Conspiracy Subsystem
What kind of evil overlords would you be if you didn’t have minions at your beck and call? The conspiracy represents the evil organization that does your bidding. You will not start with a fully formed organization, but through the first adventure you will have opportunities to do preliminary work to build up its foundations, such that by the adventure’s end it will be operational. Much of these rules and actions are intended more for downtime, though it will also come into play when engaging in larger-scale conflict such as Warfare Subsystem, or the Schemes Subsystem.
See Creating a Conspiracy for rules on detailing your very own evil organization.
Conspiracy as Character
A useful way to think of the conspiracy as almost a sixth player character that will be jointly managed and directed, and similarly, has its own “character sheet.” While it will take time for the conspiracy to develop, it is recommended that as a group you make some decisions and build out what it will look like in the future, and our story will develop in that direction.
Ability Scores
Just like a character, a Conspiracy has its own ability scores. These function like the ability scores of a character, providing modifiers on die rolls and checks. They can increase temporarily or permanently due to the actions of player characters, and if the conspiracy falls on hard times or suffers from scandal, defeat or disaster, Ruin will accrue that degrades these abilities.
These ability scores start at 10 as an average, and will have boosts and flaws applied to them through the creation process, as well as ongoing events and activities.
There are six conspiracy ability scores, divided into two loose categories of external (how effectively the conspiracy influences the setting) and internal (relating to the actual makeup of the conspiracy).
Internal
- A conspiracy’s Guile ability represents their ability to anticipate their enemies, navigate chaos and fortune, as well as act with precision and skill. A conspiracy with low Guile often is tripping over their own operations, while high Guile forms them into a scalpel that can cut out their enemies' hearts. Guile is rolled when a conspiracy must engage in activities that are highly complex or involve many moving parts, as well as to engage in innovative or clever activities.
- The Power of a conspiracy can be martial, arcane, monstrous or anything else in origin; what matters is that it’s the conspiracy’s raw will and ability to get things done. A conspiracy with low Power can’t easily throw around its weight, whereas high Power means they are able to challenge kingdoms on their own. Power is used when direct action, brute force, or overwhelming magical prowess are called for.
- The Secrecy of a conspiracy is its ability to operate unseen and to obfuscate their designs from the world. A conspiracy with low Secrecy has become a household name and is well understood by its enemies, a conspiracy with high Secrecy might be infamous but is equally mysterious and enigmatic. Secrecy is usually rolled as a saving throw, against attempts to discover more information or uncover your conspiracy, but may be rolled actively when acting under the radar is most key.
External
- A conspiracy’s Depth demonstrates how much talent and souls it can reliably call upon, beyond its raw size and following as detailed by its level. A conspiracy with low Depth has thin and inexperienced recruits, while a Cconspiracy with high Depth has seemingly limitless and competent minions at its disposal. Like Grasp, Depth is often passive, but may be used when searching for a particular expert among the ranks, or anything that relies on sheer manpower.
- The Grasp of a conspiracy relates to how strong a hold it has on its operations and assets, how entrenched it is and how difficult it will be to dislodge, and how much control the masterminds exert over it. A conspiracy with low Grasp has shallow and transitory positions while a conspiracy with high Graps is deeply embedded in the world. Grasp is mostly used as a saving throw against attempts to shake your control over your conspiracy, but can be rolled with when doing sustained, patient activities or to shore up defenses.
- The Reach of a conspiracy details how broad and vast their connections and influence extends, both on a geographic and social scale. A conspiracy with low Reach is isolated and narrow, while one with high Reach extends across the continent and perhaps even beyond. You roll using Reach when attempting to influence the world indirectly or acquire information.
Saving Throws
When a conspiracy is under threat, it rolls saving throws as a player character might to avoid Ruin (see below under Conspiracy Rules for more information about Ruin). Most threats come in the form of conspiracy events but can also be the consequences of the players' actions or reactions by other groups aligned with Good, or simply competitors for the mantle of Evil.
The primary saving throws are Depth, Grasp and Secrecy. You roll with Grasp to resist losing your grip over your positions or servants, you roll with Depth to one must endure, outlive or outlast, and you roll with Secrecy to evade discovery and investigation.
The remaining three ability scores (Guile, Power, and Reach) can sometimes be rolled as secondary saving throws, but this is much less common. Power is rolled to resist force being brought to bear against you, Guile is rolled to evade a cunning ploy or trap, and Reach is rolled when matters of reputation are on the line.
