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Conspiracy Plots

A conspiracy's plots are, in essence, their ways of interacting with and changing the world around them. You hatch these plots during a Conspiracy turn, meaning they happen during downtime in between normal play of encounters and exploration, and thus are somewhat more in the background, yet represent the insidious influence of your evil organization seizing the world by its spine.

Even more than skill actions are, conspiratorial plots are relatively freeform. They can use different abilities and even different skills. What is provided here is a framework and launching point to add some mechanical basis for washing the world in villainy, but do not feel restricted to staying entirely within these rails.

For ease of reference, these plots are organized by what phase you can hatch them in, and then sorted in alphabetical order.

 

Cabal Perks

These are not plots per se, so much as downtime activities that the cabal can undertake as the overlords of the conspiracy. Each requires three days dedicated by the mastermind taking advantage of them. While they do not use Agenda Points (AP) to perform as most other plots do, they do expend Assets. Indeed, each is themed around the expenditure of a particular kind of Asset. As with all plots, these are just examples, and should not limit you entirely on the ways you use your conspiracy's Assets during play. Note that the results for some of these can be hidden from the players, especially in the case of something like Quick Briefing or Call in Debt.

Taking advantage of a Cabal Perk requires the expenditure of a Villain Point, thus one of the masterminds must be the one to spend the point and commit to it. They are the one who performs the roll. Further, every time the cabal takes advantage of a Perk after the first time in between each Conspiracy turn, the conspiracy incurs 1 Dissent.

 

Call in Debt (Souls)

Your conspiracy has "friends" in all sorts of places who are beholden to them, and can be asked to do a single favor in return. Name such a favor (such as leaving a door unlocked, giving you shelter, or finding a certain item), and roll with Reach and an appropriate skill for your ends, spending 1 or more Souls depending on the gravity of the favor.

  • Critical success: This debtor is a convert to Evil. Reduce the Souls cost by 1, to a minimum of 0.
  • Success: The debtor performs the favor as requested and vows to forget it ever happened.
  • Failure: The debtor performs the favor, but there is a complication; someone is alerted, they turn on you after performing the task, or their attempt goes awry.
  • Critical failure: The debtor leads you into a trap.
 

Empower Ritual (Mana)

Tapping into geomantic power can vastly enhance the power of rituals at your disposal, and obviate sometimes the need for valuable components. Before performing a ritual, roll with Power and the appropriate skill for the type of magic you are performing (Communion, Esoterica, Thaumaturgy or Wildlore) and spend 1 or more Mana.

  • Critical success: Not only do you reduce the material costs for the ritual, but you heighten its effects. If the ritual doesn't have a listed heightened effect, the DM will decide what additional effect takes place.
  • Success: For every 1 Mana spent, reduce the ritual's costs by 250 gp.
  • Failure: For every 1 Mana spent, reduce the ritual's costs by 50 gp.
  • Critical failure: You do not reduce the ritual's costs, and instead poison the wellspring. You take a -4 circumstantial penalty to performing the ritual.
 

Invite Only (Amenities)

You can arrange for a particular event and invite an august personage for a meeting, using your connections and the temptation of luxury. Roll with Reach and Prestige and spend 1 Amenities (more if the target is especially prestigious, per DM's discretion).

  • Critical success: Not only does your target accept the invitation, they do so alone and vulnerable.
  • Success:The target accepts your invitation but is wary and may come with accompaniment or prepared.
  • Failure: The target declines your invitation.
  • Critical failure: The target attempts to spring a trap of their own.
 

Quick Briefing (Secrets)

Your information networks always have answers at your fingertips, allowing you to feel as if you have prepared (even if as a player you could not anticipate what the Dungeon Master had planned). Roll with Guile and an appropriate skill for the situation (Espionage if nothing else is obvious) and spend 1 Secrets.

  • Critical success: You may ask three questions about a person, place, thing or situation, and the Dungeon Master must answer truthfully, though not necessarily completely.
  • Success: You may ask one question about a person, place, thing or situation, and the Dungeon Master must answer truthfully, though not necessarily completely.
  • Failure: You may ask one question about a person, place, thing or situation, and the DM will answer. The information, while not useless, will come obscured or incomplete.
  • Critical failure: You may ask one question about a person, place, thing or situation, and the DM will answer. This information will not only be useless, but dangerous misinformation.
 

Summon Minions (Bodies)

You have ready access to disposable minions. Roll with Depth and Logistics and spend 1 Bodies.

  • Critical success: Choose one; get the maximum number of minions allowed by your Minion Dice, or they come with a lieutenant (a Henchman) to lead them.
  • Success: Roll your Minion Dice. You assemble a number of minions equal to that amount, with noncombatant levels equal to the one appropriate for your conspiracy's level. Give them a little color and detail. They follow your orders willingly though their loyalty in the face of death is not always guaranteed.
  • Failure: Choose one; no minions answer the summons, or you roll your Minion Dice as normal but also incur 1d4 Dissent.
  • Critical failure: No minions answer your summons.
 

Tap Treasury (Lucre)

You know how to skim a little off the top as needed to fuel the adventuring needs of the ruling cabal. Roll with Guile and Logistics and spend 1 or more Lucre.

  • Critical success: For each point of Lucre spent, you gain an amount of valuables equivalent in the GP worth of a Moderate encounter, tied to the conspiracy's level.
  • Success: For each point of Lucre spent, you gain an amount of valuables equivalent in the GP worth of a Low encounter, tied to the conspiracy's level.
  • Failure: Choose one; you are unable to access funds at this time, but the Lucre spent is refunded to you, or as success but you incur 1d4 Dissent.
  • Critical failure: The valuables you were promised were counterfeit or otherwise spoiled, and are effectively worthless.
 

Upkeep Phase

Generally, the cabal does not take much action during the upkeep phase. The one exception is shifting around leadership roles, using the New Management plot.  

New Management (Prestige) [0 AP]

A new member of the cabal is seated in a specific role, whether they are freshly recruited or are shifting from one leadership role to another. Roll with Grasp and Prestige. You can hatch this scheme up to once per position during an Upkeep Phase.

Tyrants are particularly difficult to assign; when you take this activity to assign a new Tyrant, you take a a -4 circumstance penalty to the skill check, amd unless you achieve a critical success, you gain 1 additional Dissent.

