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The Tome Of Drow Lore.pdf - RoseRed

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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.

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