Conspiracy Skills
The aptitudes and talents at the conspiracy's disposal are represented as their skills, with proficiencies much like that of any character. However, they pull from a different list, and are not keyed to ability scores in quite the same way. For more information, see Conspiracy Skills.
Conspiracy Levels
A conspiracy's level reflects the complexity of its administration, the extent of its influence, and its access to resources. A conspiracy's level also determines its Agenda Die and other statistics. See Leveling a Conspiracy for more details.
Conspiracy Rules
A conspiracy runs on a different timescale than the player characters, generally during downtime in between exploration and encounters, with each "conspiracy turn" resolving at the end of each week. For more information, see Running a Conspiracy.
The Cabal
Usually the player characters but theoretically there can be competing conspiracies controlled by NPCs (we won't see them used that much though!), the cabal are the collective decision-makers for the conspiracy. Each individual member of the cabal is sometimes called a "mastermind." Normally, cabal decisions are made by consensus or acquiescence; many organizations influenced by the Hells have some manner of hierarchy but the Tyrant is not necessarily the bottom line on every decision. If necessary, the DM can call for a vote on a decision. Mainly, this is roleplayed out.
Cabal Leaders
A conspiracy, especially one that serves the powers of Hell, begs a certain level of hierarchy. Within this conspiracy there are nine roles ordained by the Hells that must be filled. Not all organizations follow this structure, but many follow something similar, and as Asmodeans the player characters will be expected to. Investing either one of themselves or a disciple in these positions grants a bonus both to an ability score and a skill as listed below. However, there is also a status penalty associated with a vacant position, which gets worse the larger and more compelx the organization is (read: how high level it is). A position is considered vacant if the person assigned to it is dead, captured, or otherwise out of commission, making them valuable targets to your enemies. The same principle might apply on those same enemies if you exercise it.
The nine leadership roles include:
Tyrant
Tied to the Ninth Hell of Caina, the tyrant is the ultimate authority within the conspiracy. At least symbolically, they are the first and final word, the sovereign and prince above all others. The tyrant is also the biggest target, and the one who is held responsible for all failures underneath them. While the tyrant has no specific role, they by necessity have some level of say in every decision and element of the conspiracy, and as figurehead their nature will influence everything beneath them.
Key Ability: Grasp.
Favored Skills: Communion, Prestige, Thaumaturgy.
Vacancy Penalty: -1 to all checks and saving throws. This stacks with any other vacancy penalty. Gain 1d4 Dissent during Upkeep. Control DC increases by 2.
Cardinal
Tied to the Eighth Hell of Malebolge, the cardinal is the whisper in the tyrant’s ear, the grand vizier, closest advisor and the chief minister of day-to-day affairs. The cardinal often employs divination and is the most outward facing of the roles, assigned to helping form the larger strategies to employ and read the tea leaves found in current events, which means when things go awry they often find themselves blamed. The cardinal may wear many hats, and must both fend off the ambitions of their peers while maintaining the favor of the tyrant.
Key Ability: Guile.
Favored Skills: Espionage, Intrigue, Prestige.
Vacancy Penalty: -1 to all Guile-based checks and saving throws.
Legate
Tied to the First Hell of Avernus, the legate is both emissary and general of the conspiracy, the one who is most likely to reveal themselves to the larger world on behalf of their tyrant and lead from the front. This mix of both diplomatic and military remit is purposeful, as many legates aspire to be mostly autonomous warlords, and often they stand as distractions from the real plot that undergirds the conspiracy’s schemes.
Key Ability: Reach.
Favored Skills: Intrigue, Security, Warcraft.
Vacancy Penalty: -2 to all Dominion plots and Warfare-related checks.
Bishop
Tied to the Second Hell of Dis, the bishop, while not necessarily the hierophant of an infernal cult, is both a spiritual leader and the spymaster of the conspiracy, responsible primarily for the souls of its membership. Through their various agents they ensure the loyalty and head off any sign of dissent or treason, which neatly dovetails into counter-intelligence as needed, all the while under the guise of being a shepherd to the flock. Bishops, in the end, are more often wolves.
Key Ability: Secrecy.
Favored Skills: Communion, Espionage, Security.
Vacancy Penalty: -1 to all Secrecy-based checks and saving throws.