  • Critical success: Your servitors quake in fear and awe. The mastermind immediately provides the benefits tied to occupying the new role and gainst a +1 circumstance bonus to all Conspiracy skill checks they attempt before the end of the next Conspiracy turn.
  • Success: The conspiracy accepts this new member of the cabal. The mastermind provides the benefits tied to occupying the new role.
  • Failure: The conspiracy remains unsure of this new cabal member. The mastermind takes a -1 circumstance penalty to all checks they attempt as part of their activities during the Agenda Phase of each Conspiracy turn. During the next Upkeep Phase, they may attempt this check again to prove themselves favored by Hell. Success removes this penalty, but a critical failure results in the development detailed below.
  • Critical failure: For one reason or another, the conspiracy rejects this new cabal member. The leadership role continues to be treated as vacant and you must attempt to reassign it using the New Management activity at the start of the next Conspiracy turn. Dissent increases by 1.
 

Logistics Phase

The Logistics Phase involves the management and allocation of your Assets ahead of the Agenda Phase, and when the cabal sets all their little wicked ducklings in a row.  

Asset Conversion (Any) [1 AP]

One kind of Asset can be converted into another by hatching one of these plots, at the cost of AP as well as the risk of not gaining anything from it. Such conversion as well is never as efficient as gaining them directly. The examples here are baseline suggestions that have different skills they use and flavor but otherwise act basically the same mechanically and use the same dice results.

  • Critical success: For each Asset spent, gain 1 of the other Asset.
  • Success: For every 2 Assets spent, gain 1 of the other Asset (round up).
  • Failure: For every 3 Assets spent, gain 1 of the other Asset (round down).
  • Critical failure: The Assets are wasted.
 
Blood Sacrifice (Communion)
Sometimes, you just need to spill some blood for the infernal powers. Roll Communion (Power) and spend Bodies to gain Souls.  
Dark Ritual (Esoterica)
Get a bunch of people in dark hoods and make some invocations to the eldritch, offering them shiny souls as payment. Roll Esoterica (Reach) and spend Souls to gain Mana.  
Extract Blackmail (Espionage)
If you have dirt, you can leverage it for coin. Roll Espionage (Guile) and spend Secrets to gain Lucre.  
Honey Trap (Intrigue)
It's a classic setup: get them in a vulnerable place through temptation, and then make them an offer they can't refuse. Roll Intrigue (Guile) and spend Amenities to gain Bodies.  
Opulent Spending (Prestige)
If it's not gem encrusted or gilded, is it even worth spending on? Roll Prestige (Power) and spend Lucre to gain Amenities.  
Peer Into Darkness (Thaumaturgy)
You never know what you'll see in a crystal ball. Roll Thaumaturgy (Reach) and spend Mana to gain Secrets.  

Distribute Spoils (Logistics) [1 AP]

Instead of using them to bolster their plots, a conspiracy can use their assets to purchase the loyalty of their servitors and quell Dissent. Any Asset can be spent, and the flavor of the plot will vary based on this. Spend 1 or more of any one Asset and roll Logistics (Guile).

  • Critical success: For each Asset spent, remove 2 Dissent.
  • Success: For each Asset spent, remove 1 Dissent.
  • Failure: The resources are distributed but the promises of loyalty given are hollow.
  • Critical failure: This benefice only encourages more mutinous behavior. Gain 1 Dissent.
 

Supply Operations (Logistics) [0 AP]

The conspiracy arranges to supply themselves with whatever they need, spending Assets to generate additional AP. Any Asset can be spent in this way, with the flavor depending on whats spent: Manpower, funds, magic, luxuries, intel and influence can all be marshalled for other plots. Additionally, if you successfully hatch a Supply Operations plot, you may move around your Asset stockpiles freely. Spend 1 or more of any one Asset and roll Logistics (Guile).

  • Critical success: For each Asset spent, roll 2 Agenda Dice and add the result to your AP.
  • Success: For each Asset spent, roll 1 Agenda Die and add the result to your AP.
  • Failure: The resources end up being used to shroe up shortfalls elsewhere. Gain 1d4 AP.
  • Critical failure: The resources are embezzled, lost, or otherwise misappropriated. Choose one of the following; either roll 1 Agenda Die and gain AP equal to the result and also increase your Ruin (DM's choice) by an equal amount, or gain 0 AP and gain 1 Ruin (DM's choice).
 

Agenda Phase

This is when most of the plotting actually happens, and unlike the other phases, is split into three steps which themselves are split into three categories of plots.  

Mastermind Plots

Mastermind Plots are those that are undertaken by members of the cabal, involving them directly. Normally each Conspiracy turn, each (PC) mastermind gets three such plots, though if they do not have a week of downtime or access to a stronghold, they may lose one each. NPC masterminds also undertake their own plots, either at the direction of the other cabal members, or on their own personal agendas, but they only get one each.

 

Ameliorate Ruin (Any) [1+ AP]

This plot allows a mastermind to attempt to reduce the Ruin that has visited upon the conspiracy. You can attempt this once per Ruin. This can be costly, requiring the expenditure of an Asset and 1 plus the current Ruin penalty in AP to attempt. One can use various abilities and skills as appropriate. Examples for each of the six Ruins is provided below, though they follow the same basic mechanical template. The DC is in all cases you Control DC + 2.

  • Critical success: You reduce the targeted Ruin by 2 and reduce its current Ruin penalty by 1 to a minimum of 0.
  • Success: You reduce the targeted Ruin by 1.
  • Failure: You fail to reduce the targeted Ruin.
  • Critical failure: You fail to reduce the targeted Ruin in a particularly ignominious or clumsy way. Increase Dissent by 1d4.
 
Alchemical Experimentation (Contraption)
Whether through new wondrous arms or prototype mutagens, you transform many of your minions into a force worth fearing. Spend Mana and roll Contraption (Guile) to ameliorate Power Ruin.  
Fill Reserves (Logistics)
You arrange to make sure that not only do you have manpower at hand, but that there is a significant pool to draw from for later. Spend Bodies and roll Logistics (Reach) to ameliorate Depth Ruin.  
Infernal Contracts (Communion)
With vellum and blood, sanctified by hellish curses, you ensure the loyalty of your servitors. Spend Souls and roll Communion (Power) to ameliorate Grasp Ruin.  
Launder Funds (Business)
You clean your dirty money, losing access to some of it but shaking investigators off your trail. Spend Lucre and roll Business (Guile) to ameliorate Secrecy Ruin.  
Wine and Dine (Intrigue)
You make a great show of wealth and privilege with the powerful and influential, demonstrating to them that you're not so bad, really. Spend Amenities and roll Intrigue (Power) to ameliorate Reach Ruin.  
Turn Tables (Espionage)
When you're on the back foot and can't seem to predict your enemy, you have to put them on the defensive. Spend Secrets and roll Espionage (Reach) to ameliorate Guile Ruin.  

Assemble Army (Warcraft) [2 AP]

Either you shape your servitors into a fighting force, or you secure the allegiance of a specialized army you have encountered during normal play. If you're building an army from your servitors, choose one of the basic armies and attempt a Warcraft (Depth) check against the army's Recruitment DC. If you're recruiting a specialized army, you must attempt a Warcraft (Reach) check against their Recruitment DC. For more details, see the Warfare Subsystem.

