<strong>Making a Character</strong><br/><br/>First of all, have a template!<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Name:<br/>Meaning:<br/>Role and Rank:<br/>Ability:<br/>Benefit:<br/><br/>Advantage:<br/><br/><span class="bbc_u">Virtues</span><br/>Beauty:<br/>Courage:<br/>Cunning:<br/>Prowess:<br/>Strength:<br/>Wisdom:<br/><br/><span class="bbc_u">Aspects</span><br/><strong>None of Us is As Great as All of Us</strong><br/>Invoke: Your faction is well known for working together. Gain three dice when helping another Sith accomplish a goal both of you want.<br/>Compel: You genuinely feel men must work together to accomplish their goals and will do so regardless of the risk to yourself.<br/><br/>(Aspect):<br/>Invoke:<br/>Compel:<br/><br/>(Aspect):<br/>Invoke:<br/>Compel:<br/><br/>Glory:<br/>Reputation/Rank:<br/><br/>Age:<br/>Phase: Spring<br/>Resources:<br/>Gear:<br/><br/>Three Things That Are True About Me:<br/>1.<br/>2.<br/>3.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>And now for the steps!  Do each one in order, please.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Step 0: Concept</div><div class="spoiler_body">Before doing anything else, consider your character for a moment.  What kind of character do you want to play? Honorable? Treacherous? Ambitious?</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Step 1: Choose a Name</div><div class="spoiler_body">Your character’s name is important: it adds one die to all appropriate risks. Pick a name and then, pick the name’s meaning. If the meaning is appropriate to a risk, add one die to that risk.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Step 2: Choose Your Role</div><div class="spoiler_body">Now determine your position in your faction. There can be more than one court officer per court. In other words, a faction may have two Bodyguards or Generals if he chooses. Your Role provides three advantages.<br/><br/>All Sith start with rank 1 Role.<br/>• Your Role gives you three bonus dice for any risks involving your duty to the faction. In other words, if you are the Master’s bodyguard and you are protecting him from assassination, you gain three bonus dice for that risk.<br/>• You also gain an Ability you can use during the game. Read your Role’s specific Ability for details.<br/>• Finally, you gain a specific Benefit during in the game. This will usually manifest as an “in-game” benefit for your character and not a mechanic.<br/><br/>General<br/>You are the master of the Faction’s armies. Without you, the Master’s forces have no leader and cannot adequately protect his lands. You gain three bonus dice when leading other Sith or inspiring them to work together.<br/>Ability: You may take an action to survey the circumstances of a scene. Make a Cunning + Role risk. If you gain privilege, everyone on your side gains one die due to the advantages you found. Any wager increases the number of dice by one per wager.<br/>Benefit: You may keep a number of Minions (foot soldiers) equal to your Rank. Your Minions require no payments and are always loyal to you, regardless of any other mechanics. These are your men and they will do as you command. No one can spend wagers or use risks to make them betray you. See Violence and War for more information.<br/><br/>Seneschal<br/>You maintain the Master’s lands, finances and castle. Without you, nothing happens.<br/>Ability: Because you are the Master’s right-hand man, you have his authority. The Courtier may be the voice of the Master, but when he isn’t around, you are the one in charge. Your Social Rank is considered “Master” when the Master is not present. You may add a number of bonus dice to any social situation equal to your Role Rank or the Master’s Rank, whichever is greater.<br/>Benefit: You have an entourage of Staff equal to your Role that accompanies you wherever you go. Your Staff includes various servants who run errands for you, carry messages and perform other less dignified duties.<br/><br/>Executioner<br/>You are the Master’s personal lightsaber...the Hand, if you will. When he wants someone killed, he turns to you.<br/>Ability: You carry the Master’s Lightsaber. Because of that, the Sword has a number of abilities equal to your Role Rank. See Swords for more information.<br/>Benefit: Your reputation as the Executioner proceds you. If you are ever in an antagonistic position toward another character, that character must set aside a number of dice from any risk against you equal to your Role Rank.