Agents of Change

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Agents of Change

Post by ManWithDoor » Thu Mar 10, 2022 6:07 am

Most player characters are exceptional people distinguished by extraordinary deeds. When it comes to bringing about lasting social change, however, PCs must rally others to their cause. The rules system provides a framework for PCs to cultivate their public personas, gather loyal agents, and send those agents on missions on their behalf.

A wide variety of traits can inspire people to follow a budding leader, so instead of representing a PC's reputation as a single statistic, this system divides her public persona into six different facets: Charm, Genius, Heroism, Sacrifice, Sagacity, and Subterfuge. For each facet, a PC has a number of Facet Ranks ranging from 0 to 10, where 0 means the character is generally believed to lack that quality, and 10 means the character is seen as a paragon of it. The term Facet Rank is sometimes shortened to Rank, except in situations where it could be confused with skill rank.


CHARM: Charm represents a character's personal magnetism and force of personality. A character with a reputation for being charming has an easier time than most gaining access to social events, whether they're artistic performances or high-society balls. Charming characters have an easier time winning strangers' trust.

GENIUS: Genius represents a character's reputation for brilliance, whether measured in terms of knowledge or strategic vision. Characters with a reputation for genius have an easier time convincing others to follow their plans and trust them as intellectual authorities.

HEROISM: Heroism represents a character's reputation for bravery and perseverance. It also captures the effectiveness with which a character earns admiration for most exceptional deeds. Characters with a reputation for heroism are more likely to be asked to fight monsters or face seemingly insurmountable challenges.

SACRIFICE: Sacrifice represents a character's reputation as an upstanding member of society who gives of herself to improve the lives of others and who is capable of persevering through great hardships. Characters with a reputation for sacrifice have an easier time convincing others of their righteousness and inspiring others to make sacrifices of their own.

SAGACITY: Sagacity represents a character's reputation for having good judgment. Characters known for their sagacity are more likely to be sought out for advice in complex matters, ranging from tangled interpersonal disputes to questions of morality, philosophy, or religion.

SUBTERFUGE: Subterfuge represents a character's ability to operate effectively in the shadows, whether as a sly politician skilled in backroom dealings or a shrewd investigator who digs up dirt on her enemies. A character's skill at subterfuge is likely to be less widely known than the other facets of her persona, but it till helps her cultivate contacts in just the right places.

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The PCs' reputations are still immature. You all begin with 2 Ranks at the start of Book 2: 1 Rank in Genius or Sagacity or Charm, depending on their highest mental ability (Intelligence or Wisdom or Charisma, respectively), and 1 Rank in a facet based on their deeds during Book 1 (Crownfall). This is up to PC choice, as long as it is justifiable based on their actions their characters undertook during their ordeal.

Use of your Cult of Personality comes into play during a Persona Phase - in which they can socialize, spread rumors, or uncover truths in the background to grow their power base - or to Dispatch these new agents to assist them in Operations.

NOTE: THIS THREAD IS FOR UNDERSTANDING THE RULES. A SEPARATE THREAD WILL HAVE BE MADE FOR DECLARING CHOICES OF FACET RANKS, POSTING PERSONA ACTIONS, ETC. - I want to keep this Thread clean as an easy reference going forward.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Agents of Change

Post by ManWithDoor » Thu Mar 10, 2022 6:15 am

PERSONA PHASE

PCs leverage their influence in periods called Persona Phases, which are abstract representations of time spent building up their reputations or directing their agents to complete missions on their behalf. These Phases take place separately from normal gameplay; a player typically makes all related decisions at the start of each Persona Phase, and those decisions stay in effect until the start of the next Persona Phase.

As a general guideline, PCs will experience about 4 Persona Phases per Level (and will come at specific times in the Campaign).

At the beginning of a Persona Phase, each PC chooses from one of two actions: Developing her Persona, or Launching an Operation. The Phase ends when the PC has chosen her action and made the associated decisions and actions (which may include things like Skill Checks).

As the PC increases her Facet Ranks, she unlocks several benefits. Unless otherwise specified, each benefit can be used only once per Persona Phase.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Agents of Change

Post by ManWithDoor » Thu Mar 10, 2022 6:27 am

PERSONA PHASE ACTION OPTION 1 - DEVELOPING PERSONA

A PC might decide to spend her Persona Phase publicly demonstrating her prowess and character, giving her the chance to increase the Rank of one of her persona's Facets by 1.