  • Critical success: You recruit the army; it becomes efficient.
  • Success: You recruit the army.
  • Failure: You fail to recruit the army.
  • Critical failure: Your attempt becomes an infamous boondoggle. If you attempted to recruit internally, gain 1d4 Dissent. If you attempted to recruit externally, that force's sentiment towards you worsens (neutral to suspicious, suspicious to opposed, etc.).
 

Back the Play (Prestige) [0 AP]

Through some measure of pomp and circumstance, you put your weight behind one of your colleagues, adding the weight of your office to their own for a matter of import. Make a DC 20 Prestige check (you can choose which of Guile, Power, or Reach to use). On a success, you grant that mastermind a +2 circumstance bonus to their next Mastermind Plot.

 

Bolster Assets (Business) [5 AP]

You can spend AP directly to supplement your Assets. This is less efficient and effective in the long term than using Influence Plots to gain Assets directly or claim Stakes, but sometimes you don't have much choice. Choose a type of Asset and roll Business (Reach).

  • Critical success: You gain 4 Assets of the chosen type and 2 Assets of any other type.
  • Success: You gain 2 Assets of the chosen type.
  • Failure: You gain 1 Asset of the chosen type.
  • Critical failure: You gain no Assets.
 

Call Sabbat (Communion) [1 AP]

The sabbat is the fiendish equivalent of a holiday, a day of celebration and debauchery. They are religious, martial, and festive all in one, though you should detail the exact circumstances of this sabbat as an opportunity for adding flavor to your particular conspiracy. It is a chance for your servitors to cut loose and make merry at the cabal's expense. Attempt a basic Communion (Grasp) check, but if your conspiracy Called Sabbat the previous turn, the DC increases by 4, as your conspiracy hasn't had a chance to recover from the previous fete.

  • Critical success: Your sabbats are a devilish delight to your loyal minions. The event is expensive, but "incidental income" extracted from the celebrants covers the cost. You gain a +2 circumstance bonus to Grasp-based checks and saving throws until the end of your next Conspiracy turn.
  • Success: Your sabbats are a success, but they're also expensive. You gain a +1 circumstance bonus to Grasp-based checks and saving throws until the end of your next Conspiracy turn. Roll 1 Agenda Die and spend a number of Assets equal to the result. If you can't afford this cost, treat this result as a Critical Failure instead.
  • Failure: The sabbat passes with little enthusiasm, but is still expensive. Roll 1 Agenda Die and spend a number of Assets equal to the result. If you can't afford this cost, treat this result as a Critical Failure instead.
  • Critical failure: Your sabbat is a massive disaster and is actively mocked by your servitors. Gain 1d4 Dissent, and take a -1 circumstance penalty to Grasp-based checks and saving throws until the end of your next Conspiracy turn.
 

Divine Futures (Communion, Esoterica, Thaumaturgy, Wildlore) [1 AP]

You gather your various spellcasters to read the omens and provide advice on how best to prepare for near-future events. Attempt a basic check using Guile and one of the listed skills.

  • Critical success: As success, but you roll twice and choose which of the two results you prefer. You have a +2 circumstance bonus to any attempt to Solve Problem relating to that event.
  • Success: Instead of waiting for the Fortune Phase to roll for a random event, you roll for it now, and the players get a cryptic hint as to what the event might be. You gain a +1 circumstance bonus to any attempt to Solve Problem relating to that event.
  • Failure: Your spellcasters divine no aid.
  • Critical failure: Your spellcasters provide inaccurate information. You gain a cryptic hint as above but one that might lead you astray, and you gain a -1 circumstance penalty to any attempt to Solve Problem relating to that event.
 

Networking (Business, Intrigue, Prestige) [Varies]

Networking covers all plots that involve connecting with or manipulating other organizations. Other organizations are not fully detailed as the conspiracy is. Instead, they have 1-3 ability tags and 1-5 skill tags that express their general areas of expertise. They have influence on the map as the conspiracy does, and sometimes have access to special Stakes, Places of Power, and armies. All organizations start as ignorant of the conspiracy to start. Other states of relationship include neutral, suspicious, opposed, vendetta, accomplice and tributary. The following three plots are examples of how you can interact with them, but should not be seen as the be all and end all. Improving relations is often the province of the cabal entering into social encounters with other leaders rather than a province of the Conspiracy subsystem.  
Open Channels (Intrigue) [1 AP]

Making contact with another organization, when you are an evil secret conspiracy, is a little more complicated than sending an envoy to knock on their front door. You have to be a bit more discrete, and make sure that your audience is receptive first. That's what this plot entails, opening a back channel through which one or more of the cabal can have a social encounter through which to influence the other organization. The impression made is more the province of player action than that of the conspiracy, and will on occasion use the Influence Subsystem.

To set up the channels, spend the AP and make a Intrigue (Reach) check. The DC of this check is based on a Negotiation DC determined by the DM for each organization. Larger and more influential organizations, as well as those more aligned with Good, have higher DCs, while smaller and weaker ones, as well as those aligned with Evil, tend to have lower DCs. Attempting to open channels with an organization which is suspicious of or opposed to the conspiracy will impose a -2 or -4 circumstance penalty to the roll respectiuvely. It is impossible to, using this plot, to open channels with an organization that has a vendetta with the conspiracy.

  • Critical success: Your missives are received warmly. As success, but you also gain a +2 circumstance bonus to attempts to Make an Impression during the first social encounter you have with members of that organization.
  • Success: You gain a chance at a social encounter to establish relations and an understanding between your organizations. Your initial relations will depend mainly on how this first encounter goes.
  • Failure: Your attempts fail or are delayed, though successive attempts on the next Conspiracy turn will receive a +2 circumstance bonus. Further, if the organization was ignorant of you before, they remain so still.
  • Critical failure: Either you overplayed your hand, they were forewarned or they sniffed out your ill intentions early. As failure, but if they were ignorant of or neutral to you before, they are now suspicious. If they were suspicious, they are now opposed. If they were opposed, they swear vendetta.
 
Quid Pro Quo (Intrigue) [1 AP]

Each other organization is tagged with abilities, skills, and Assets that they have access to, which not only represents what they are capable of, but also represent how they might be of use to the conspiracy. Using this plot, you can propose and exchange of resources between your organizations, so long as their relations to you are at least neutral. See below for examples of what you might trade for. Each is listed in its exchange rate in AP, which can be used to calculate between different types (you don't need to trade for or with AP, it's just the "currency" used here).

