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94<br />
Influence Requirement: 0<br />
Power Requirement: See below<br />
Cost: Variable Power cost, see below. For every 1,000<br />
Power the aggressor devotes to the assault, he must also<br />
expend 500 gp in supplies and bribes.<br />
Time: One week<br />
Skill DC: None. For every 1,000 Power the aggressor<br />
devotes to the assault, he receives a +1 bonus to his Rank<br />
check. For every 750 Power the defender has in position at<br />
the place of the assault he receives a +1 bonus to his Rank<br />
check. An opposed Rank check is made to determine the<br />
result of the assault.<br />
Success Result: For every five points by which the aggressor<br />
beats the defender, the defender suffers a permanent loss of<br />
1,000 Power, up to the maximum Power at the assault site.<br />
Failure Result: For every three points by which the defender<br />
beats the aggressor, the aggressor suffers a permanent loss<br />
of 1,000 Power, up to the maximum Power the aggressor<br />
used in the assault.<br />
Blackmail<br />
Effective use of blackmail is a time-honoured tradition<br />
among the drow and one of the only actions through which<br />
a combatant in the Sheathed War can gain Influence. A<br />
combatant may come upon information suitable for<br />
blackmailing a rival through sheer luck, through a<br />
Knowledge is Influence action or through an Intelligence<br />
Gathering action. <strong>The</strong> rules for the Blackmail action assume<br />
the combatant already has the pertinent knowledge in hand.<br />
Through judicious use of this information, the combatant<br />
is able to coerce his rival into doing as he directs, thereby<br />
increasing his Influence. This lasts as long as the price of<br />
exposing the blackmailer is greater than the price of doing<br />
as the blackmailer demands, which in a race as long-lived<br />
as the drow can be very long indeed.<br />
Influence Requirement: 2,000<br />
Power Requirement: None<br />
Cost: 500 Influence per level or Hit Die of the target<br />
Time: One month<br />
Skill DC: Intimidate (DC 20 + 1 per level or Hit Die of the<br />
target), opposed by target’s Intimidate skill<br />
Success Result: If the aggressor’s skill check result<br />
exceeds the defender’s skill check result by less than ten,<br />
the aggressor gains a permanent increase of 500 Influence.<br />
If the aggressor’s skill check result exceeds the defender’s<br />
skill check result by more than ten, the aggressor gains a<br />
permanent increase of 1,000 Influence.<br />
Failure Result: If the defender’s skill check result exceeds<br />
the aggressor’s skill check result by less than ten, the<br />
defender refuses to go along with the blackmail demands.<br />
If the defender’s skill check result exceeds the aggressor’s<br />
skill check result by more than ten, the aggressor’s blackmail<br />
material is useless and he is exposed by the defender. <strong>The</strong><br />
resulting humiliation is expensive, costing the aggressor<br />
500 permanent Influence.<br />
Counterintelligence<br />
It is sometimes just as important to keep a foe from<br />
understanding what you are up to as it is to find out what<br />
they are planning. Counterintelligence is a very useful<br />
way to keep other drow guessing about your intentions and<br />
prevents others from finding out your secrets.<br />
Influence Requirement: 5,000<br />
Power Requirement: 1,000<br />
Cost: 500 Influence per rank of the Noble House<br />
Time: One month<br />
Skill DC: Gather Information (DC 25)<br />
Success Result: For every five points by which you exceed<br />
the DC of the Gather Information skill check, all aggressors<br />
who direct Smear Campaigns, Force Assessments, Frame<br />
Ups and Poison Pill actions against you suffer a –1<br />
circumstance penalty to all skill checks related to those<br />
actions.<br />
Failure Result: You tip your hand while attempting to<br />
prevent others from uncovering your plots, making your<br />
House or organisation more vulnerable to attack. For<br />
every five points by which you fail the DC of the Gather<br />
Information skill check, all aggressors who direct Smear<br />
Campaigns, Force Assessments, Frame Ups and Poison Pill<br />
actions against you enjoy a +1 circumstance bonus related<br />
to those actions.<br />
Cover Up<br />
<strong>The</strong>re are times when a Noble House or other organisation<br />
may wish to undertake an action they do not want tied to<br />
their reputation. This action covers up all evidence of the<br />
action in question, but can burn up resources at an alarming<br />
rate if used to conceal large-scale operations.<br />
Influence Requirement: <strong>The</strong> same as the total Influence<br />
and Power requirements of the action being covered up.<br />
Power Requirement: None<br />
Cost: 250 Influence per Rank of the Noble House<br />
Time: <strong>The</strong> same as the action being covered up<br />
Skill DC: Diplomacy (DC 25)<br />
Success Result: If the action succeeds, all evidence tying<br />
the Noble House to the action it wishes to disavow is<br />
destroyed. Others may know the action happened, but they<br />
will not know who was responsible for it. <strong>The</strong>y may have<br />
their suspicions however and can certainly act on them if<br />
they so choose.<br />
Failure Result: <strong>The</strong> action is not covered up.