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Conspiracy Feats

All feats have the General and Conspiracy tags.  

Hellish Bureaucracy (1st)

Prerequisites: Trained in Communion

Everyone has their ordained place and role, and you are able to easily fill in the gaps where needed. When you select this feat, choose one mastermind role; that role is now supported by your more trustworthy flunkies, or even filled in by imps or other minor fiends or some other preternatural means, so its vacancy penalty is no longer applicable. If you wish to change the leadership role to which Hellish Bureaucracy applies, you can do so using the New Management activity at the start of a Conspiracy turn.

 

Monstrous Affinity (1st)

Prerequisites: Trained in Wildlore

Your conspiracy is at home with the Dark Calling, with monsters and humans working alongside each other with ease. You gain a +1 status bonus to checks to recruit or create monsters. In addition, you ignore the surcharge for recruiting monsters when you Recruit Henchman.

 

Devilry in Concert (1st)

Evil is not well known for cooperation, but your conspiracy's masterminds work together as a well-oiled machine. When a mastermind uses the Back Play plot to aid another mastermind's conspiracy check, the circumstance bonus granted by a success is increased to +3.

At 11th level, this becomes even more pronounced. Treat a critical failure on the aided check as a failure, and if the conspiracy has at least the expert rank in the skill used, treat any failure on the check as a success. This cannot improve a critical failure into a success.

 

Velvet Glove (1st)

Prerequisites: Trained in Intrigue

Soft promises and tempting promises are one of your preferred means of exerting control over the conspiracy. Once per Conspiracy turn when you gain Dissent, you can attempt to redirect or soften the dissent by attempting a basic Intrigue check. On a success, the Dissent increase is canceled, but on a critical failure, the Dissent increase is doubled. In addition, you gain a +1 status bonus to resolve opportunities or conspiracy events that require finesse or negotiation.

 

Mailed Fist (1st)

Prerequisites: Trained in Warcraft

The conspiracy brooks no insubordination and stamps out traitors, making harsh examples of all. Once per Conspiracy turn when you gain Dissent, you can attempt to crush the dissent by attempting a basic Warcraft check. On a success, the Dissent increase is canceled, but on a critical failure, the Dissent increase is doubled. In addition, you gain a +1 status bonus to resolve opportunities or conspiracy events that involve danger or internal bickering.

 

Fortified Evil (1st)

Prerequisites: trained in Security

Sorcerous towers, black walls, menacing spikes, this is the brand of evil your conspiracy is known for. You gain a +2 circumstance bonus to checks attempted as part of the Fortify Stronghold plot, as well as downtime activities to build or repair Dungeon improvements. In addition, you gain a +1 status bonus to all conspiracy checks attempted during dangerous events that directly impact your defenses, including during Warfare and Dungeon sieges.

 

Insider Trading (1st)

Prerequisites: trained in Business

Many of your servitors are well-connected to commercial and mercantile interests, and there's a lot of exchange of information across various industries and classes that gives you a certain edge. You gain a +1 status bonus to the Claim Stake, Quid Pro Quo, and the Legitimate Front activities. In addition, gain 1 bonus Agenda Die at the start of each Conspiracy turn.

 

Assured Rule (1st)

There's a certain level of consistency with how your conspiracy performs, whether more born of mechanical obedience or cool confidence. Choose one Conspiracy skill in which your conspiracy is trained. Once per Conspiracy turn, you can forego rolling and instead take a result equal to 10 plus your proficiency bonus; do not apply any other bonuses, penalties or modifiers to this result. You can select this feat multiple times, selecting a different skill each time.

 

Sorcerous Supremacy (1st)

Prerequisites: trained in Thaumaturgy

Magic suffuses the conspiracy at every level. Even lowly minions often attempt to practice it, and one's rank often relates to your prowess. You gain a +1 status bonus to Thaumaturgy checks, and you can use Thaumaturgy in place of Industry for certain checks where appropriate. In addition, you ignore the surcharge for recruiting spellcasters when you Recruit Henchman.

 

Like Roaches (1st)

Prerequisites: Depth 14

Your conspiracy seems to rebound immediately from setbacks, and seems almost impossible to stamp out. Increase two of your Ruin thresholds by 1 and one of them by 2.

 

Xanatos Gambit (1st)

Prerequisites: Guile 14

Your organization seems to always frame setbacks as "part of the plan", and far more easily adapts to such unforseen circumstances. Once per Conspiracy turn when you roll a critical failure during the Agenda Phase, attempt a DC 11 flat check. If this succeeds, describe how this failure was anticipated and part of a larger, devious plot. It is upgraded to a failure, and you gain a +2 circumstantial bonus to your next plot.