  • Support: This means general support for your agenda or theirs, embodied as an exchange of AP.
  • Assets: This involves more "material" exchange. Assets exchange at a 1:1 ratio with each other, or for 3 AP each. An organization can only offer Assets it has a Stake in, and can only be offered Assets listed as its Needs.
  • Relief: This represents a reduction in either Ruin or the Carnage/Dominance/Terror score, involving some kind of aid. This exchanges for 2 AP for each point of relief.
  • Expertise: A conspiracy can "borrow" the proficiency of another organization in a skill they are untrained in (for the remainder of the Conspiracy turn), and vice-versa they can offer proficiency in one they are trained in but the other organization is not tagged with (all further checks with that skill for the Conspiracy turn suffer a -1 circumstance penalty due to your experts being sent away). This exchanges for 3 AP.
  • Agent: You can hire an agent to spread your Influence from another organization, but this is quite expensive, valued at 5 AP per Conspiracy turn by contract. The cabal can attempt to then have the agent turn coat to join the conspiracy fully, though that might result in worsened relations. You can only ever recruit one agent from each external organization.
  • Stake: You can lease or purchase a Stake. These, like Agents, are quite valuable, valued at 3 AP per turn of leasing. A permanent sale is valued at 9 AP.
  • Favor: Anything otherwise not covered by the above, such as granting access to a special location (such as a Place of Power) or something more immaterial, is a Favor, and its value is determined by the DM.
After naming what resource or favor you are asking for, and what you are willing to offer, make a Business (Guile) check against the organization's Negotiation DC. You gain a +1 or +2 circumstance bonus to these checks with accomplices and tributaries respectively. However, if you try to request the same resource that you already requested this turn or last Conspiracy turn from an organization, tkae a cumulative -4 circumstance penalty.

  • Critical success: You manage to negotiate extremely favorable terms. You get twice the value of what you offered in what you asked for. For something like a Favor, the DM will determine how this additional boost applies.
  • Success: The exchange is completed on equal terms.
  • Failure: You are given a counter-offer that greatly favors them: half what your offer is valued at. You can accept or reject this counter-offer.
  • Critical failure: The negotiations sour. The deal fails and you worsen relations between your organizations by one step (i.e. tributary to accomplice, accomplice to neutral, neutral to suspicious).
 
Demand Tribute (Prestige) [1 AP]

Suborning other organizations to your will pleases Asmodeus and the forces of Hell, and is your highest objective. Unfortunately, it is not easy. It requires that the Threshold of either Carnage, Dominance, or Terror to have been exceeded by that organization before attempting to hatch this plot. You can demand tribute from any organization that has met one of their Thresholds and has not sworn vendetta against you (thus you must play a careful game where you damage them enough but not enough that they have sworn to die fighting you). Breaking the will of an vendetta sworn organization is possible but is beyond the scope of a simple dice mechanic resolution like the Conspiracy subsystem. Make a Prestige (Power) check against the other organization's Negotiation DC. Suspicious and opposing relations impose a -2 and -4 circumstance penalty to this check, while accomplices provide a +2 bonus to this check.

Tributaries can eventually betray you down the line. So long as one of their Thresholds remains full, they will not consider it (though that will hamper them in other ways and the need to maintain it will continue to cause Collateral), but once it subsides enough, the actions of Good, story events or the cabal demonstrating weakness might lead them to withdrawing their fealty. Remember that you can only have a maximum number of tributaries equal to your conspiracy's level. Gaining tributaries beyond that maximum means it will be inevitable that either one of your others will betray you, or otherwise collapse.

  • Critical success: They join the ranks of Evil almost willingly, rather than begrudgingly, with an eagerness that means there is no additional cost. The target organization becomes a tributary.
  • Success: They surrender themselves to your will, though not necessarily with any enthusiasm, and you must ensure their loyalty through your preparations. Roll 1 Agenda Die. You must spend AP equal to the result to integrate the tributary into your conspiracy. If you cannot spend the AP, treat this as a critical failure. Otherwise, the target organization becomes a tributary.
  • Failure: They refuse to surrender at this time. You can attempt to Demand Tribute from them again next Conspiracy turn. Gain 1 Dissent.
  • Critical failure: The offer enrages and emboldens them, and take the opportunity to rebuff you with an act of glorious defiance. They swear vendetta, you gain 1d4 Dissent, and a Ruin of the DM's choice increases by 1d4.
 

Name Vassal (Prestige) [5 AP]

Either as a reward for loyal service, or as a way to purchase said loyalty, you name one of your disciples or agents (or a NPC that you have negotiated with in a social encounter) and gift them one of your strongholds, allowing them to become a tributary of your conspiracy and to pursue their own agenda. You lose access to this disciple or agent, as well as that stronghold, but gain the benefits of having a tributary, and this also allows you to repair some of your Ruin. Make a basic Prestige (Reach) check.
  • Critical success: The vassal responds with immediate gratitude, and arranges for their replacement. While you lose them as a disciple or agent, you gain another in their stead. Reduce all Ruins by 1d4.
  • Success: Your vassal remains loyal to your cause, and will serve as a especially faithful tributary. At least for now. Reduce one Ruins by 1d4.
  • Failure: Either your vassal is not as grateful as would please you, or the dividing of your dominion is taken as a demonstration of weakness. You gain 1d4 Dissent. Reduce one Ruin by 1.
  • Critical failure: Your vassal takes this opportunity to immediately betray you. They are opposed to you, you gain 1d6 Dissent, and a Ruin of the DM's choice increases by 1d4.
 

Pay Homage (Communion) [1 AP]

Like it or not, you are the servants of Hell, at least for now. You owe no obligations or taxes to a feudal overlord, but the lords of the Pit demand some measure of obeisance and tribute, much as you extract from your own vassals. When you Pay Homage, select one of the nine Archdevils to specifically pay your respects to. Asmodeus, as Overfiend, expects to be paid homage at least once a season. You can elect in lean times to not pay this tax, either of out necessity or choice, and there's no mechanical penalty for doing so... at first. However, the Hells do not forget or forgive easily, and there will be story consequences for continual nonpayment.

Theoretically, you could pay homage to another entity than one of the archdevils. However, this should only be done with extreme care, once you have truly secured you hold on the world. While nonpayment will not result in immediate punishment, such apostasy will, and could even be construed as a violation of your infernal contract. It is not outside the question that you might arrange an alliance between the Hells and this other entity, but just be exceedingly careful. Asmodeus, who embodies the jealous aspect of the Demiurge, despises such disloyalty more than anything else, and will intervene directly if he feels it necessary.

In order to Pay Homage, in addition to the AP cost, you must sacrifice an Asset as well, and make a basic Communion (Grasp) check.

