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# The Art of Diplomacy ### Resolution Phase Factions witness the results of the turn on the outward city, gain or lose VP, and may gain inside knowledge specific to their faction. ### Intelligence Phase Factions may activate any Intelligence Phase actions they wish to. ### Main Phase Factions may discuss and plot with and against other factions. ### Scheme Phase Factions may use any Scheme Phase actions they wish to. ## Actions All factions start each turn with 2 quick actions, which is the same as 1 full action. \pagebreakNum ## Intelligence Phase ### Full Spy *Full Action* ___ Choose one faction. For the first faction, gain knowledge of any schemes they have active, and how many VP they have. Then gain access to all of the communication channels of that faction until the end of the turn. ### Quick Spy *Quick Action* ___ Choose one faction, and choose a second faction. For the first faction, gain knowledge of any schemes they have active, and how many VP they have. Then gain access to the private channel of communication between both factions until the end of the turn. ### Counterintelligence *Quick Action* ___ Roll a 2d6. For the rest of the turn, any faction attempting to spy on you must roll 2d6 and beat your roll. ### Help *Quick Action* ___ Choose one faction. Until the of the turn, they gain an additional d6, which they may consume when they make a roll. \columnbreak ## Scheme Phase ### Scheme *Full Action* ___ Plan a scheme to gain more power or influence. Roll 2d6 against a DC set by the GM, DC is influenced by the difficulty of what you are attempting to do. On a success, your scheme will come to fruition in 2 turns and you will gain 1 VP. ### Sabotage *Full Action* ___ Choose a scheme that you have knowledge of, due to direct spying or other communication, and attempt to cause it to fail. Roll 2d6 against a DC set by the GM, DC is influenced by the difficulty of what you are attempting to do. On a success, you will cause the scheme to fail and the player that owns the scheme will lose 1 VP. ### Prepare *Full Action* ___ You gain a d6 in reserves. On a later turn, you may add this d6 to a future roll. ### False Scheme *Quick Action* ___ Create the illusion that you have a scheme in motion. If you are spied upon, the spy will "learn" about your scheme, but not its falsehood. ### Help *Quick Action* ___ Choose one faction. Until the of the turn, they gain an additional d6, which they may consume when they make a roll. \pagebreakNum ## Faction Abilities Your faction will have its own special ability, giving yourself a unique edge. ### Pious Faction The Faction gains 1 free "Help" action every turn. ### The Real People Party *"These savages need to learn their place in our world"* ___ The Faction have 3d6 when using the "Scheme" action. ### Coalition for the rights of Dreamborn *"We didn't ask to be born, but we deserve to live!"*" ___ The Dreamers have 3d6 when using the "Sabotage" action. ### The Lucid Nightmare *"Five lives of soft flesh for every dream lost!"* ___ The Lucid Nightmare gains the "Offensive" Main Phase quick action. Choose a faction and you both roll 2d6. If your value is greater, they lose one VP. \columnbreak ### The Couriers Guild *"Your message, the way you said it, and to no one else"* ___ The Courier's Guild gains 1 free "Quick Spy" action every turn. ### Feurheme Shipping Company *Goods from all corners of Senrick, delivered to your door!* ___ The Feurheme Shipping company gains 1 free "Prepare" action every even numbered turn, starting on turn 2. ### Court of the Nameless *The shadows speak, but to whom?* ___ The Court of the Nameless gains 1 free "False Scheme" every turn. If they use the action "Scheme", a spy action will reveal both, but not which is real