Magister
Tied to the Seventh Hell of Stygia, the magister is the highest authority on the occult and arcane, being the caretaker of all blasphemous secrets and (usually) the most potent spellcaster in the conspiracy’s employ, as infernal tradition often equates knowledge with magical prowess. The magister, like the maestros more commonly taken in by Talirean lords, has little formal power but a great amount of respect in their advice, and is expected to develop the magical power of the conspiracy to even greater heights.
Key Ability: Power.
Favored Skills: Contraption, Esoterica, Thaumaturgy.
Vacancy Penalty: -1 to all Power-based checks and saving throws.
Exchequer
Tied to the Third Hell of Hades, the exchequer is, simply put, the paymaster. They are the purser, the treasurer, the one that holds all the keys and the strings and makes sure everything continues to run smoothly. Making sure every minion gets their pay, and finding the means to fill the coffers with, seems a narrow and thankless job, but it also provides with it many opportunities to enrich oneself and to exert a more indirect form of control.
Key Ability: Depth.
Favored Skills: Business, Logistics, Underworld.
Vacancy Penalty: -1 to all Depth-based checks and saving throws.
Taskmaster
Tied to the Fourth Hell of Phlegethon, the taskmaster ensures that the edicts of the Overlords are being met, seeing with a more personal touch that each objective is fulfilled. They are also variously jailers, torturers, and recruiters, often having the secondary task of overseeing the management of strongholds and dungeons, and converting captives over to the side of Evil, though that is a task they often share with others as well. The taskmaster allows one who prefers to be hands on to steer the conspiracy just as well as any other.
Key Ability: Grasp.
Favored Skills: Logistics, Warcraft, Wildlore.
Vacancy Penalty: -1 to all Grasp-based checks and saving throws.
Malefactor
Tied to the Fifth Hell of Lethe, the malefactor is a curious position that exerts little direct control over the conspiracy itself. Instead, their attention is outwards, as they are the one charged with concocting plots and schemes to demoralize, debilitate and destroy their enemies. Whether through assassins or witchcraft, the malefactor is granted much leeway in this task, and those who relish in inflicting such suffering will flourish in such a seat. A secondary task is often the taming and unleashing of monsters.
Key Ability: Reach.
Favored Skills: Esoterica, Underworld, Wildlore.
Vacancy Penalty: -1 to all Reach-based checks and saving throws.
Curator
Tied to the Sixth Hell of Kokytos, the curator attends to the various assets and devious contraptions that can be used by their peers. One part mad scientist and one part antiquities dealer, their remit is magical items, souls, contracts and other such things, and variously might pursue innovations or mainly be in the business of acquisition. While the curator is rarely the one who ends up using their panoply, they have much control over who does.
Key Ability: Power.
Favored Skills: Business, Contraption, Underworld.
Vacancy Penalty: Reduce the stockpile limit for all strongholds and all Asset types by 2. Whenever you would gain Assets, reduce the amount by 1, to a minimum of 1.
Agenda Points
A conspiracy's Agenda Points (AP) represent a sum total of the work of its many minions, the resources they extract, and the time spent on tasks, talent, labor, implements and funds to handle this toil. Agenda points do not directly represent coins in a vault, but rather an abstraction of the nation's total amount of resources (and manpower) they can distribute to handle tasks. Since luck and demand play a part in a conspiracy's activities, the exact total of AP a conspiracy will have each turn; a new total of AP is rolled at the start of each conspiracy turn using Agenda Dice. Any AP not spent by the end of that turn convert to Infamy at a rate of 1 AP to 1 Infamy; in the fiction, this is represented with the Conspiracy utilizing leftover resources to reinvest in its influence and reputation.
Whenever the conspiracy is forced to spend AP that would drop it below 0, spend all the AP the conspiracy has then increase a Ruin chosen by the Masterminds by 1.