  • Critical success: As success, but your fiendish patron will also intervene some time during the next month with a boon in your favor. The form of this boon will vary based on the nature of the fiend in question, and is hard to predict, but often welcome.
  • Success: Hell demonstrates its pleasure through some horrible omen. The conspiracy benefits from a +1 circumstance bonus to skill checks favored by the patron (see below) until the end of the next Conspiracy turn.
  • Failure: Hell accepts the payment it is due, but shows no special favor.
  • Critical failure: Hell is displeased and demands more payment. Roll an Agenda Die. You must sacrifice a number of Assets equal to the result to placate the archdevil. If you elect not to or cannot, you suffer 1d4 Dissent and a -1 circumstance penalty to skill checks favored by the patron until the end of the next Conspiracy turn.
Archdevil Bonuses
  • Tiamat - Warcraft
  • Dispater - Espionage
  • Mammon - Business
  • Belial - Intrigue
  • Levistus - Underworld
  • Lamagarde - Esoterica
  • Baazlbul - Thaumaturgy
  • Mephistopheles - Communion
  • Asmodeus - Prestige
 

Recruit Henchman (Any) [1-3 AP]

You hatch this plot in order to recruit a henchman, a servitor that is named and specialized unlike your minions though still quite disposable. The henchman's maximum level is determined by your conspiracy level. If the henchman is capable of using magic, increase the AP cost by 1 (unless you have the Sorcerous Supremacy conspiracy feat). If the henchman is a monster, increase the AP cost by 1 (unless you have the Monstrous Affinity conspiracy feat). The DM will design the henchman based on your parameters: you can chase ancestry, monster type, class, needed skills, etc. It's a negotiation. You can even negotiating getting a pair or a small party, though that will be handled on a case by case basis (it will also require spending more than a single Asset). What skill and ability you roll will depend on what kind of henchman you are recruiting, and likewise what Asset you will need to spend.

  • Business (Depth) - mercenaries, hirelings, "on the payroll", as well as merchantile, commercial, and maritime specialists. Require Lucre.
  • Communion (Guile) - fiends of all stripes (demons, devils and rakshasa), bound by elaborate contracts, as well as Evil priests and cultists. Require Souls.
  • Contraption (Power) - alchemical monsters (e.g. oozes, homunculi, mutants), as well as specialists in artifice, gunslinging, and the like. Require Mana or Lucre.
  • Esoterica (Power) - occult monsters (e.g., undead, fey, aberrations), as well as specialists in the esoteric such as bards or witches. Require Souls or Bodies.
  • Espionage (Guile) - spies, assassins, detectives and investigators. Require Secrets or Amenities.
  • Intrigue (Reach) - nobles, diplomats, politicians and those who specialize in such matters. Require Amenities.
  • Logistics (Depth) - engineers, bureaucrats, and specialists in planning and industry. Require Bodies or Lucre.
  • Prestige (Reach) - knights, champions, emissaries and those who seek glory and accolades. Require Amenities.
  • Security (Guile) - sentinels and defenders, including specialized monsters such as gargoyles or ropers, those oriented towards defense alone. Require Bodies or Mana.
  • Thaumaturgy (Power) - arcane monsters (e.g, creatures, golems, dragons), as well as specialists in magic such as wizards or sorcerors. Require Mana.
  • Underworld (Reach) - criminals, ruffians, thieves and all sorts of scum and villainy. Require Amenities or Lucre.
  • Warcraft (Depth) - soldiers, strategists, specialists in the martial and the art of carnage. Require Bodies.
  • Wildlore (Power) - primal monsters (e.g., beasts, elementals, giants), as well as specialists in the wilderness such as druids or rangers. Require Mana.

Henchmen, like armies, contribute to the Consumption of a conspiracy. A single mundane blacksmith may require payment in Lucre, a knight may require appropriate accomodations (Amenities), while a wild beast might need to be paid in Bodies. You can elect to not pay the Consumption cost of a henchman, but that means you cannot take advantage of them until you do. Depending on the nature of the henchman, they may leave your service or turn on you.

Remember that you can use rituals during downtime to create monsters as well that exceed the level cap imposed by your conspiracy level (as well as a larger number, though if you want a skeleton army, that's more the purpose of Assemble Army). After negotiating with the DM about the form the henchman will take and committing the AP and Asset, make a basic check using the appropriate skill and ability.

  • Critical success: As success, but your measure of control over this henchman means that it requires no Consumption to maintain.
  • Success: You gain the employ of the chosen henchman. The DM adjusts Consumption as appropriate. You can take this henchman with you on adventures, like you would a disciple, though they are restricted during an encounter by the minion rules.
  • Failure: You fail to recruit the henchman.
  • Critical failure: In the process of attempting to recruit this henchman, something goes terribly wrong. It betrays you, or causes some major damage. Roll an Agenda Die. The DM will distribute Ruin based on the result.
 

Solve Problem (Any) [1+ AP]

Some random events involve an immediate effect or decision, or lead into an encounter or exploration session for the cabal. However, others are more ongoing, problems that have to be addressed on the next Conspiracy turn. Certain story events may create such ongoing problems as well, kind of the deleterious inverse of opportunities. The Solve Problem plot is a catch-all category, allowing the cabal to try and come up with a solution to the problem and leverage the resources of the Conspiracy to do so. The costs in AP and Assets to do so will depend on the solution and the problem, to be negotiated between the cabal and DM.

 

Tighten Grip (Security) [2 AP]

A mastermind can spend their time attempting to tamp down on Dissent. This can only be attempted once per Conspiracy turn. Make a basic Security (Grasp) check.

  • Critical success: Reduce Dissent by 1d6.
  • Success: Reduce Dissent by 1.
  • Failure: You fail to reduce Dissent.
  • Critical failure: You not only fail to reduce Dissent, you provoke a bad rreaction. Choose one of the following: increase Dissent by 1d4, or increase two Ruins of the DM's choice by 1.
 

Ways and Means (Logistics) [1-5 AP]

You make travel arrangements for you and the rest of the cabal, or for some force in your employ. This is in stead of paying coin for travel or using your own vehicles or means to do so, as the conspiracy is nothing if not good at creating these secret supply lines. It costs 1 AP for travel inside a realm (from region to region), 2 AP for inter-realm transit (say from Sarum to Laithlend), and 3 AP for overseas travel (sometimes necessary to go from, say, Laithlend to Brecheliant). You pay one extra AP if you want to go mostly under the radar (otherwise you'll be using publicly known roads and thoroughfares), and one extra AP if you are carrying any contraband (which is probably almost always the case with the cabal). This only makes the arrangements for travel, and does not account for anything that might happen en route. This is buying the train ticket, not the train ride itself. Make a basic Logistics (Reach) check.

  • Critical success: Through some good fortune or innovation, you manage to chart a trip that will cut your expected travel time in half.
  • Success: You arrange for travel to your destination, using the normal amount of time it would take to do by land or sea (or air, as appropriate to what resources you have at hand.)
  • Failure: The travel you arrange for is unreliable, and will take twice as long as expected if you take this route.
  • Critical failure: Not only do you fail to make reliable arrangements, but an organization in the area learns of your intentions to set up shop there, and will make preparations accordingly.
 

Dominion Plots

Dominion Plots involve the conspiracy extending its power over a geographic area, its "dominion." Instead of organized alphabetically, these are organized first as those dealing with Strongholds and Dungeons, then those dealing with Influence, and then those with Stakes and Places of Power. Normally, a conspiracy gets five Dominion Plots a turn. This increases to six at 9th level and seven at 17th level.

 

Fortify Stronghold (Security) [Varies]

You use this plot to create new strongholds as well as expand new ones. A stronghold always starts as a lair, and you can only attempt to build/upgrade a single fortress once per Conspiracy turn. How far you can upgrade a stronghold is gated by your conspiracy level. Spend Assets (1 for lair, 2 for bastion, 4 for citadel, 8 for demesne) and roll Security (Power). If you cannot spend the AP indicated by the result, treat it as a critical failure.

  • Critical success: You fortify the stronghold largely with the aid of "enthusiastic volunteers". Spend 1d6 AP.
  • Success: You fortify the stronghold. Spend 3d6 AP.
  • Failure: You fortify the stronghold, but inefficiently and at great expense. Spend 6d6 AP.
  • Critical failure: You fail to fortify the stronghold.
 

Abandon Stronghold (Logistics) [2-8 AP]

Whether because the cabal wishes to redirect its attentions elsewhere, or the stronghold has become too much a liability (after all, they can be subject to attacks which bring Ruin to the wider conspiracy), the stronghold can be abandoned and stripped of what resources can be brought with. Generally, however, this is a sign of weakness and will not be taken well by neither your minions nor your masters. Make a basic Logistics (Guile) check and spend AP based on the size of the stronghold (2 for lair, 4 for bastion, 6 for citadel, 8 for demesne).

  • Critical success: You abandon the stronghold and efficiently reallocate your attentions elsewhere. Gain a rebate of half the AP spent on this task and two Assets of your choice.
  • Success: You abandon the stronghold and recover one Asset of your choice. Increase Dissent by 1.
  • Failure: You abandon the stronghold, and your minions are shaken by your cowardice. Increase Dissent by 2 and attempt a DC 6 flat check. If you fail, you lose one of your henchmen or armies, or if you have neither, an Asset.
  • Critical failure: You abandon the stronghold, but your minions stationed there mutiny and take it over, becoming a new organization that starts opposed to you.
 

Expand Dungeon (Security) [Varies]

A stronghold may have a dungeon built out of it, starting with the first floor and extending up to nine floors deep. How big each floor can be is limited by the size of the stronghold (e.g. lair, bastion, etc.), and it may actually be more than nine floors deep, but for the purposes of game mechanics this covers it. A dungeon is used to protect artifacts and magical items, Places of Power, and prisoners of the conspiracy. They basically stop armies dead in their tracks, requiring the expertise of an adventuring party to overcome. Managing and building dungeons will be the focus of Book II and have their own Dungeon Subsystem to govern them. Like with strongholds, you must spend an Asset to hatch this plot. Make a basic Security (Guile) check.

  • Critical success: You expand the dungeon largely with the aid of "enthusiastic volunteers". Spend 1d4 AP.
  • Success: You expand the dungeon. Spend 3d4 AP.
  • Failure: You expand the dungeon, but inefficiently and at great expense. Spend 6d4 AP.
  • Critical failure: You fail to expand the dungeon.
 

Design Traps (Varies) [2 AP]

Traps, along with monsters, are one of two ways that you can protect your dungeon. By spending the listed AP, an appropriate Asset, and rolling an appropriate skill, you can add either "artifice" or "magic" points to the Trap Pool. More details can be found in Dungeon Subsystem. Some examples of what combinations of skills and Assets can be used to Design Traps are provided below. Design Traps rolls always use Guile.

  • Critical success: Use the maximum result of your Agenda Dice, and add that to the Trap Pool.
  • Success: Roll your Agenda Dice, and add that to the Trap Pool.
  • Failure: Your progress is slow. Add your level in points to the Trap Pool.
  • Critical failure: Your designs must be scrapped and started anew. No points for the Trap Pool.
 
Wicked Devices (Contraption)
You spend Lucre or Mana to create devious traps of complicated or alchemical design. Adds artifice points to the Trap Pool.  
Lay Curses (Esoterica)
You spend Secrets or Souls to lay down supernatural hexes and boundaries to guard the dungeon. Adds magic points to the Trap Pool.  
Enchant Wards (Thaumaturgy)
You spend Mana or Souls to lay down abjurations and sigils that create magical traps. Adds magic points to the Trap Pool.  
Secret Doors (Security)
You spend Lucre or Secrets to create hidden passages and other deceptive architecture. Adds artifice points to the Trap Pool.  

Stock Monsters (Varies) [2 AP]

Monsters are the other way to defend your dungeons. By spending the listed AP, an appropriate Asset, and rolling an appropriate skill, you can add "arcane", "occult", "primal" or "divine" points to the Monster Pool. More details can be found in Dungeon Subsystem. Some examples of what combinations of skills and Assets can be used to Stock Monsters are provided below. Stock Monsters rolls always use Power.

  • Critical success: Use the maximum result of your Agenda Dice, and add that to the Monster Pool.
  • Success: Roll your Agenda Dice, and add that to the Monster Pool.
  • Failure: Your progress is slow. Add your level in points to the Monster Pool.
  • Critical failure: Your designs must be scrapped and started anew. No points for the Monster Pool.
 
Spawn Creatures (Thaumaturgy)
Spend Mana or Secrets to gather creatures of an arcane nature. Adds arcane points to the Monster Pool.  
Bind Sentinels (Esoterica)
Spend Bodies or Souls to gather creatures of an occult nature. Adds occult points to the Monster Pool.  
Summon Guardians (Communion)
Spend Secrets or Souls to gather creatures of a divine nature. Adds divine points to the Monster Pool.  
Wrangle Beasts (Wildlore)
Spend Bodies or Mana to gather creatures of a primal nature. Adds primal points to the Monster Pool.  

