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98<br />
a campaign of lies and innuendo similar to a Smear<br />
Campaign, the aggressor House sets the two targets against<br />
one another, weakening two rivals while simultaneously<br />
leaving the aggressor House free to go about its business<br />
unimpeded.<br />
Influence Requirement: 4,000<br />
Power Requirement: 0<br />
Cost: 2,000 gp per Rank of each of the targets; 1,000<br />
Influence per Rank of each of the targets<br />
Time: One month<br />
Skill DC: Bluff (DC 25 +1 per level or Hit Die of each<br />
target), opposed by target’s Sense Motive<br />
Success Result: If the attacker’s Bluff skill check result<br />
beats one target’s Sense Motive skill check result, that<br />
target will consider the other target a rival. If the attacker’s<br />
Bluff skill check result beats the Sense Motive skill check<br />
results of both targets, both targets will regard one another<br />
as enemies and begin to move against each other.<br />
Failure Result: If the attacker’s Bluff skill check result<br />
fails to beat the Sense Motive skill check result of either<br />
target, both targets will be aware of the attacker’s action<br />
and will consider the attacker an enemy.<br />
Troop Movements<br />
Moving forces from one area to another can be a tricky<br />
thing if you want to keep your actions quiet. This action<br />
is used to move your forces without being discovered by<br />
others – you do not need to bother with this action if you<br />
choose to move your forces openly. Whether you use this<br />
action or not, it takes one week to move troops from one<br />
area to another, as long as both areas are within the same<br />
city.<br />
Influence Requirement: 1,000 per 5,000 Power worth of<br />
troops moved<br />
Power Requirement: None<br />
Cost: 100 gp per 1,000 Power equal to the troops being<br />
moved<br />
Time: One week (so long as all troops are moved within<br />
the same city). For movement from one city to the next,<br />
Games Masters should assign a time.<br />
Skill DC: Hide (DC 10 + 5 per 1,000 Power being<br />
moved)<br />
Success Result: If this check succeeds, you move your<br />
troops quietly from one area to another without being<br />
spotted.<br />
Failure Result: Your forces are easily seen moving through<br />
the city and all other Noble Houses know where you have<br />
moved them.<br />
Vandalism<br />
Vandalism involves hiring groups of thugs to tear up<br />
a block or other area of the city under the control of an<br />
opposing Noble House in order to damage their ability<br />
to make money. This can be devastating against Houses<br />
that are overextended, but can backfire as vandals turn on<br />
their owners (after coercion by the enemy) and start tearing<br />
things up in the ‘wrong’ territory.<br />
Influence Requirement: 500<br />
Power Requirement: 2,000 + 1,000 per area to be<br />
vandalised<br />
Cost: 200 gp + 100 gp per area to be vandalised; 500 Power<br />
per area to be vandalised<br />
Time: One week<br />
Skill DC: None. This requires an opposed Rank check at<br />
the current bonus of the attacker and defender.<br />
Success Result: If the aggressor’s Rank check exceeds the<br />
defender’s Rank check by ten or more, the entire area has<br />
been so heavily damaged it provides no income for the next<br />
three weeks and requires 1d6 x 1,000 gp of repair work<br />
before it can generate more than 30 percent of its original<br />
income. If the Rank check succeeds by less than ten, the<br />
area provides only 50 percent of its normal income for 1d4<br />
weeks, after which the damage is repaired and the area<br />
provides its normal income once again.<br />
Failure Result: When the aggressor’s Rank check fails by<br />
ten or more, the vandals are turned against the aggressor<br />
and attack one of his territories. This is treated exactly as if<br />
the defender had hired the vandals to attack the aggressor,<br />
but does not use one of the defender’s actions for the round.<br />
A group of vandals cannot be turned more than once during<br />
a single action. If the aggressor’s Rank check fails by less<br />
than ten, the vandalism attempt fails, but there are no other<br />
repercussions.<br />
Wrest Control<br />
<strong>The</strong> only sure way to keep a rival down is to take away his<br />
territories and control them yourself. This risky action is<br />
designed to steal an area from a rival. This action cannot be<br />
taken in areas in which your target has any Power invested<br />
– you must first either defeat his force in an assault or<br />
otherwise get them out of the area you wish to seize.<br />
Influence Requirement: 5,000<br />
Power Requirement: 1,000<br />
Cost: 10,000 gp, 5,000 Power<br />
Time: One month<br />
Skill DC: None. This requires an opposed Rank check at<br />
the current bonus of the attacker and defender (DC 15).