Servitors
At the beck and call of our masterminds are their servitors, the NPCs that you can direct and control. These include named NPCs with their own sheets and agendas (Disciples and Agents) as well as well as more generic and faceless NPCs that are mostly a resource to be expended (Minions & Henchmen).Minions & Henchmen
Minions are minor NPCs, usually using noncombatant levels, that you can use to see to specific tasks, defend certain locations (including perhaps your darkest dungeons), or accompany you upon adventures when necessary. You can Summon Minions as a plot, rolling your Minion Die to determine how many are at your disposal, with a level determined by your conspiracy's level. Otherwise, they are mostly abstracted and represented via your accumulated influence tokens, Assets and strongholds.Henchmen are far more specialized and useful, having combatant levels or even being monstrous equivalents. You use the Recruit Henchmen plot to gain the employ of one or more henchmen, who as minions can be taken along with you on an adventure, play party to your schemes, or staff your strongholds. Their max level, as with Minions, is determined by your conspiracy's level. These need not be combatants or monsters, they can also be highly skilled specialists. Unlike minions, henchmen are persistent though are not necessarily fully-fledged NPCs and should be treated as disposable.
During an encounter, minions and henchmen are subject to the minion rules, meaning they only act when ordered to do so by another character. Henchmen will continue to act according to their last orders (taking only one action a turn rather than three if not given new orders) while minions need a lot more wrangling, much like how in all the serials everyone waits their turn before attacking the hero. If anything, the most hesitant minions are also the smartest, as they know full well how cheap their lives are.Disciples & Agents
These NPCs serve the conspiracy, but only on their own terms. They cannot be recruited through plots (though some opportunities at the war table will give you the chance to recruit them) but rather directly through the actions of the masterminds. Each category is somewhat flexible rather than hard, mostly indicating how loyal and integrated they are with the wider conspiracy.
Disciples are the most trusted and loyal followers of the masterminds (though that loyalty is not guaranteed, and some prefer some masterminds over others). They are equivalent to NPC cohorts in many ways, and can often accompany the masterminds on their adventures (though for balance reasons, only one can be active during an encounter at a time unless there's extraordinary circumstances that justifies it). They also can serve as leaders within the conspiracy, either as wardens of a stronghold (or its Dungeon) or in the roles not filled by the player characters.
Agents are more free-roaming, representing those given enough license to operate more independently. They have their own ways and means, cultivating their own networks enough. Many agents are recruited because of their existing connections and talents, and thus they rely less on the wider conspiracy and tend to be less loyal as a rule than disciples. There is an advantage to this in that they can be better trusted to handle opportunities and oversee schemes and plots, and while they can't as disciples accompany the PCs on their adventures generally, they can act as agents of their influence on the war table.
Ruin
As misfortune, disasters engineered and natural, shortages and enemy action damage a conspiracy, it can accumulated Ruin. Ruin is recorded next to each Ability Score, rising and falling as conspiracy turns progress. If it rises too high, exceeding the threshold determined by the conspiracy's level, it can cause permanent harm to the conspiracy.
- Power's Ruin comes from decadence and laziness, arrogance and shortsightedness. When complacency seeps into the ranks, it blunts their blades and minds alike.
- Ruined Control manifests not merely as disgruntled whispers (that's Dissent) but organized and intentional insubordination, counter-conspiracy and broken lines of command and communication.
- Ruin attached to Secrecy means that the conspiracy is being watched or tracked, or has begun to operate too openly for its own good. It's one thing to be a household name, it's another for your leadership to all be known and wanted criminals.
- A Ruined Reach usually comes from damaged connections and bad reputation, a poisoned well that means it's difficult to extend ones influence until these obligations are resolved and wounds scabbed over.
- When Grasp meets its Ruin, the conspiracy falls to corruption, debauchery and indulgence, pursuing their own desires and means more than that of the Masterminds', and prone to infiltration from without.
- Depth's Ruin comes from depletion of the ranks and its membership, a lack of institutional knowledge and leadership and a reliance on more and more press ganged and greenhorn recruits.
Accruing Ruin
As Ruin accumulates, mark it on the conspiracy sheet next to the appropriate ability score. These point totals are persistent, decreasing only in specific circumstances, but most often when a Ruin's point total exceeds that Ruin's threshhold. Other events can reduce or increase a Ruin's point total as well -- typically as the result of conspiracy plots or events.
Ruin Threshold
Each ability score has a Ruin threshold; a point at which the penalties associated with that Ruin increase. A Ruin's initial threshold is 10, but each threshold increases as the conspiracy levels up and becomes more able to withstand Ruin in all its forms. Whenever a Ruin exceeds its threshold, reduce that Ruin's total points by an amount equal to its threshold, and increase the Ruin's penalty by 1.