Lay Eyes (Varies) [1-3 AP]

Influence markers represent, other than your assigned agents and strongholds, the means by which your conspiracy hatches their Influence plots and interact with the world. Eyes are the easiest and least expensive means by which you can extend your reach. Eyes represent surveillance and information networks, but no direct influence over the area. Eyes reveal opportunities on the war table, as well as other strongholds, organizations and Stakes in the area. It might even reveal Places of Power and other such things, if they are not hidden. Each area has a Control DC (much like the conspiracy does). The larger, the more secure and/or the more dangerous an area, the higher the DC. It costs 1 AP to Lay Eyes on a settlement, 2 AP to Lay Eyes on a region, and 3 AP to Lay Eyes on a realm. Remember that your maximum amount of Influence markers equals your conspiracy's level. If you lay down any in excess of that maximum, chose another to discard.

  • Critical success: As success, but you also reveal a secret about the area you have laid Eyes on.
  • Success: Place an Eyes Influence marker on the area.
  • Failure: You fail to spread your Influence to the area.
  • Critical failure: You attract the attention of an organization in the area, whose relations to you worsen by one step.

See below for examples of different approaches that use different skills for Laying Eyes. Laying Eyes always uses Reach as its key ability. Note that some approaches will work better in certain areas than others, and DCs can be adjusted by such circumstance.

 
Plant Spies (Espionage)
A small cadre of spies embed themselves in various places and report through hidden correspondence to the conspiracy local goings-on.  
Legitimate Front (Business)
The conspiracy sets up an above-ground enterprise that operates in the open but is actually a means of acquiring information.  
Scrying Network (Esoterica)
Using black mirrors or crystal balls, the conspiracy keeps tabs on certain personages and locations by magical means.  
Explore Reaches (Wildlore)
Sending scouts and rangers to the fringes, the conspiracy explores where others would not dare to go.  

Boots on the Ground (Varies) [3-12 AP]

Influence markers represent, other than your assigned agents and strongholds, the means by which your conspiracy hatches their Influence plots and interact with the world. Boots represent taking an area with open force. It is not subtle, and is likely to attract unwanted attention. However, it is one of the most direct ways to expand your dominion. Unlike Laying Eyes, Boots on the Ground requires two additional components: something to represent the occupying force (whether an army, a monster, an artifact, a spell, etc.) and for the Carnage or Terror threshold of the area to have been exceeded. Boots reveal opportunities on the war table, as well as other strongholds, organizations and Stakes in the area. It also automatically claims all Stakes in the area that aren't already under your control, even if they are currently controlled by another organization. Each area has a Control DC (much like the conspiracy does). The larger, the more secure and/or the more dangerous an area, the higher the DC. It costs 3 AP to place Boots on a settlement, 6 AP to place Boots on a region, and 12 AP to place Boots on a realm. Remember that your maximum amount of Influence markers equals your conspiracy's level. If you lay down any in excess of that maximum, chose another to discard.

  • Critical success: As success, but you also claim a new stronghold in the area.
  • Success: Place an Boots Influence marker on the area.
  • Failure: You fail to spread your Influence to the area.
  • Critical failure: The operation is a huge failure, and strengthens resistance to your regime. Roll an Agenda Die, and the DM assigns Ruin based on the result.

See below for examples of different approaches that use different skills for Boots on the Ground. Boots on the Ground always uses Power as its key ability. Note that some approaches will work better in certain areas than others, and DCs can be adjusted by such circumstance.

 
Occupying Force (Warcraft)
By leveraging an army in the area, the conspiracy overthrows any local government and rules openly as an occupying force.  
Shock and Awe (Contraption)
By using an artifact or device or extraordinary power, the conspiracy makes a display of such power that it cows the populace into submission.  
Release the Kraken (Wildlore)
By leveraging a powerful monster, the conspiracy holds the populace hostage to its whims, threatening to release it at any moment if they are disobeyed.  
Siege Blockade (Security)
By leveraging a stronghold in the area, the conspiracy chokes the local supply lines and starves out any attempt at resistance.  

Sink Claws (Varies) [5-20 AP]

Influence markers represent, other than your assigned agents and strongholds, the means by which your conspiracy hatches their Influence plots and interact with the world. Claws are the most insidious and potent forms of Influence, representing a level of direct control and domination over the local populace rather than simply submission. The difference between Boots and Claws is subtle but important, as having Claws into a location means you can operate secretly, or otherwise seen as legitimate. Unlike Laying Eyes, Boots on the Ground requires two additional components: an expenditure of three Assets and for the Dominance threshold of the area to have been exceeded. Claws reveal opportunities on the war table, as well as other strongholds, organizations and Stakes in the area. It also automatically claims all Stakes in the area that aren't already under your control, even if they are currently controlled by another organization. Each area has a Control DC (much like the conspiracy does). The larger, the more secure and/or the more dangerous an area, the higher the DC. It costs 5 AP to Sink Claws into a settlement, 10 AP to Sink Claws into a region, and 20 AP to Sink Claws into a realm. Remember that your maximum amount of Influence markers equals your conspiracy's level. If you lay down any in excess of that maximum, chose another to discard.

  • Critical success: As success, but you also claim a new tributary in the area.
  • Success: Place an Claws Influence marker on the area.
  • Failure: You fail to spread your Influence to the area.
  • Critical failure: The operation is a huge failure, and strengthens resistance to your regime. Roll an Agenda Die, and the DM assigns Ruin based on the result.

See below for examples of different approaches that use different skills for Sink Claws. Sink Claws always uses Reach as its key ability. Note that some approaches will work better in certain areas than others, and DCs can be adjusted by such circumstance.

 
Palace Coup (Intrigue)
By spending Amenities and Lucre to make the necessary arrangements, you have someone more favorable to you ascend to the top of the local political hierarchy.  
Take Hostages (Underworld)
By spending Secrets and Lucre to buy access to your targets, you keep the local grandees in line by keeping their loved ones (or whatever they else cherish) in your grasp.  
Mind Control (Thaumaturgy)
By spending Mana and Souls to cast this vile enchantment, you use powers over the mind and soul to exert your influence in a supernatural way.  
Hellish Baptism (Communion)
By spending Secrets and Souls to sanctify this blasphemous rite, you induct the local populace into the heretical worship of the Demiurge.  

Claim Stake (Business/Espionage/Intrigue/Underworld/Warcraft) [2 AP]

You lay claim to a Stake, either an unclaimed one or that of another organization. Every Stake uses the Control DC of the area it is in. if it is owned by another organization, the conspiracy suffers a circumstance penalty based on their relations: -8 for vendetta, -6 for opposed, -4 for suspicious, -2 for ignorant or neutral, -0 for accomplice, and +2 for a tributary. Claiming a Stake will always result in a worsening of relations: at best you can keep people at suspicious with additional work and schemes, but it's somewhat impossible to steal a Stake from under their nose without revealing your operations at least in part. Make a check with an appropriate skill (one of the five listed above) using Reach as the key skill.

