--Hyperboria is in need of 2 things.1) Horses (No not to eat)2) Merc's that are willing to fight now and get paid later. (yes, I'd gladly pay you Tuesday for an hamburger today)
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How do I organize a secret society, or otherwise engage in "illegal" activities?
Pirates, brigands, cultists, secret societies and others can organize secret armies. Secret armies are restricted to single ships or twenty-five or fewer military units equipped only with civilian-type weapons (no chariots or heavy weapons.) Between their love of creature comforts as befitting their societal status, and the train of lackeys toting all their occult references and spell components, magic users count as fifteen units per power level. Minor magic items are treated as a number of military units equivalent to their ability, so a +1 magic sword counts as one unit. Powerful magic items will generally be considered military-type weapons and won't be allowed across by the border guards.
Secret armies cannot control territory. They can move unlimited distances disguised as civilians, crossing territory controlled by other players. They cannot defend territory or make normal attacks or assist defenses or attacks. They can only be involved in spying, subversion, thievery or general mischief. Any of these missions should be listed in the attacks section of your player packet.
Spying can return information about the target area, if enemy inquisitors or other defenses don't catch them first.
Cultists and other subversives can attempt to foment revolt or coordinate with rebellious factions in the target region. They can also get caught by inquisitors and end up drawn and quartered in the town square as a deterrent to treason/heresy.
Thievery can generate a little income. This is more practical for individual characters lacking access to the thieving power of tax collectors.
General mischief includes things like rescuing the princess or swiping the MacGuffin to save the world. (Or maybe dropping it into a volcano somewhere.) These usually involve heroes and a lot of luck or karma.
I think it would be better just to kill players off so they can go pursue some other hobby or something else they'd like to do. I mean, no real intel,
Works well. I just need to get across what's happening to the players betterunmanagable stability system
, NPCs with perfect stability at high taxes building large armies...
Well, what's the point in staying in? Your game is about running a nation state,
not a dirt poor secret society or mercenary group that the rich nation states can easily swat with some soldiers or secret police swarming the few economic regions of worth.
Mike, sir...these rules arguments are one of the things that kills your games.
On Wed, Apr 15, 2015 at 12:49 PM, ME Brines <s...@cox.net> wrote: