Espionage

While the General and Grand Diplomat may think they are the main force behind the kingdom’s dealings with other lands, the Spymaster knows that the real business of state happens behind the scenes. Espionage Edicts allow your kingdom to defend against covert operatives from other nations, and to set up spying operations to keep tabs on rivals, or even sabotage their efforts. Costs for establishing and maintaining spy networks are dependent on the sizes of the kingdoms involved (your kingdom Size for domestic spying, their kingdom Size for foreign spying).

Kingdom Size Initial Cost Maintenance Cost
1-25 hexes 2 BP 1 Consumption
26-100 hexes 4 BP 2 Consumption
101+ hexes 6 BP 3 Consumption

Foreign Spying

Spying on other nations is a delicate, and difficult, process. It requires skilled agents (whether foreign nationals who can be turned, or domestic agents sent abroad) who must be exceptionally well-compensated for their actions, as they face severe punishments if they’re discovered. Worse, a captured spy can be turned against their nation, providing disinformation or even casus belli – cause for war.

If you are at war with the kingdom that you are targeting with any espionage activity, apply a -4 penalty to all espionage checks (to reflect the increased vigilance and difficulty conducting clandestine activities). Additionally, if the target kingdom has a domestic spy network, all checks are made at -2 per level of that organization (see Domestic spying, below)

The Spymaster of your kingdom can set up a spy network in any other country, including a vassal or sponsor nation. Establishing a spy network requires an Espionage Edict and and investment of BP depending on the size of the kingdom (see table above). The Spymaster makes a Loyalty check, with a negative modifier equal to double the other kingdom’s Policing Edict Stability bonus (eg: if the other kingdom has Draconian Policing, there is a -6 modifier to the Spymaster’s check.

Critical Success Network established at half cost (consumption is normal)
Success Network established
Failure Network fails, BP lost
Critical Failure Network fails, target attitude drops 1 step, Infamy +1

Once a spy network is established, it begins feeding basic information to the Spymaster (eg Settlement size and buildings, Edicts, Army/Navy strength, etc). In addition to the ongoing provision of basic information, the Spymaster may order a network to attempt specific activities. Each attempt is a separate Edict, and has an associated cost and check, listed below.

Sabotage Attribute: (variable BP)
The spy network attempts to disrupt the target kingdom’s Economy, Loyalty, or Stability in the target nation through misinformation, competitive spending or outright sabotage. The Spymaster decides how many BP to invest in the effort, and makes a Loyalty check (modified by the target kingdom’s Policing) with a penalty equal to the number of BP invested.

Critical Success Reduce two of Economy, Loyalty or Stability by BP invested for 6 months
Success Reduce Economy, Loyalty or Stability by BP invested for 6 months
Failure Attempt fails, BP lost
Critical Failure Lose the spy network or +1 Infamy and decrease target attitude by 1 (Spymaster choice)

Sabotage Construction: (4 BP)
The spy network attempts to damage or destroy a key building/improvement within the target kingdom. The Spymaster makes a Loyalty check (modified by target Policing) with a penalty equal to 1/5th of the base BP value of the target construction (round down).

Critical Success Target building is destroyed, but can be rebuilt at half the original BP cost
Success Target building is damaged and must be repaired before it contributes its usual benefits (1/4 BP cost to repair)
Failure Attempt fails, BP lost
Critical Failure Lose the spy network or +1 Infamy and decrease target attitude by 1 (Spymaster choice)

Sabotage Army/Ship: (5 BP)
The spy network attempts to demoralize or disrupt an army or damage a ship within the target kingdom. The Spymaster makes a Loyalty check (modified by target Policing) with a penalty equal to the target General’s Stability modifier.

Critical Success Target army or ship is destroyed or sunk
Success Target army or ship is damaged
Failure Attempt fails, BP lost
Critical Failure Lose the spy network or +1 Infamy and decrease target attitude by 1 (Spymaster choice)

Locate Specific Information: (3 BP)
The spies work to locate specific information at the request of the Spymaster. This might include such things as the location of armies/ships, specific military plans, the status of secret talks with third parties, etc. This category is a catchall for many options, depending on what the kingdom wants to know, or what the GM might use to drive the plot forward. To locate specific information, the Spymaster makes a Loyalty check (modified by target Policing) with a penalty determined by the GM based on how well protected the information might be (0 to -8 or higher).

Critical Success Learn target information + additional useful details at GM discretion
Success Learn target information
Failure Attempt fails, BP lost
Critical Failure Lose the spy network or +1 Infamy and decrease target attitude by 1 (Spymaster choice)

Assassinate Leader: (5 BP)
The spy network attempts to maim or kill a prominent figure within the target kingdom. The Spymaster makes a Loyalty check (modified by target Policing) with a -4 penalty (-6 if the target is the Ruler, Co-Ruler, or Heir). On a success, the target takes 4d6 damage (no armor) and the spy network is lost. On a critical success, the target takes 4d6 damage and the spy network remains intact. On a failure, the spy network is lost, your kingdom takes a -1 Fame and the target kingdom’s attitude drops by one. On a critical failure, Fame and target attitude drop by 2, and you gain 2 Unrest.