  • Critical success: You claim the Stake, and immediately extract an Asset from it.
  • Success: You claim the Stake.
  • Failure: You fail to claim the Stake.
  • Critical failure: Your attempt is revealed and foiled. If it is currently owned by another organization, worsen relations. If it is free, the DM reveals another organization that takes it over instead.
 

Claim Place of Power (Communion/Contraption/Esoterica/Thaumaturgy/Wildlore) [3 AP]

You lay claim to a Place of Power, either an unclaimed one or that of another organization. Every Place of Power uses the Control DC of the area it is in, plus 4. if it is owned by another organization, the conspiracy suffers a circumstance penalty based on their relations: -8 for vendetta, -6 for opposed, -4 for suspicious, -2 for ignorant or neutral, -0 for accomplice, and +2 for a tributary. Claiming a Place of Power will always result in a worsening of relations: at best you can keep people at suspicious with additional work and schemes, but it's somewhat impossible to steal a Place of Power from under their nose without revealing your operations at least in part. Make a check with an appropriate skill (one of the five listed above) using Power as the key skill.

  • Critical success: You claim the Place of Power, and immediately extract an Asset from it.
  • Success: You claim the Place of Power.
  • Failure: You fail to claim the Place of Power.
  • Critical failure: Your attempt is revealed and foiled. If it is currently owned by another organization, worsen relations. If it is free, the DM reveals another organization that takes it over instead.
 

Build Infrastructure (Logistics) [Varies]

Need to build a bridge? Lay some train tracks for your dope ass demon train? This is a catch all category for that. AP and Asset costs are negotiable to the scale of the project, and like with other Dominion Plots, the DC is set by the area's Control DC. Usually you use Logistics (Reach) to do this, but you may substitute Depth, Guile or Power as appropriate.

 

Influence Plots

Influence Plots are tied to where the conspiracy has invested its resources. You can hatch one Influence Plot for every Influence marker, free agent, and stronghold you have on the war table. Influence Plots are much more freeform, but the following seven are given as mechanical frameworks from which to use. Instead of being keyed to skills, they are keyed to abilities. Use the skill most appropriate for the cabal's plan.

 

Amass Assets (Reach) [1 AP]

You can hatch an Influence Plot to gain Assets rather than purchase them with AP during the Logistics Phase. There must be a Stake tied to said Asset type in the area, whether or not you directly control it. If you attempt to Amass Assets in the same area on a cumulative turn, take a -4 circumstance penalty. Use the conspiracy's Control DC, not the area's.

  • Critical success: Gain 1d4 Assets.
  • Success: Gain 1 Asset.
  • Failure: Gain no Assets.
  • Critical failure: Lose 1d4 Assets to spoilage. If you have no Assets to lose, instead gain 1 Dissent.

See below for examples of different approaches that use different skills for Amass Assets. As ever, using different approaches might adjust the DC as appropriate.

 
Uncourtly Love (Intrigue)
Your conspiracy employs various courtesans and other companions that serve as Amenities for your disposal.  
Collect Whispers (Espionage)
Your ears on the ground collect all sorts of Secrets that can be leveraged for the conspiracy.  
Ley Lines (Wildlore)
Following geomantic flows grants access to pools of Mana for the conspiracy.  
Money Heist (Underworld)
Your minions execute a series of burglaries that fills your vaults with filthy Lucre.  
Press Gang (Warcraft)
A few callow peasant lads and lasses are taken from their homes and recruited as Bodies for Asmodeus's army.  
Spread Heresy (Communion)
Promises of renewed glory and a return of ambition to Talingarde sway Souls over to your side.  

Gather Intel (Reach) [1 AP]

Your conspiracy seeks out information much as a character might during exploration. Different skills are better for answering different questions. You can spend 1 Secrets to upgrade the result of this roll by one step.

  • Critical success: The conspiracy learns something valuable or helpful. If you were gathering intel on a specific target, the GM decides what is learned, but the information is exact and precise. If you were investigating internal matters, your spies reveal easy methods to address minion dissatisfaction, allowing you to choose one of the following: reduce Dissent by 1d4 or reduce a Ruin of your choice by 1.
  • Success: You learn something helpful about the target, but the information is vague and imprecise. If you were investigating internal matters, you spies learn enough that you can take action. Reduce Dissent by 1.
  • Failure: You learn nothing of import, but your agents are not compromised.
  • Critical failure: You never hear from your spies again, but someone certainly does! You take a -2 circumstance penalty on all Reach-based checks and saving throws until the end of your next Conspiracy turn as you face counter-espionage and sabotage from an unknown enemy.
 

Instill Dominance (Reach) [1 AP]

Dominance is a rating that indicates how much insidious influence the conspiracy exerts over an area or organization. Use this plot and its mechanics to represent attempting to build it. Use the Control DC of the area or the organization.

  • Critical success: Dominance rises by 1d4.
  • Success: Dominance rises by 1.
  • Failure: Dominance does not rise.
  • Critical failure: Gain 1 Ruin.
 

Seize Opportunity (Guile) [1 AP]

Opportunities are revealed on the war table when you expand your influence. They are temporary or ongoing, well, opportunities that your conspiracy can intervene in. Each is unique but can get you access to certain benefits, allowing you to get access to agents, Assets, Stakes and even Places of Power. Each will require a tailor made approach of the cabal's design.

 

Spread Terror (Guile) [1 AP]

Terror is a rating that indicates how much fear and panic the conspiracy inspires in an area or organization. Use this plot and its mechanics to represent attempting to build it. Use the Control DC of the area or the organization.

  • Critical success: Terror rises by 1d4.
  • Success: Terror rises by 1.
  • Failure: Terror does not rise.
  • Critical failure: Gain 1 Ruin.
 

Unleash Carnage (Power) [1 AP]

Carnage is a rating that indicates how casualties and suffering a conspiracy has inflicted upon an area or organization. Use this plot and its mechanics to represent attempting to build it. Use the Control DC of the area or the organization.

  • Critical success: Carnage rises by 1d4.
  • Success: Terror rises by 1.
  • Failure: Terror does not rise.
  • Critical failure: Gain 1 Ruin.
 

Weaken Suspicion (Guile) [3 AP]

When an organization is suspicious of the conspiracy, they will attempt to investigate their activities and reveal their villainous natures. You can attempt to reverse this suspicion so long as you have influence in an area that includes a stronghold of the target organization. This is relatively expensive, and sometimes it's better to arrange a social encounter or wait for an opportunity. Use the Control DC of the organization.

  • Critical success: Move the relations of the organization from suspicious to ignorant.
  • Success: Move the relations of the organization from suspicious to neutral.
  • Failure: You fail to weaken their suspicions, and gain 1 Ruin.
  • Critical failure: Worsen relations from suspicious to opposed.

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