Reducing Ruin Penalties
Ruin penalties are difficult to remove once accrued. When a conspiracy reaches 5th level, and then every 3 levels thereafter, it gains Ruin resistance; each time it does so, it has the opportunity to reduce an existing Ruin penalty to 0. This is an extremely effective way to manage a Ruin penalty that's crept particularly high, but it's also an extremely limited resources with, at best, 6 opportunities to use it over the course of the campaign.
The Tighten Grip plot can reduce existing Ruin penalties as well, though at a much lower rate. Other plots or events can reduce Ruin penalties as well, as detailed in the text for each. Finally, if circumstances ever allow for a Ruin's points to be reduced and that particular Ruin is already at 0 points, instead of reducing Ruin to a negative value you can instead attempt a DC 16 flat check; on a success, reduce that Ruin's penalty by 1 to a minimum of 0.
Dissent
Dissent represenst unhappiness and dicontent among the ranks, who show their lack of confidence in their glorious leaders by balking at edicts, refusing to follow commands, and disrupting activities in little and great ways. Dissent is a persistent value that remains from turn to turn and can be adjusted during conspiracy turns as events play out.
- If a conspiracy has at least 1 point of Dissent, take a -1 status penalty to all conspiracy checks.
- If a conspiracy has 5 or more points of Dissent, take a -2 penalty.
- 10 or more points, -3 penalty.
- 15 or more, -4.
Dominion: The Conspiracy on the Map
Conspiracies, unlike the various nations of Talingarde, do not tend to be restricted by their geographic breadth, but neither are they unlimited in their extent. A conspiracy makes their otherwise amorphous influence more material in a specific area through Dominion Plots like Lay Eyes, Sink Claws, and Boots on the Ground. Each corresponds to a particular kind of control, known as Eyes, Claws, and Boots respectively, which can be attacked to either a settlement, stronghold, or region.
- When a conspiracy has Eyes on an area, they have created a network of spies that means they a persistent spy network that feeds them information about local activities and enemy movements. This usually requires the least investment of resources, but also extends the least direct influence.
- When a conspiracy has Claws on an area, they have through a significant amount of preparation taken control of the local area, able to exert their will as a kingdom or other polity might, though it may not necessarily be known to those under their control. This can be done through any number of means subtle or overt, but is the most expensive way to exert influence.
- When a conspiracy has Boots on an area, they have sent an force to either through open military occupation or some kind of coup d'etat to claim the area openly. This requires less preparation and Assets than Claws might require, but is far more blatant and risky, and the control it exerts can be a fragile thing.
Having one of these forms of influence over an area is sometimes necessary for certain plots, and otherwise can make exerting such influence easier, but mostly its a matter of translating the masterminds' will to the setting, letting your characters actually shape the world directly.
Establishing influence over an area has variable difficulty based on the size and security of the area. You can lose Eyes, Claws, or Boots due to enemy action or events.
Having a stronghold in the area counts as having Boots in the area for all intents and purposes. Likewise, having an agent in the area counts as having Eyes.
Carnage, Dominance & Terror
In addition to the markers of Influence above, there is another measure of the conspiracy's influence on the world that we use. Any area, ranging in scale from a small settlement to one of the Six Realms, as well as other organizations, can accumulate scores called Carnage, Dominance, and Terror that represent how tightly the grip of the conspiracy is over the souls of its inhabitants. Each increases not only due to plots hatched during a Conspiracy turn, but also the actions of the player characters during normal play, as well as the vagaries of random and story events. Remember, you are not the only Evil conspiracy out there.
Each area and organization has different Thresholds for each of these, much like a conspiracy's Ruin Thresholds. Each time that Threshold is exceeded, new options are opened up. Sinking your Claws into an area, for instance, requires the Dominance or Terror Threshold to have been exceeded, while laying Boots on the ground requires the Terror or Carnage thresholds to have been met. Making an organization a Tributary can be only be done by first filling one of any three of those Thresholds. However, when a Threshold is exceeded, disaster will strike, causing Collateral that might weaken or damage the resources you would otherwise take advantage of.
The actions of Goodly organizations can turn back the tides on these, and they also subside naturally over time, at different rates ddetermined by the DM. Thus, some instruments are better suited for others, some are better for the long term or the short term.
- Carnage represents the amount of pain and death inflicted upon the populace. Casualties, whether by injury, sickness, famine or killing, add up to a Carnage score. Once over the Threshold, the population is depleted and people's morale beaten, leaving only small pockets of intense resistance. Carnage is direct, blunt, and leaves little behind to rule over, causing the most Collateral, but it is also the slowest to recover from. Salting the earth and ruling over a desert is harder to turn back than the others.