<br/><br/>Spy Master<br/>You are the faction’s master spy. You direct his espionage actions and keep others from gathering information about the Master’s strategies.<br/>Ability: You have a Spy Network: a number of agents who gather information for you. Your agents give you a number of facts on characters you meet, and each game, you may state a number of “truths” about NPCs equal to your Rank. (If you have a rank 3 Role, you get to say a total of three things each game; not three things about each NPC.) You may not use this ability on other player characters.<br/>Benefit: Your agents allow you to overhear or see any discussion or event during the game that you are not present for. You may do this a number of times equal to your Rank.<br/><br/>Spiritual Advisor<br/>You are the faction's resident mystic.  You do not have the martial skills of a bodyguard or the tactical and strategic mind of the general, but you do have a unique understanding of the cosmic powers that guide the world along its path.<br/>Ability: At the beginning of each game session, you may make a prediction about a risk that may happen during the game session (based on the astrological charts and other omens and signs). You may be as vague or specific as you like. If your prediction occurs, any Sith who participate in that<br/>risk gain a number of dice equal to your Rank.<br/>Benefit: You may give your fellow officers a number of Blessings each Season equal to your Giri Rank. See Magic &amp; Religion for more information.<br/><br/>Courtier<br/>You are the faction’s private artisan and personal cultural advisor. You ensure that the court is elegant and refined, and you create poems, plays, and works of art to commemorate grand events and the history of your Master.  Or, to put it another way, you're the faction's minister of propaganda.<br/>Ability: As Courtier, you may redact, alter, edit, reinterpret or change anything said by any Sith to make it sound more appropriate to the current situation. You may do this a number of times per game session equal to your Rank.<br/>Benefit: Every game session, your contacts within the court gain you a number of favors equal to your Rank. A favor represents a boon some other character owes you that must be returned by the end of the game.<br/><br/>Bodyguard<br/>You are the Master’s personal protector. You never leave his side. If any harm comes to him and you are still alive, you will be expected to answer for your shame with your own life.<br/>Ability: You may take an Injury for any other Sith from your faction, saving them from that Injury. Reduce the rank of that Injury by a number of ranks equal to your Role Rank.<br/>Benefit: You have a number of Guardsmen with you at all times. You have a number of ranks of Guardsmen equal to your Giri Rank. These men cannot be bribed or bought away from you; these are your men and will serve you to the death. See Violence and War for more information.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Step 3: Choose Virtues</div><div class="spoiler_body">You must now assign ranks to the Virtues. There are six Virtues, but unfortunately, you only get five of them. The sixth is your weakness. You will have no ranks in that Virtue. Not now, not ever. Well, that’s not completely true. But not now, for sure. And not in the near future.<br/><br/>Assign these ranks to your Virtues:<br/>• One Virtue at rank 4.<br/>• Two Virtues at rank 3.<br/>• Two Virtues at rank 2.<br/>• One Virtue as a weakness (write “W”).<br/><br/>Having a weakness means you have no dice for that particular Virtue. You must find dice elsewhere (in Aspects, Duty, etc.). Having a weakness does not mean you never roll dice for a particular kind of risk, it means that Virtue gives you no dice.<br/><br/>You add +1 to your Beauty Virtue.  If you chose Beauty as your Weakness, you still get no dice...and I would heartily suggest taking the Outsider Advantage when you get to that stage.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Step 4: Choose Aspects</div><div class="spoiler_body">You now choose two of the four Aspects your Clan has chosen to define its samurai. Every Sith receives the None of Us… Aspect for free, so you may choose two Aspects in addition to None of Us is as Great as All of Us.