. For each 5 points above the base DC of a discovered act, your kingdom’s Corruption, Infamy, and Unrest increase by 1, and your Loyalty decreases by 1. In addition, after any discovered act of major espionage the target kingdom has its attitude towards you shifted by one step in a negative direction for 1 year. Likewise, citizens of the target kingdom have their attitude shifted towards any PC or NPC affiliated with the government of your kingdom adjusted negatively by one step.

If the target kingdom is one with whom you have an Embassy, Treaty, or Alliance, the above modifiers are doubled and you lose 1d4 points of Fame and must make one Loyalty check each for your Embassy, Treaty, and Alliance. Each failed check causes your kingdom to lose 1 additional point of Fame and cancels your highest Diplomatic Edict with that country. Hence, if you are caught spying upon a country with whom you have an Alliance, one failed check reduces your relationship to a Treaty, two failed checks to an Embassy, and three failed checks causes that kingdom to sever all diplomatic relations with your kingdom).

Gather Public Information: Obtain a list of all buildings in one settlement; the location and size of all settlements in the target kingdom; the target kingdom’s size, borders, and major landforms and bodies of water (any terrain that occupies three or more contiguous hexes); the names of the target kingdom’s leaders.

Discover Minor Secrets: Obtain a list of Embassies, Treaties, and Allies of a kingdom; a list of Trade Routes (type and destination) in that kingdom; the Settlement Alignment, Government, Qualities, Statistics, and Disadvantages of a settlement; the location of terrain improvements, Landmarks, and Special Resources in the target kingdom; the level of Unrest in the target kingdom; or uncover minor trade secrets that grant your kingdom a +1d2 bonus to Economy for 1d4 months (doubled if you have a Treaty or Trade Route with the target kingdom).

Discover Major Secrets: Obtain a list of armies located in a city; discover the attitude of the kingdom toward other countries; discover the character classes of the target kingdom’s leaders; discover the target kingdom’s current Economy, Loyalty, and Stability modifiers, as well as its kingdom-wide Corruption, Crime, Law, Lore, Productivity, and Society modifiers; obtain significant trade secrets providing your kingdom with a +1d4 bonus to Economy for 2d4 months (doubled if you have a Treaty or Trade Route with the target kingdom).

Discover Vital Secrets: Discover the class levels and alignment of kingdom leaders; discover the most valuable or powerful magic item of 1d4 kingdom leaders; discover the location of all of the target kingdom’s armies; discover secret ways into or out a fortified settlement (or a Fort or Watchtower terrain improvement), allowing your armies to ignore half of the total Defense value of that fortification; obtain major trade secrets granting your kingdom a +2d4 bonus to Economy for 2d6 months (doubled if you have a Treaty or Trade Route with the target kingdom).

Foment Unrest: Your spies add 1d3 Unrest in the target kingdom.

Organize Crime Spree: Your agents reduce Economy by 1 and increase Crime by 1 in the target kingdom, which also loses 1d6 BP from its Treasury.

Sabotage Building or Improvement: Your saboteurs damage one building or terrain improvement, rendering it nonfunctional until repaired at half the building cost. If you achieve complete success with three successful checks for this Espionage Edict, you may choose to damage two improvements or buildings or completely destroy one. This has no effect on buildings that provide a Defense bonus.

Spread Rumor and Scandal: Your agents start a whispering campaign that breeds mistrust and gossip, reducing Loyalty and Society by 1 and also decreasing the target kingdom’s Fame or increasing its Infamy by 1.

Page last modified on November 23, 2021, at 05:53 AM