normally as an individual) and invest 1000 gold crowns. Your force starts at 4 and your scope at 1. As- sign a 3, 2, and 1 to the other three scores.
Arcane order. You must have mastered one spell school and own any type of wizard’s
refuge (a building of wealth level 5, at the least). Your arcana starts at 4 and your scope at 1. Assign a 3, 2, and 1 to the other three scores.
Noble house. The only way to gain a noble house is to gain a level in the noble character class. This can easily be done if it is your character’s first level. After that, it is difficult: you must gain a noble title during play. Your scope starts at 1. Assign a 4, 3, 2, and 1 to the other four scores. Savage tribe. You must be a savage (4th level). Your force starts at 4 and your scope at 1. Assign a 3, 2, and 1 to the other four scores.
Secret society. A driving sense of purpose – some would say fanaticism – forms the basis of every secret society. You must have an inspiration 4 or more that relates to the purpose of the society and invest 500 crowns. Your scope starts at 1. Assign a 4, 3, 2, and 1 to the other four scores.
Thieves guild. You must be name level in a shadow class and own a safe house (any building will do). Your shadow starts at 4 and your scope at 1. Assign a
Increasing Scope
Increase your organization’s scope by 1 every other time you gain a character level. This represents your growth as a leader, time invested into the organization, and accumulation of financial and political capital. Certain buildings, wonders, cultures, and other actions may also increase your organization’s scope.
Organizations are only as good as the man at the top. An organization cannot grow to a scope larger than the number of char- acter levels of its leader. (An organiza- tion whose leader is somehow removed
and replaced with a lower-level leader may retain its current scope.)
3, 2, and 1 to the other three scores.
Trading company. You must invest 2,000 gold crowns. Your efficiency starts at 4 and your scope at 1. Assign a 3, 2, and 1 to the other three scores.
Armed Legion
While the fops at court prattle on, and the wizards stargaze from their towers, the legions are out moving and acting. If it weren’t for them, there would be no one to keep the peace. Allies count on legions for protection, and enemies fear them for their might. The role of the legion is either preserver or de- stroyer.
Armed legions include the King’s army, a band of mercenaries, and a homeless armada sailing from an island Kingdom that sank beneath the waves. Any organization primarily focused on increasing its own physical might can be an armed legion.
If your character runs an armed legion, then during the course of a game, you are likely to find yourself in the thick of the fighting. Armed legions have high Force scores, and you can play to your strength by marching to war, conquering new terri- tories, and policing the homeland. Your friends may purchase your aid in conflicts of their own, and when
the entire region is threatened, they look to you for protection. Law enforcement - benign or tyrannous - is another of your niches.
Scope and abilities. At each even scope in- crease, raise your force or efficiency by one. At every level divisible by five (5, 10, 15, 20, etc.), increase shadow or magic by 1. At each odd level scope in- crease, choose one of the following abilities.
• Martial construction. Reduce by one wealth level the cost of any martial building (that is, any structure directly related to war, such as a barracks, keep, fort, training grounds, etc.).@@ PUT IN MINIMUM Scopes • Muster a troop for free. The troop cannot have a cost more than two above your
current wealth level. The troop never counts toward your limit on troops.
• Hardened command. Roll your force score as a bonus die whenever an opponent’s attack would lower your command point total. • Improved command and control. You gain one extra command point in battle. You may only choose this once.
• Battlefield command structure. Your efficiency score is treated as one higher during battle. You may choose this ability up to three times.
• Marching efficiency. You may move each of your troops on the overland map once per week (or once per round in classic play) as a free action. This only applies to troops not fighting a battle.
• Power of the legion. Once per round to a maximum of three times per battle, you can substitute your force score for the attack or defense roll of one of your units.
• Spirit of the corps. A unit can take one point of health damage and apply it to spirit
instead. Each unit under your command can do this once per battle.
• We are legion. Increase the number of troops you can have under your command by two. You may choose this ability up to five times. Normally, you cannot have more troops than
your force score.
• Terrorize. Everyone in the region attacked by one of your troops rolls their reason die. If they do not beat your force total, they lose 1 mood. You must have scope 7 or more. You
can only attempt this once per season. • Destruction and inflation. War devastates
the region. In addition to the normal effects of war, pick one type of item. That type of item has its price increased one wealth level beyond the normal fallout increase. This power is usually used when your forces are in an enemy’s territory.
• Fortress. Improve the quality of all defensive structures you own by 1.
• Cultural force. You roll your force score as a bonus die when attempting to change the culture of a region. Here are some typical martial cultures you might install:
o Favored style culture. Choose one fighting style. Anyone who is a
master of that school gains a
reputation (6) as a master of the most prestigious fighting style in the land. o Culture of might. Your soldiers intimidate the weak. Anyone in your home region with a Strength of 4
or less takes 1 mood damage each morning unless he makes a reason
roll against the doom.
o Culture of arms. Every day is a good day to fight. All troops levied within
your home region begin with spirit 1 higher than normal. Culture of
enforcement. Your soldiers enforce the law. Increase the doom by 1 when someone attempts to break
the law (theft, murder, denounce a noble).
o Culture of violence. Any time you disrupt a social scene, chase, or any other scene with combat, the reputation penalty is reduced by 2 (to 2) and the mood penalty is reduced by 1 (to 2).
organization in your headquarters’ area by 3 or more, then you can choose to install a tyranny of arms. All organizations headquartered in the region that are not armed legions have their wealth levels reduced by 2, and everyone in the region gains fear (4) of your orga- nization and its members. This last can be avoided if a character rolls reason vs. the doom, but it is repeated each month until the character learns fear.