<br/><br/>Your choices are:<br/><strong>If One Man Praises You</strong><br/>Invoke: … a thousand will repeat his praise. Your Clan’s samurai know exactly how to get attention. Gain three dice for any act in front of a crowd that will bring honor and glory to your Clan.<br/>Compel: You are a glory hound. You can’t shut up about yourself and you must always be in the spotlight.<br/><br/><strong>Ten Men, Ten Colors</strong><br/>Invoke: Your Clan understands the need for compassion. When you try to convince another you sympathize with their cause, gain 3 dice.<br/>Compel: You truly believe in compassion and will sympathize with those in true need.<br/><br/><strong>The Mountain Never Falls</strong><br/>Invoke: Gain three bonus dice when resisting physical pain or arduous circumstances.<br/>Compel: You are rude, brutish and don’t care about etiquette.<br/><br/><strong>All Married Women are Not Wives</strong><br/>Invoke: The women of your Clan are beautiful, cunning and deadly. The men are dashing, dangerous and sly. Gain three dice for any seduction risk (whether your character is male or female).<br/>Compel: A charmer is always lured by charms. You often succumb to similar advances.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Step 5: Honor &amp; Glory</div><div class="spoiler_body">Your character begins with two ranks of Honor. This gives you two Honor Points for the Honor Pool. See more about Honor Points in the Honor &amp; Glory section.<br/><br/>Your character begins with one rank of Glory, and also a Rank 1 Reputation.  You may write a single word or phrase on the line next to your Glory rank. This word or phrase represents your reputation. It could be “great sword fighter” or “wise judgment” or “rash and impulsive.” Whatever you like.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Step 6: Advantages</div><div class="spoiler_body">You may have <span class="bbc_u">one</span> Advantage. Pick from the list below.<br/><br/>Ancient Sword<br/>You are in possession of an ancient weapon handed down from family member to family member… or perhaps you stole it. Regardless, it is yours. Gain a rank 1 Exquisite Lightsaber.  (See Seasons for more information on Exquisite weapons.)<br/><br/>Sharpshooter’s Eye<br/>When using a blaster, you do the same damage as a lightsaber. Unfortunately, when you use a lightsaber, treat it as a normal weapon. See Violence for more information.<br/><br/>Blessed Virtue<br/>If you have a Virtue at rank 5, you may increase it to rank 6 if you lower another Virtue by a single rank.<br/><br/>Blood Oath<br/>Your character has made a blood oath. He has vowed to accomplish some important task. Your character will not die until he reaches his goal. Literally. I mean, your character cannot die until he gains the opportunity to accomplish that task. But your character will die if he accomplishes the goal or if he fails. The goal cannot be trivial; it must be something… epic.  There is no guarantee your character will succeed, but he won’t die until he gets the opportunity.<br/><br/>Bonus Aspect<br/>Your character has a bonus Aspect, something that distinguishes him from the other samurai. You may choose an Aspect from the Clan Aspect list or create your own (with the Narrator’s approval).<br/><br/>Born to the Blade<br/>Your character always gains a free wager on all Prowess risks.<br/><br/>Lord’s Favor<br/>For reasons known only to you and your Master, you have their favor. At the end of each Season, you always get a Season Action. This is in addition to any other Season Actions the boss may have.<br/><br/>Fast Healer<br/>You heal faster than other samurai. At the end of the day, you always heal one Injury rank, regardless of your current condition.<br/><br/>Insight<br/>You were born to perform your duty for the Sith. All your life has lead to the moment when you could serve. You begin the game with a Giri Rank of 2 rather than 1.<br/><br/>Irreproachable<br/>You are renown for your sense of honor and fidelity. Any action you take must be for the greater glory of your Sith Lord. One per game session, you may negate one Honor loss.<br/><br/>Large<br/>Your character always gains a free wager on any Strength risks.<br/><br/>Lucky<br/>Three times per game, while taking a risk, you may re-roll a single die that rolls a 1.<br/><br/>Outsider<br/>You gain a +1 to a Virtue other than your Faction’s revered Virtue.<br/><br/>Perceptive<br/>Your character always gains a free wager on all Cunning risks.<br/><br/>Personal Ancestor<br/>You have an Ancestor who looks after you. Your Ancestor has one Blessing that you may call upon once per Season.