To do so, the PC first selects one of the tasks from the list below, or she can work with the GM to create another appropriate task. Then she attempts a Skill Check associated with that task, with a DC equal to 15 + 2x the Rank she is trying to achieve. If she succeeds at her Check, her Rank in that Facet increases by 1. Relevant Craft/Perform/Profession checks in place of the listed Skills may be considered (talk to GM).

The scope of a PC's Persona is limited by her Character Level. Her Facet Ranks for a Fact can't exceed her Character Level, and she can have a total number of Facet Ranks equal to no more than 2x her Character Level. Checks to increase a PC's Facet Ranks represent placing the PC's skills squarely in the spotlight. As a result, PCs can't 'Take 10' on these checks or receive direct assistance in the moment, such as Aid Another from other characters. Effects that boost PCs' skill and abilities apply only if their duration is at least 24 hours.

ARRANGE SECRET MEETING (Charm or Subterfuge): You arrange a clandestine meeting between individuals who can't or won't speak openly.
- Associated Skill: Bluff (Charm); Disguise or Escape Artist (Subterfuge)

BASK IN GLORY (Heroism): You make sure that everyone knows about your own personal achievements.
- Associated Skill: Perform

DEMONSTRATE MIGHT (Heroism): You show off your strength to impressed onlookers.
- Associated Skill: Strength-based Skill Check

DRIVE LEGISLATION (Charm, Genius, or Sagacity): You take a prominent role in drafting or promoting legislation or another form of governmental policy.
- Associated Skill: Perform (Charm), Linguistics (Genius), or Sense Motive (Sagacity)

GIVE LECTURE (Genius or Sagacity): Whether you're delivering an academic lecture or a religious sermon, you draw a crowd to listen as you share your expertise.
- Associated Skill: Knowledge check relevant to the lecture's topic

ORGANIZE PARTY (Charm): You put together a popular social event that is the talk of the town.
- Associated Skill: Diplomacy

ORGANIZE PROTEST (Heroism or Sacrifice): You gather people to protest loathsome policies, either through rhetoric or doggedness.
- Associated Skill: Fortitude Save (DC 15 + 1x new Rank), or Diplomacy check, or Perform check.

PERFORM CHARITABLE ACTS (Sacrifice): You spend your time or money tending to those most in need of aid.
- Associated Skill: Heal

SABOTAGE OPPONENT (Genius or Subterfuge): You cunningly set one of your opponents up for a fall, perhaps causing one of his shameful secrets to go public.
- Associated Skill: Knowledge - Local or Nobiility, as appropriate (Genius), or Sleight of Hand or Stealth (Subterfuge)



DIMINISHING PERSONA
It is possible for PCs to lose Facet Ranks for public acts that go strongly against one of their Facets. For example, a PC who engages in cowardly behavior could lose a Rank in Heroism. Losing Facet Ranks should not be common, and the Rank cannot fall below 0.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Agents of Change

Post by ManWithDoor » Thu Mar 10, 2022 6:46 am

PERSONA BENEFITS (INFORMATION)

As the PCs gain more Facet Ranks, they gain the following benefits:
Rank 1: Agents
Rank 2: Basic Operations
Rank 3: Skill Bonus (+2)
Rank 4: Admirers (indifferent)
Rank 5: Bonus Feat
Rank 6: Advanced Operations
Rank 7: Skill Bonus (+4)
Rank 8: Admirers (unfriendly)
Rank 9: Friend in High Places
Rank 10: Master of Operations

RANK 1 - AGENTS: When she first gains access to the Persona rules, a PC gains a numbers of agents equal to 2x her total starting number of Facet Ranks (i.e. 4 total), reflecting her newfound renown. Each time a PC increases her Facet Ranks in a facet, she rallies 2 additional agents to her cause. These agents represent people who flock to the PC for a variety of reasons, whether they are ardent admirers of the PC's cause, members of the PC's staff, or even people the PC has blackmailed into assisting her. Agents are generally much less capable than the PCs and not strong enough to accompany the PCs on adventures. However, as a PC increases her Facet Ranks, she unlocks the ability to direct these agents to perform Operations on her behalf. Particularly dangerous Operations can cause the PC to lose agents, which she can replace through the Recover Agents Operation.