- Dominance represents a more subtle and insidious influence, the taking over of institutions and influential persons to one's side, and slowly gaining a sense of legitimated authority over an area. Once over the Threshold, the population recognizes the conspiracy or its puppets as a truer suzerain over them than the Holy Lawful Empire or Axiomatic Church. For those who want to maintain an intact prize, Dominance leaves the least collateral, but it is also fragile and difficult to build.
- Terror represents not only simple fear but the onset of panic and paranoia that causes society to crumble and turn against itself. People lose faith in their institutions and look for anything powerful enough to give them succor. Once over the Threshold, the population descends into anarchy, turning against each other and susceptible to demagogues and outside agitators to shape them. This rides a middle line between Dominance and Carnage in how much Collateral it causes, but it is also noteworthy that Terror subsides quickest over the course of time, and those cowed by Terror must get frequent reminders of why they serve.
Stakes & Places of Power
One reason to spread your influence, other than getting more opportunities on the war table and more places from which to hatch plots during a Conspiracy turn, is to get access to certain resources. Stakes are resources that can turn into a regular income of a certain Asset if claimed. While unclaimed Stakes can be found, especially at the fringes of civilization, most will already be claimed and must be wrested from another group.
A Place of Power is something more unique and special. They can provide an income of Assets much like Stakes do, but they also have more unique benefits. They are suffused with magical power, and are often protected by powerful guardians that cannot simply be done away with a single plot but might involve some exploration and a series of encounters.
You must maintain your Influence over an area to continue to benefit from a Stake or Place of Power.
Strongholds
Strongholds are a catch-all term for any permanent fortification or structure that is used as a staging ground for the conspiracy's operations, as well as for stockpiling their assets. All Assets must be stored in a stronghold. There are four "levels" of stronghold, which gives a basic sense of their complexity, size, and defenses: lair, bastion, citadel, and demesne. A lair may be as simple as a safe house, a bastion is about equivalent to a keep or tower, a citadel is a full castle or palace, while a demesne is a sprawling affair or estate that can rival an entire settlement in scope. Lairs can store up to 3 of each Asset, a bastion 5, a citadel 7, and a demesne 9.
You can find and claim strongholds through exploration and encounters during normal play, or build your own using Dominion Plots. If a conspiracy has no stronghold, they will accrue Dissent during each upkeep phase. While it's not necessary to have one central headquarters, having none at all is a recipe for chaos.
We won't get into the nitty gritty of every stronghold's features and design, save as much as you as players would like to. A more in-depth system will be used for defending the strongholds against attack and developing devious dungeons with which to protect your treasure from heroic adventurers. For more information, see Dungeon Subsystem.
The War Table
A map of Talingarde will be provided that shows all of the conspiracy's Influence markers, their strongholds, as well as known Influence and strongholds of opposing forces. This "war table" will also provide each conspiracy turn a chance for opportunities, special hooks that the conspiracy can take advantage of in the area they have Influence in. The more Influence you have on the map, the more opportunities you can take advantage of. Influence will also reveal on the map activities of the forces of Good (and other conspiracies of Evil) that you can interfere in at your leisure, or merely monitor.
Networking
When you spread your Influence in an area, you learn about the other groups and organizations there. Most will likely consider you an enemy if they learn of your true nature, but you will also find possible future accomplices and tributaries to add to your burgeoning conspiracy.
Networking refers to acts by the masterminds that engage with other organizations, whether criminal conspiracies such as their own or other entities. In order to begin networking with another group, the masterminds must first successfully Open Channels with the target group. When they have a diplomatic channel established, record the name of that group on the conspiracy sheet. Once the masterminds have opened channels with a group, they can through social encounters try and influence it as a cabal, or use the Quid Pro Quo and Demand Tribute plots to establish more direct relationships.
Tributaries & Accomplices
The conspiracy can suborn or otherwise gain agreements and understandings with other organizations, allowing them to extend their Reach where it would otherwise not tread. "Accomplices" refers to those who have some established relationship established through plau, which has no set mechanical benefit but rather represents a standing agreement between the two groups.