<br/><br/>Quick<br/>You move with the speed of flowing water. Gain two bonus dice for any risk involving speed.<br/><br/>Stylish<br/>Your character always gains a free wager on all Beauty risks.<br/><br/>True Beauty<br/>While most characters are either dramatically handsome or dramatically ugly, your character’s beauty outshines almost all others. Gain two dice whenever speaking to a character who is sexually attracted to you.<br/><br/>Unshakable<br/>Your character always gains a free wager on all Courage risks.<br/><br/>Visions<br/>You don’t know why, but for some reason, you receive vague and cryptic visions. At random moments (once per game session), your character falls to the ground, helplessly and violently shaking. When he recovers, he may say one thing is true about a future event (like spending a wager—see Risk for more information).<br/><br/>Way of the Land<br/>You always know the correct direction to get to your destination. You know how to get anywhere. You never need to take any kind of risk for navigation.<br/><br/>Well-Schooled<br/>Your character always gains a free wager on any Wisdom risks.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Step 7: Age</div><div class="spoiler_body">Finally, determine your character’s starting Age. Not his literal age, but the number of Age Points your character has. Roll one six-sided die. That’s your character’s starting Age Points. See Seasons for more information.</div></div><br/><strong>Rules</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Risks</div><div class="spoiler_body">A risk is a meaningful action taken by a character whose outcome may influence the plot and/or other characters.<br/><br/>If it isn’t meaningful, it probably isn’t a risk. If it doesn’t affect any characters, it probably isn’t a risk. If it doesn’t affect the plot, it probably isn’t a risk.<br/><br/>If a player wants to undertake an action and it doesn’t qualify as a risk, the player gets to narrate the outcome of the action.<br/><br/>If a player wants to undertake a risk, then the narration rights of that action are at stake. In other words, if the player rolls well enough, he can narrate the outcome of his action. If he does not, then the Narrator does.<br/><br/>Privilege<br/>Rolling dice in Blood &amp; Honor is not about success and failure. Instead, it is about who gets to say what happens.  When you want your character to take a risk, you roll a bunch of six-sided dice. If the sum of the dice is equal to or greater than ten, you gain privilege. This means you get to say what happens.  If the sum of the dice is nine or less, the Narrator gets privilege. This means the Narrator gets to say what happens.<br/><br/>Target Number<br/>The target number for all risks is ten. That number never goes up or down. Ten.<br/><br/>Getting Dice<br/>You get dice from the following sources:<br/><br/>Role<br/>If the risk is appropriate to your Role, gain a number of dice appropriate to your Role rank.<br/><br/>Virtue<br/>If a Virtue is appropriate to the risk, you get a number of dice equal to the Virtue’s rank. You may only invoke one Virtue per risk; you cannot gain dice from more than one Virtue for a risk.<br/><br/>Name<br/>If your faction's Name is appropriate to the risk, you gain two dice.<br/>If your Personal Name is appropriate to the risk, you gain one die.<br/><br/>Aspect<br/>If you have an Aspect that is appropriate to the risk, you gain three dice. You may only invoke one Aspect per risk; you cannot gain dice from more than one Aspect for a risk.<br/><br/>Other Sources<br/>4 dice for spending an Honor Point.<br/>2 dice for tagging an opponent’s Aspect.<br/>Bonus dice for Quality Equipment and/or invoking Glory.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Wagers</div><div class="spoiler_body">As you are about to undertake a risk, you may notice that you have more dice than you need for rolling a ten. If that’s the case, you’ll want to make some wagers.<br/><br/>Wagers are the real backbone of the system. They make the game fun.<br/><br/>Usually, when your character succeeds, he has one rank of Effect, or 1 Effect. But there is a way of increasing the Effect of your success. We do this through wagers.<br/><br/>Consider. About to roll for a risk, you look at your pool. You can easily beat the risk. You’ve got seven dice. Using four is a safe bet. Five is an almost guarantee. So, what do you do with those extra dice? You wager them.  