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Rules for a PC running an organization
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<blockquote data-quote="Cor_Malek" data-source="post: 5346810" data-attributes="member: 91608"><p>Yay! I'm really set to try out Kingmaker, and after reading it's player guide - Spymaster was the position that gained most of my interest. So I'd be happy to chip in into brainstorming this, as I hope to use it one day myself <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Well CIA/FBI of game world is a nice idea, and it's great that he has a clear goal. But he has resources of a nation that has like what? 4? 5 Cities? Realistically speaking, Hamas is the best he can do. </p><p>And he'd <em>better</em> make an intelligence agency, because other agents are already within borders.</p><p></p><p>I'd start with him being like "just" a field agent of said agencies. While the PC's travel, he gathers various contacts. To the friendly-indifferent-unfriendly scale, add "contact". To have a character become his contact, he must make a successful diplomacy or intimidate (if justified) check opposing charisma on <strong>top</strong> of normal modificators for NPC's attitude (so while possible to enlist unfriendly NPC, it's better to make him friendly first). At DM's discretion, payments - one time or monthly - can lower the DC. Successful bluff checks can be used to boost consecutive intimidate roll.</p><p>At the time of enlistment, contact route is agreed on, depending largely on the NPC's resources and PC's availability. Send and Animal Messenger seem elegant, but not within everyone's grasp. Some contacts (especially monsters) will have to be visited by the agent. So as the web grows - the organization would change. At first, the PC's would have to visit their agents. When they'll have enough resources, they can hire agents to supervise contacts and pass gathered info to their superior. </p><p></p><p>One way to do this elegantly within Kingmaker - is to install agents in some types of building. The building type will also limit what kind of intel can be gathered. Buildings from player guide that seem appropriate for various types of information:</p><p>- Knowledge (arcana, religion, local: magic community): alchemist, casters tower, exotic craftsman, herbalist, magic shop, temple, cathedral</p><p>- Knowledge (local: inhabitants, personalities, traditions, crime): black market, brothel, park and dump (<em>Millennium Hand and Shrimp!</em>), pier, market, tavern</p><p>I'm not sure how exactly this works in Kingmaker, but I'm guessing that various buiding provide income. Buildings with installed agent will give less income - to provide payment for our men. Of course, this contact will have to not only gather intel, but also take care of day-to-day business, so if we choose poorly, we might end crippling the front we've used - or with useless agency draining our resources.</p><p></p><p>First agency set in given city provides +1 Stability for as long as it it operating. If it's taken over by outside elements, it provides -1 stability instead (on top of "normal" activity). </p><p> </p><p></p><p>Depending on nature of who he just enlisted, this would provide different intel game-wise. Lowly or plainly stupid characters will provide freebie rumours. Other informations should be provided at DM's discretion, possibly to compliment the quests and events the party is facing. Some of this information will be freely available, because quests will be using our mole. But most of the time, follow this formula:</p><p>1. Where the quest is going on, what kind of knowledge you would require from PC?</p><p>2. Allow the contact to make a roll: either knowledge(x) or diplomacy if they know someone entangled in the intrigue. If successful - they get whatever information the PC would get</p><p>3. Have them contact the PC (or agent responsible) in a way that was established at first, using their intelligence as well (so if PC's don't visit NPC that they have only personal contact with - no gain. But if the news is dire enough, they might go out of their way to pass the info).</p><p></p><p>On top of that, the agency might employ various specialists. Either on monthly fee (as with henchmen), on event-to-event basis, or employing other contacts. A murder scene with occult elements? Why not call for the cleric that visits our brothel every week, and has high heal and knowledge (religion)? Need to know what the gem we have is worth? Let's meet with our guy on the blackmarket. If they are supposed to be secret agents, using them in such way risks blowing their cover (unless we managed to make it a secret who is pulling the strings of intelligence).</p></blockquote><p></p>
[QUOTE="Cor_Malek, post: 5346810, member: 91608"] Yay! I'm really set to try out Kingmaker, and after reading it's player guide - Spymaster was the position that gained most of my interest. So I'd be happy to chip in into brainstorming this, as I hope to use it one day myself :) Well CIA/FBI of game world is a nice idea, and it's great that he has a clear goal. But he has resources of a nation that has like what? 4? 5 Cities? Realistically speaking, Hamas is the best he can do. And he'd [I]better[/I] make an intelligence agency, because other agents are already within borders. I'd start with him being like "just" a field agent of said agencies. While the PC's travel, he gathers various contacts. To the friendly-indifferent-unfriendly scale, add "contact". To have a character become his contact, he must make a successful diplomacy or intimidate (if justified) check opposing charisma on [B]top[/B] of normal modificators for NPC's attitude (so while possible to enlist unfriendly NPC, it's better to make him friendly first). At DM's discretion, payments - one time or monthly - can lower the DC. Successful bluff checks can be used to boost consecutive intimidate roll. At the time of enlistment, contact route is agreed on, depending largely on the NPC's resources and PC's availability. Send and Animal Messenger seem elegant, but not within everyone's grasp. Some contacts (especially monsters) will have to be visited by the agent. So as the web grows - the organization would change. At first, the PC's would have to visit their agents. When they'll have enough resources, they can hire agents to supervise contacts and pass gathered info to their superior. One way to do this elegantly within Kingmaker - is to install agents in some types of building. The building type will also limit what kind of intel can be gathered. Buildings from player guide that seem appropriate for various types of information: - Knowledge (arcana, religion, local: magic community): alchemist, casters tower, exotic craftsman, herbalist, magic shop, temple, cathedral - Knowledge (local: inhabitants, personalities, traditions, crime): black market, brothel, park and dump ([I]Millennium Hand and Shrimp![/I]), pier, market, tavern I'm not sure how exactly this works in Kingmaker, but I'm guessing that various buiding provide income. Buildings with installed agent will give less income - to provide payment for our men. Of course, this contact will have to not only gather intel, but also take care of day-to-day business, so if we choose poorly, we might end crippling the front we've used - or with useless agency draining our resources. First agency set in given city provides +1 Stability for as long as it it operating. If it's taken over by outside elements, it provides -1 stability instead (on top of "normal" activity). Depending on nature of who he just enlisted, this would provide different intel game-wise. Lowly or plainly stupid characters will provide freebie rumours. Other informations should be provided at DM's discretion, possibly to compliment the quests and events the party is facing. Some of this information will be freely available, because quests will be using our mole. But most of the time, follow this formula: 1. Where the quest is going on, what kind of knowledge you would require from PC? 2. Allow the contact to make a roll: either knowledge(x) or diplomacy if they know someone entangled in the intrigue. If successful - they get whatever information the PC would get 3. Have them contact the PC (or agent responsible) in a way that was established at first, using their intelligence as well (so if PC's don't visit NPC that they have only personal contact with - no gain. But if the news is dire enough, they might go out of their way to pass the info). On top of that, the agency might employ various specialists. Either on monthly fee (as with henchmen), on event-to-event basis, or employing other contacts. A murder scene with occult elements? Why not call for the cleric that visits our brothel every week, and has high heal and knowledge (religion)? Need to know what the gem we have is worth? Let's meet with our guy on the blackmarket. If they are supposed to be secret agents, using them in such way risks blowing their cover (unless we managed to make it a secret who is pulling the strings of intelligence). [/QUOTE]
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