RANK 2 - BASIC OPERATIONS: A PC who has at least 2 Ranks in a Facet can send her agents on Basic Operations related to that Facet. Basic Operations are relatively safe and straightforward, requiring few agents to complete (Basic Operations will be listed later)

RANK 3 - SKILL BONUS (+2): A PC can sometimes leverage her persona to gain a bonus on a Skill Check. Once per Persona Phase, a PC can apply a Skill Bonus to a single check for one of the Facets in which she has at least 3 Ranks. She can apply this bonus AFTER rolling her skill check, but before the results are announced. The exact Skills to which this bonus can be applied depend upon the Facet:
- Charm: Bluff, Diplomacy
- Genius: Knowledge (any)
- Heroism: Intimidate, Perform (any)
- Sacrifice: Heal, Survival
- Sagacity: Perception, Sense Motive
- Subterfuge: Disable Device, Stealth

- NOTE: The Skill Bonus can only be used once per Persona Phase, even if multiple Facets are Rank 3 or above

RANK 4 - ADMIRERS (indifferent): The PC's Persona has earned her fans and sympathetic souls. 1x per Persona Phase, she can leverage her reputation to improve the starting attitude of one NPC with an attitude of Indifferent or Friendly. She can increase the NPC's attitude by one step as long as she has at least 4 Ranks in a Facet related to that NPC. The following list is not comprehensive, but should be a general guideline:
- Charm: Artists, Merchants, Nobles
- Genius: Academics, Arcane Spellcasters, Instructors
- Heroism: Athletes, Guards, Soldiers
- Sacrifice: Clergy of Good Deities, Healers, Philanthropists
- Sagacity: Clergy, Druids, Philosophers
- Subterfuge: Criminals, Politicians

RANK 5 - BONUS FEAT: Once a PC has 5 Ranks in a single Facet, she gains the Bonus Feat associated with that Facet in the list below, ignoring the Feat's prerequisites. If a PC has 5 Ranks in more than one Facet, she can select one Feat from among the Feats she has unlocked, and can change her choice at the beginning of each Persona Phase (free, does not take the Phase Action); she can benefit from only one of these Bonus Feats at a time.
- Charm: Persuasive
- Genius: Brilliant Planner
- Heroism: Dazzling Display
- Sacrifice: Diehard
- Sagacity: Insightful Advice
- Subterfuge: Stealthy

RANK 6 - ADVANCED OPERATIONS: A PC who has at least 6 Ranks in a Facet can send her agents on Advanced Operations related to that Facet. Advanced Operations can be far more complex and dangerous than Basic Operations (Basic Operations will be listed later)

RANK 7 - SKILL BONUS (+4): Skill Check bonus now at +4 for this Facet

RANK 8 - ADMIRERS (unfriendly): Can also affect Unfriendly NPCs (not just Indifferent/Friendly)

RANK 9 - FRIEND IN HIGH PLACES: Once a PC has 9 Ranks in one of her Facets, her network of Contacts has grown to include a highly placed individual. The PC leverages this alliance to gain access to spellcasting services. If the PC succeeds at an Operations Check (DC = 15 + spell level), she can arrange for up to 750 gp worth of spellcasting services to be used at any time before the beginning of the next Persona Phase, as long as she would reasonably have access to an NPC spellcaster, even to cast raise dead (in this case, it is assumed the PC's agents arrange for her resurrection on her behalf). The PC must pay for any focuses or expensive material components used.

RANK 10 - MASTER OF OPERATIONS: A PC who has 10 Ranks in at least one Facet can perform one additional Operation per Phase related to one of the Facets in which she has 10 Ranks, so long as she has enough agents to do so, and even if she has already performed an operation in that Phase.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Agents of Change

Post by ManWithDoor » Fri Mar 11, 2022 10:08 pm

OPERATIONS (INFORMATION)

Instead of using her Persona Phase to develop her Persona, a PC can send her agents to perform an Operation on her behalf. A PC gains access to Basic Operations for a given facet when she has 2 Ranks in that facet, and she gains access to Advanced Operations when she has 6 Ranks in that facet.