Set those extras aside and roll the rest.  If you beat the risk, each wagered die adds to the Effect of your success. Each die adds one Effect.<br/><br/>Yes, this means the players tell the Narrator what’s happening in the scene. Wagers give everyone the opportunity to be the Narrator, to be in charge, to add to the collective narrative.<br/><br/>The Wager Golden Rules<br/>You cannot use a wager to contradict a previously established element of the scene. You cannot use a wager to say, “No.” You can only use wagers to say “Yes, and…” or “Yes, but…” You cannot simply negate another person’s wager. Wagers are used to add elements to a scene or to define undefined elements of a scene. You’ll see how they work in the samples below.  You cannot use a wager to get a free risk. Any action that would require a risk cannot be accomplished with a wager. That requires an additional risk.<br/><br/>Free Wagers<br/>Every once in a while, you will receive a free wager. This is a wager the Narrator gives you because of circumstance, a mechanical bonus or some other reason.<br/><br/>Free wagers are just that: they are free. They don’t come from your die pool. You can’t add them back into your die pool, either. Also, if you roll 9 or less, you lose all wagers, even the free ones.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Simple Risks</div><div class="spoiler_body">A simple risk usually involves a single character: trying to remember details, lift something heavy, climbing a wall, et cetera. All of these are good examples of simple risks. All you have to do is roll a number of dice and beat a ten. If you can do that, you get to say how your character succeeds or fails. If you roll nine or less, the Narrator says how your character succeeds or fails.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Contested Risks</div><div class="spoiler_body">A contested risk occurs when two characters want the same thing—even if they are working together. Both players roll simultaneously and the player who rolls higher is the victor. The player who rolls lower is the defeated.<br/><br/>Step 1: Declaring Dice<br/>Both players announce how many dice they can roll for the risk.<br/><br/>Step 2: Declare Wagers<br/>Each player announces how many wagers they'll make (if any).<br/><br/>Step 3: Determine Privilege<br/>The players roll. The player who rolls highest is the victor and has privilege. Any and all other players involved in the risk are the defeated and do not have privilege.<br/><br/>The Victor &amp; Defeated<br/>The victor has privilege and may describe the outcome of the risk. The victor also gets to keep all his wagers.  The victor also gets to say who spends his wager first (himself or another player).  The defeated does not have privilege. The defeated also only keeps half his wagers, rounded up (minimum of one).<br/><br/>Spending Wagers<br/>The victor decides who spends their first wager (he can include himself ). Then, spending wagers goes around the table clockwise until everyone has spent a wager.<br/><br/>If you like, you can choose to pass when it comes your turn to use a wager. This allows you to hear more of what’s going on but also loses you the opportunity to spend your wager first and set precedent.<br/><br/>Remember: wagers cannot say “No.” A wager can only say “Yes, and…” or “Yes, but…” or some other positive modifier.<br/><br/>Less Than 10<br/>If any player in a contested risk rolls less than ten, he gets nothing.  He gets no wagers, no privilege, no nothing. Don’t throw all your dice away on wagers expecting to keep half of them even if you lose. If you don’t roll at least a ten, you get nothing.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cooperative Risks</div><div class="spoiler_body">If two or more characters are working toward the same goal, they can make a cooperative risk. This kind of risk allows everyone to assist (and add details) in some way.<br/><br/>Step 1: Gather Dice<br/>All players announce how they are gathering dice and then announce how many dice they have.<br/><br/>Step 2: Announce Wagers<br/>All players then announce how many wagers they are going to make.<br/><br/>Step 3: Privilege<br/>Everyone rolls. Every player who rolls ten or higher gains privilege.<br/><br/>That is, every player who rolls ten or higher gets to say one thing true about the outcome of the risk. The player who rolled highest keeps all his wagers. Players who do not roll highest only keep half their wagers, rounded up.  