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96<br />
the police force is interested solely in what is best for the<br />
House. Obviously, trying a Frame Up against a House<br />
in control of the police force is impossible. Likewise, a<br />
House in control of the police force can organise a Frame<br />
Up for half of the cost stated below.<br />
Influence Requirement: 3,000<br />
Power Requirement: 2,000<br />
Cost: 1,000 Influence per Rank of the target Noble House;<br />
1,000 gp + 500 gp per Rank of the target Noble House<br />
Time: One month<br />
Skill DC: Gather Information (DC 25). This is opposed by<br />
the target’s Sense Motive skill.<br />
Success Result: For every ten full points by which the<br />
aggressor’s skill check exceeds the skill check result of the<br />
defender, the defender’s effective Rank is decreased by one<br />
for one month (beginning at the end of the month in which<br />
this action is taken). This does not decrease the Power or<br />
Influence of the defender, only their ability to take actions<br />
and their bonuses for defence or offence.<br />
Failure Result: <strong>The</strong> aggressor Noble House has its own<br />
effective Rank decreased by one for one month, beginning<br />
at the end of the month in which the action is taken.<br />
Intelligence Gathering<br />
<strong>The</strong>re are times when it is best to simply sit tight and<br />
figure out what everyone else is doing and how what they<br />
are doing impacts you. This action enables you to try and<br />
figure out what actions are directed at your Noble House<br />
and what immediately threatens your forces.<br />
Influence Requirement: 1,000<br />
Power Requirement: None<br />
Cost: 500 gp, 1,000 Influence<br />
Time: One week<br />
Skill DC: Gather Information (DC 20)<br />
Success Result: If this check succeeds, you discover one<br />
action that will occur in the next month and is targeted at<br />
your Noble House or your areas of control. For every five<br />
points by which your result exceeds the DC of this skill<br />
check, you learn of another plot. If this action is used more<br />
than once in the same time period, different actions will be<br />
discovered by each use if there are additional actions to be<br />
discovered.<br />
Failure Result: You discover one false action targeted<br />
against you.<br />
Knowledge is Influence<br />
<strong>The</strong> drow understand that knowledge is a powerful weapon<br />
and within the Game of Bones, it is a tool for gaining<br />
Influence. By hiring the services of a knowledge broker<br />
or similar organisation, such as the Seekers of na’Koth, a<br />
player can learn about previously unseen happenings and<br />
opportunities in a target area, providing him a boost to his<br />
Influence score.<br />
Influence Requirement: 3,000<br />
Power Requirement: None<br />
Cost: 2,000 gp per target area; 2,000 Influence per target<br />
area<br />
Time: Three months<br />
Skill DC: Gather Information (DC 25)<br />
Success Result: If this skill check succeeds, the player will<br />
gain additional insight into the target area, enabling him to<br />
begin a campaign of increasing his Influence there through<br />
carefully selected actions. At the end of three months, if at<br />
least half his actions were successful, he gains an additional<br />
500 Influence in the area.<br />
Failure Result: If this skill check fails, the player will gain<br />
false insight into the target area. He may still begin his<br />
three-month campaign of actions, but will have nothing but<br />
wasted time and money to show for it at the end.<br />
Poison Pill<br />
Putting a spy into the House of an opposing noble is a<br />
powerful way to gain advantage over him. <strong>The</strong> poison<br />
pill’s ability to remain in the House for an extended period<br />
of time makes him an important asset – the longer you can<br />
keep a spy in place, the greater the benefit he provides.<br />
On the other hand, a spy turned against you when he is<br />
discovered can cause a great deal of trouble for your House.<br />
Being misled into attacking a supposed weak point can be<br />
deadly.<br />
Influence Requirement: 5,000<br />
Power Requirement: 1,000<br />
Cost: 500 Influence per Rank of the target Noble House;<br />
1,000 gp per Rank of the target Noble House<br />
Time: Two months<br />
Skill DC: Sense Motive (DC 25). This is opposed by the<br />
target’s Gather Information skill.<br />
Success Result: If the aggressor succeeds, they have<br />
planted a spy in the Noble House or organisation. This<br />
spy provides a +2 bonus to the aggressor when making any<br />
actions against the target House. This bonus increases by<br />
+1 for every three months the spy remains in place. <strong>The</strong><br />
above skill check must be made at the end of every month<br />
in which the spy was in place. If the defender wins the<br />
skill check, the spy is suspected and the current bonus he<br />
provides is reduced by one. If the aggressor wins, the spy<br />
stays in place. If the bonus a spy provides is ever reduced<br />
to zero, the spy is discovered and the failure result, below,<br />
immediately goes into effect.