Critical Success Target takes 4d6 damage (bypasses armor)
Success Target takes 4d6 damage (bypasses armor) and spy network is lost
Failure Spy network lost, +1 Infamy, target attitude drops one step
Critical Failure Spy network lost, +2 Infamy, target attitude drops two steps, +2 Unrest

Domestic Spying

A kingdom may develop an intelligence-gathering service to keep tabs and monitor activities occurring within its borders. This organization has no power to police the citizenry or fight battles – the people who make up such an organization operate quietly to gather relevant information and to prevent foreign agents from causing problems.

The Spymaster of your kingdom can set up a internal spy network in much the same way as he does in foreign lands. Establishing a spy network requires an Espionage Edict and and investment of BP depending on the size of your kingdom (see table above). The Spymaster makes a Stability check, and if successful, a spy network is established and begins feeding basic information to the Spymaster about hidden activities within the kingdom. If the Spymaster gets a Raise on the check, the cost of establishing the network is cut in half. If the check is a critical failure, Unrest increases by 2 as the people are outraged to discover that the kingdom is spying on them.

Critical Success Network established at half cost (consumption is normal)
Success Network established
Failure Network fails, BP lost
Critical Failure Network fails, Unrest +2 as people are outraged that their leaders are spying on them

In addition to providing interesting information (as determined by the GM), a key purpose of the domestic spy network is to counteract enemy spies. The domestic network gives a -2 penalty to any foreign spy network checks, increasing the chance of failure or discover. The strength of the domestic network can be increased with further Espionage Edicts, but each subsequent level of network costs a cumulative additional 2 BP to establish and 1 Consumption to maintain. Each additional level of domestic network beyond the first gives a +2 bonus on checks for specific activities below, and an addition -2 penalty to foreign espionage activities. The penalty to foreign activities does not apply if the Spymaster position is vacant.

Spymaster Bond of the Duchy of Carlendrewaad (Size 48) is frustrated by the espionage activities of a neighboring kingdom. He decides to establish a powerful domestic network to counter this. On the first month he spends 4 BP and succeeds on his Stability check, establishing a basic network which will cost 2 Consumption. The next month he plans to spend 6 BP but gets a critical success on the Stability check so only needs 3 BP to raise the network to level 2. The network now costs 5 Consumption to maintain, so Duke Thorpe puts the brakes on further expansion (level three would cost 8 BP to establish and raise maintenance to 9 Consumption). The network gives a -4 penalty to foreign spy activities in Carlendrewaad.

In addition to basic information and counterespionage, the domestic network can attempt specific activities as separate Edicts.

Locate Specific Information: (3 BP)
The spies work to locate specific information at the request of the Spymaster. This might include such things as the location of a certain person, determining the presence of foreign spies, etc. This category is a catchall for many options, depending on what the kingdom wants to know, or what the GM might use to drive the plot forward. To locate specific information, the Spymaster makes a Stability check with a penalty determined by the GM based on how well protected the information might be (0 to -4 or higher).

Critical Success Learn target information + additional useful details at GM discretion
Success Learn target information
Failure Attempt fails, BP lost
Critical Failure Unrest +2

Assassinate Person: (5 BP)
The spy network attempts to maim or kill a prominent figure within the kingdom. The Spymaster makes a Stability check with a -4 penalty.

Critical Success Target takes 4d6 damage (bypasses armor); it looks like an accident
Success Target takes 4d6 damage (bypasses armor), Fame -1
Failure Spy network level drops by one step, Fame -1, Unrest +1
Critical Failure Spy network lost, Fame -2, Unrest +2

Attack Enemy Spies: (5 BP)
Once the operation of foreign spies in your nation is confirmed (using Location Information, above), the Spymaster can declare war with his domestic network, focusing on rooting out and destroying the enemy network. The Spymaster makes a Stability check with a penalty equal to the kingdom bonus given by the opposing Spymaster. On a success, the foreign spy network is destroyed and must be re-established with a new Edict. On a raise, the check to re-establish a new network takes a -4 penalty for the next 6 months. If the foreign agency wins, reduce the level of the domestic agency by one (or it is destroyed if it was already a basic network), and reduce the domestic agency by a second level if the foreign Spymaster wins with a raise.

Critical Success Foreign network destroyed and get +4 bonus on all espionage activities against the target for 6 months
Success Foreign network destroyed
Failure Domestic network drops one rank
Critical Failure Domestic network drops two ranks, Unrest +1

Espionage

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