The player who rolled highest gets the first opportunity to say what happened at the end of the risk. He then chooses which player goes next.  Each player who rolled ten or higher can add a detail to the outcome, adding additional details with each wager.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Season Actions</div><div class="spoiler_body">Every Season, your faction's Sith Lord can take a number of “Season Actions" equal to one plus the number of controlled territories: thus, at game start, they have two.<br/>Provincial Improvement: Make your Province a better place by building or improving important structures<br/>Craft Items: Direct the resources of the Province to create items of beauty...usually bigger and better weapons.<br/>Personal Training: Making one character better by improving their Role rank or providing an additional Aspect.<br/>Espionage: Your Daimyo can spy on other Provinces in preparation for their inevitable defeat--requires a Spymaster!<br/><br/>Season actions are a matter of a <span class="bbc_u">competitive Beauty risk</span> between Sith, as each tries to convince the Master to follow their ideas for the coming season.  In cases where nobody wins privilege, the Narrator will allocate the actions.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Espionage</div><div class="spoiler_body">Your Sith Lord is capable of Espionage Actions. These allow you to spy upon and sabotage other powers. When the Sith Lord commits an Espionage Action, he sends one or more spies out to gather information and bring it back. Espionage actions are dangerous. You can easily lose your spy if he is caught, or worse, have your spy turn on you, becoming a traitor in your midst.<br/><br/>Also, to be clear: your Sith Lord cannot perform Espionage Actions without a Spymaster.<br/><br/>How Espionage Actions Work<br/>Unlike most elements of this game, I highly suggest all Espionage rolls be made in secret. This adds an important element of mystery to the game. Was my Action successful? If you can’t see the roll, you don’t know. If you don’t even know what roll you made, you won’t even have an idea if it was successful.<br/><br/>Every Season, your Master can use one or more of his Season Actions to perform Espionage. He gains a bonus number of Espionage Actions equal to his Spymaster’s Role Rank.<br/><br/>An Espionage Action is a contested Cunning risk using the Spymaster’s Cunning as a base. Each rank of Spy Network also adds a die to the Espionage Action.<br/><br/>To represent Espionage Actions, we use “the five spies” from Sun Tzu’s Art of War. Each Action is represented by a particular kind of spy who performs different kinds of actions and delivers different kinds of information.<br/><br/>For example, my Sith Lord wants to spend all three of his Season Actions on Espionage. He chooses two of these Actions to be Local Spies while the third will be a Doomed Spy.<br/><br/>Another example. The Sith Lord decides to commit one Espionage Action to a Surviving Spy, another to a Local Spy and his third to a Converted Spy.<br/><br/>The Five Spies are listed below and detail the kind of Espionage Actions you can commit.<br/><br/><strong>The Five Spies</strong><br/><em>“When all five are used, and no one knows their Way, it is called the divine organization, and is the ruler’s treasure.”</em><br/>Sun Tzu, The Art of War<br/><br/>For this Espionage system, we are going to employ Sun Tzu’s “Five Spies.”  Each time you use an Espionage Action, you employ one of the Five Spies. The information you get depends on which of the Spies you use.<br/><br/>Local Spies: Employing local members of your own Province to maintain secrecy and intelligence. This includes farmers, merchants, samurai and others. It is important that the spies remain ignorant of each other. No spy can know who is also a spy.<br/><br/>Inward Spies: Making use of our enemy’s officers.<br/><br/>Converted Spies: Spies we have captured from the enemy who are now reporting to us instead of their former masters.<br/><br/>Doomed Spies: Spies we send to our enemy with the purpose of getting caught and spreading false information.<br/><br/>Surviving Spies: Spies who infiltrate our enemy’s borders and bring back information.<br/><br/>Each spy accomplishes a different kind of Espionage Action, providing the Daimyo with different information. Let’s take a look at how to use each of the different spies.