 

Conspiracy Training (1st)

Your conspiracy receives the trained proficiency rank in a Conspiracy skill of your choice. You can select this feat multiple times, choosing a new skill each time.

 

Chaos is a Ladder (3rd)

Prerequisites: Grasp 14

Your conspiracy, unlike other infernal forces, is naturally at home in more anarchic conditions, and knows how to push forward in times of extremity. If your conspiracy's Dissent is 6 or higher and you hatch a plot that decreases Dissent, decrease the Dissent by an additional 1. You do not fall into anarchy unless your conspiracy reaches 24 Dissent.

 

The Elite and Elect (3rd)

Prequisites: Trained in Prestige

Your membership does not view themselves as merely flunkies to evil, but the chosen few that will soon rule the world. You may substitute your Reach for your Grasp when making saving throws against attempts to shake their loyalty to you or incur dissent, as the more power they gain, the more confidence they have in the world. Your conspiracy also gains a +2 circumstantial bonus to all Prestige checks whenever your conspiracy has at least 1 Dissent.

 

Cut the Fat (3rd)

Prerequisites: Reach 14

Your conspiracy does not hesitate to dispose of "extraneous" resources when necessary, and can "liquidate" resources in a hurry when needed. The first time during a Conspiracy turn in which you are forced to spend AP as a result of a failed skill check or a dangerous event, and that expense reduces you to 0 AP, you may instead reduce your AP to 1 and terat the expense as if it were paid in full. At the start of your next Conspiracy turn, roll 4 fewer Agenda Dice than normal.

 

Diabolical Devices (3rd)

Prerequisites: trained in Tinkering

Your organization is known for all sorts of ingenious and innovative technologies devoted to pain and evil. You gain a +2 status bonus to checks to design and set traps for your Dungeon. In addition, PCs can always access stores of unusual and magical items so long as they have access to their conspiracy's network.

 

Cult of Personality (7th)

The masterminds more than rule the conspiracy, they embody it. The devotion shown to them is getting a little creepy, to be honest. You gain a +2 circumstance bonus to checks attempted as part of the New Management and Demand Fealty activities. If you fail or critically fail such a check, you can spend 2 AP to reroll the check (but without the +2 circumstance bonus attempting this adds the Fortune trait. You must take the result of the second roll, even if it is worse than the original roll.

 

Wealth and Taste (7th)

Prerequisites: Expert in Prestige or Business

The finer things in life come easily to your conspiracy. Any time you gain Amenities in a Conspiracy turn, increase the total gained by 1. Expand the stockpile limit of all your strongholds for Amenities by 3.

 

We Are Legion (7th)

Prerequisites: Expert in Logistics or Warcraft

The amount of manpower you can bring to bear seems limitless. Any time you gain Bodies in a Conspiracy turn, increase the total gained by 1. Expand the stockpile limit of all your strongholds for Bodies by 3.

 

Unlimited Power (7th)

Prerequisites: Expert in Wildlore or Esoterica

Through a mixture of devilish ritual and geomantic prowess, magical power surges through the organization. Any time you gain Mana in a Conspiracy turn, increase the total gained by 1. Expand the stockpile limit of all your strongholds for Mana by 3.

 

Masters of Whispers (7th)

Prerequisites: Expert in Espionage or Underworld

Your conspiracy is at the center of a major information brokering network. Any time you gain Secrets in a Conspiracy turn, increase the total gained by 1. Expand the stockpile limit of all your strongholds for Secrets by 3.

 

Collectors of Hearts (7th)

Prerequisites: Expert in Prestige or Esoterica

Like loan sharks, your conspiracy holds in thrall many souls through a mixture of contracts and social influence. Any time you gain Souls in a Conspiracy turn, increase the total gained by 1. Expand the stockpile limit of all your strongholds for Souls by 3.

 

Greed is Good (7th)

Prerequisites: Expert in Business or Underworld

The vaults of the conspiracy overflow with coin and gems. Any time you gain Lucre in a Conspiracy turn, increase the total gained by 1. Expand the stockpile limit of all your strongholds for Lucre by 3.

 

Juggernaut (11th)

It seems that no matter what, your plots and machinations overwhelm and overrun, gaining momentum with each victory. Whenever you achieve a critical success on any Conspiracy skill check during the Agenda phase of a Conspiracy turn, gain 1 bonus Agenda Die at the start of your next Conspiracy turn.


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