Tributaries on the other hand are groups that are either through coercion or alliance are subsidiaries of the wider conspiracy. They may not be entirely controlled or dominated by the conspiracy, but nonetheless their resources filter otherwise. Tributaries increase the amount of Agenda Points and Assets a conspiracy accumulates each turn. You can have a maximum number of tributaries equal to your conspiracy's level.
Enemies
As an organization of great Evil, most of the world will be your enemy. This makes the odds stacked against you, but remember that you are a secret conspiracy. Maintaining your clandestine nature will be important, as most of your enemies will remain passive until your activities become more and more apparent.
Most enemies are marked as "ignorant" until the consequences of your plots, schemes, random events or player actions draw their attention, at which point they become "suspicious" and begin investigating you every Conspiracy turn. Once your truly villainous nature is exposed, they become "opposed" and attempt to sabotage your efforts or even attack you directly. The use of Intrigue and misdirection can sometimes return a suspicious or opposed organization to ignorance, or even turn them into an accomplice or tributary (though this is quite a feat).
If you cause a grave and terrible blow to another group and they connect it to you, they will swear "vendetta." An organization that swears vendetta will never stop hunting you until they are disposed of. There is no longer any possibility of negotiation. While ending a vendetta does not necessarily mean extermination of other side, it requires a more Herculean effort to do anything else.
Assets
As a conspiracy grows, it accumulates ways and means beyond those necessary for day-to-day operations. These resources are known as Assets, and are a limited pool used to fuel certain plots, build strongholds, to exchange for AP using the Supply Operations plot, or to expend during conspiracy events and at the war table.
The types of Assets that are available include Amenities, Bodies, Lucre, Mana, Secrets and Souls. As the conspiracy accumulates or expends these Assets, track the numbers on the conspiracy sheet. A conspiracy is limited to a maximum number of stockpiled Assets determined by its level, but they also must be stored in a particular stronghold. Thus, each stronghold expands how many Assets the conspiracy can store.
Each type of Asset can be gathered by special plots as detailed below, but Assets can also be gained via conspiracy events or as a reward for actions by the player characters during exploration or encounters. They can also be purchased from other groups or exchanged via Quid Pro Quo.
- Amenities represent luxuries and other goods that people covet and want, anything from narcotics, to fine silks, to fine beef to the company of a courtesan. They are temptations that can draw the weak-willed to Evil. Amenities can be acquired with the Uncourtly Love plot, and can be converted into Bodies via the Honey Trap plot. It can also be used to counter Reach Ruin through the Wine and Dine plot.
- Bodies represent manpower, or perhaps even literally something like corpses. Hirelings, prisoners, or peasants can all function in this role, and Bodies are expended when the key ingredient is labor or numbers. Bodies can be acquired with the Press Gang plot, and can be converted into Souls with the Blood Sacrifice plot. It can also be used to counter Depth Ruin through the Replenish Ranks plot.
- Lucre represents ill-gotten loot, especially of a fungible variety. What separates it from Amenities is its primary use as a commodity. It need not be straight coin: it could be grain stores, valuable art work, or otherwise. Lucre can be acquired with the Money Heist plot, and can be converted into Amenities with the Opulent Spending plot. It can also be used to counter Secrecy Ruin through the Launder Funds plot.
- Mana is rareified magical power, whether embodied in magical items, scrolls, potions, or something more ineffable and harnessed through occult forces. Mana is often tied to the land itself, at least for primal and arcane magic (occult and divine magic relies mostly on otherworldly connections). Mana can be acquired with the Ley Lines plot, and can be converted into Secrets with the Peer into Darkness plot. It can also be used to counter Power Ruin through the Alchemical Experimentation plot.
- Secrets are piece of knowledge that have value but are often forbidden. Heretical texts, demonology tracts, though also more venal things such as bribery, licentiousness, and hidden corpses. Secrets are leverage points, more a scalpel than hammer. Secrets can be acquired with the Collect Whispers plot, and can be converted into Lucre with the Extract Blackmail plot. It can also be used to counter Guile Ruin with the Turn Tables plot.
- Finally, Souls are hearts and minds, either figuratively or literally. can be the spiritual essence of sentient beings but it can also involve cult worship or belief in a cause, or some other measure of influence over the thoughts of the populace. Souls, compared to Mana, are the basis of more occult and divine magics. Souls can be acquired with the Spread Heresy plot, and can be converted into Mana with the Dark Ritual plot. It can also be used to counter Grasp Ruin through the Infernal Contracts plot.
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