<br/><br/>Local Spies<br/>Local Spies provide us with information in our own lands that we might not gather otherwise. They also provide us with counterintelligence: an important factor in maintaining our own secrets.<br/><br/>The number of Local Spies we have active at any time in our own Province provides the rank of Security an enemy spy must overcome to gain information about our own lands. For every Local Spy present in our lands, we may roll three dice against any infiltration attempts by foreign spies.<br/>Local Spies may make wagers to produce additional effects. For example, if we catch an enemy spy in our lands, we may make him a Converted Spy who will send us information about our enemy. The number of Seasons he remains in our enemy’s lands (before he is discovered and executed) is equal to the wagers we make at the beginning of the Season.<br/><br/>A Note About Local Spies<br/>Please note that I have taken the liberty to change one of Master Sun Tzu’s Spies: the Local Spy. Instead of employing your enemy’s farmers and merchants, I have transformed them into the basis for which your own security is based. This provides a basis for counterintelligence and security in the Faction's territory: an essential mechanic I could not avoid. My apologies to the spirit of Master Sun Tzu and hope he and his admirers—of which I count myself—can forgive me.<br/><br/>Inward Spies<br/>Inward Spies we use to gain personal information about Sith Lords and their Officers. Inward Spies are our “double agents.” They are officers who have been overlooked for promotion, greedy mistresses, jealous wives and husbands and ambitious bodyguards.<br/><br/>Espionage Action<br/>You may use Inward Spies to gain knowledge about your enemy’s most trusted retainers—through their character sheets. If an Inward Spy is successful, he can tell us a number of things that are true about our enemy’s character sheets. If an Inward Spy gains privilege, he can tell us one thing that is true about one enemy’s sheet. Each wager gives us another piece of information.<br/><br/>Converted Spies<br/>If a Spy fails to escape our security, we may convert him to our own side and allow him to return to our enemy with false information.<br/><br/>If we gain privilege against an enemy’s Espionage Action, we can choose to convert that spy to our own service. That spy can return with false information. Also, upon his return to his master’s lands, he can send us information about our enemy. The number of Seasons he remains in our enemy’s lands (before he is discovered and executed) is equal to the wagers we make at the beginning of the Season.<br/><br/>Doomed Spies<br/>Doomed Spies are sent into enemy lands for the purpose of their capture. Doomed Spies do not know they are being sent in such a manner—their ignorance fuels their authenticity.<br/><br/>Doomed Spies always fail to gain privilege and are always captured by our enemy’s security. Once captured, our enemy may try to convert them. If he does, they will only feed misinformation to our enemy. If he wants to know what Virtue is our weakness, he will give false information. If he wants to know one of our Aspects, he will give false information. If he wants to know the size of our armies, he will give false information.<br/><br/>Like the Converted Spy, he will eventually be executed (he’s only good for a number of wagers made by the Local Spies).<br/><br/>Surviving Spies<br/>Surviving Spies are those you send into enemy territory to bring back information. When you send in Surviving Spies, they roll three dice for each Spy you send. Thus, the more Spies you send, the more likely you will gain privilege.<br/><br/>If you gain privilege, you can gain information about your enemy.<br/><br/>If Surviving Spies are captured, they can be made into Converted Spies by our enemy.<br/><br/>Espionage Actions<br/>Surviving Spies can take two Espionage Actions:<br/>Information: You can gather information about your enemy’s lands. If you gain privilege, you learn one thing about your enemy’s Holdings, production, or Season Actions.<br/><br/>Sabotage: You can sabotage construction of a Holding or any other Season Action. You must identify which samurai’s actions you want to sabotage. The Narrator will then randomly determine (through dice rolls or random number picking) which Action is sabotaged.</div></div>