A PC can initiate only one Operation per Phase. She must decide which Operation she intends to perform at the start of the Persona Phase. To determine the outcome of the Operation, the PC rolls an Operation check. An Operation check is a d20 roll with a bonus equal to the number of agents the PC sends on the mission, and its DC is set by the specific Operation. A PC must choose how many agents to send before the roll, up to a maximum of the number of Facet Ranks she has in the relevant facet. Operations always fail on a roll of 1 on the die, and always succeed on a natural 20.

Persistent Operations: While most Operations conclude at the end of a Persona Phase, Persistent Operations begin the first time the PC succeeds at the DC 17 Operation check for that Operation, and continue until the PC calls back her agents. A PC can maintain only 1 type of Persistent Operation at a time, and she must send at least 5 agents; these agents are not available for other Operations until the Persistent Operation ends. Persistent Operations must generally be focused on one location (at GM discretion), but a PC can maintain the same Persistent Operation in as many locations as she has enough agents to support.

Risky Operations: Some Operations are dangerous to agents' safety and morale. If a PC fails a Risky Operation's check by 5 or more, or if she rolls a natural 1 on the check, she loses all of the agents she sent on the mission. These losses could represent the agents' imprisonment, their death, or their abandonment of the PC's cause.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Agents of Change

Post by ManWithDoor » Fri Mar 11, 2022 10:23 pm

BASIC OPERATIONS

FILTER RUMORS (Sagacity): Under your direction, your agents are skilled at separating fact from fiction. Once before the next Persona Phase, after you or another PC receives the results of a Diplomacy check to Gather Information, you can ask the GM to roll a secret Operation check, using the number of agents you sent on this Operation for its bonus. If the check results in a success, the GM tells you whether the information gathered is mostly true, has elements of truth, or is mostly false. If the check fails, the GM tells you that hte information gathered is mostly true (regardless of its actual veracity.
- The Operation check DC is generally 15, but if someone is actively spreading false information, the DC increases to 10 + the CR of the rumormonger (maximum 20).

GATHER INFORMATION (Charm): Your agents listen to the local gossip and ask pointed questions. Once before the next Persona Phase, you can use the result of your Operation check in place of the normal Diplomacy check when Gathering Information. You don't need to spend time to attempt this check, and there is no risk that you will be associated with your agents.

LAST-DITCH EFFORT (Any Facet, PERSISTENT): When you perform a Risky Operation while this Persistent Operation is in effect, you can gain a +2 bonus on the Operation check. If you do, you lose at least half of the agents you sent on the Risky Operation, even if it is successful.
- Beginning this Operation required a successful DC 17 Operation check.

MANUFACTURING (Any Facet): You can call on your agents' practical expertise to manufacture items on your behalf, allowing you to use the result of your Operation check in place of a Craft skill check to create mundane items. You do not have to expend the time crafting, but your agents do, and you must still pay the raw materials cost for any items your agents manufacture.

PROVIDE DISTRACTION (Heroism, RISKY): Your agents may not be individually strong, but your example has inspired them, and they'd risk anything to help you, even in dangerous circumstances.
- At the beginning of combat near a populated area, roll an Operation check against a DC equal to 10 + the CR of the most challenging creature in the fight (maximum DC 25). On a Success, each PC gains a +2 bonus on Attack Rolls or to Armor Class as if benefiting from the aid another action for the first round of combat (may be more than the 1st action, by GM discretion).

RECOVER AGENTS (Any Facet): If a Risky Operation goes awry, a PC may lose the agents she sent on the Operation. A PC who has fewer than the maximum number of agents her Facet Ranks would allow (i.e. less than 2x total Facet Ranks) can launch an operation to rescue lost agents (or recruit new ones, if that flavor is preferred).
- To do so, she must attempt a DC 10 Operation check, using the Facet of her choice. On a failed check, she recovers 1 agent. On a successful check, she recovers 2 agents, plus 1 additional agent for every 5 by which the result exceeds the Operation check's DC.

RESEARCH (Genius): Under your direction, your agents scour libraries for relevant information. You can use the result of your Operation check in place of a single Research check. Your agents must spent the required time, but this research takes none of your time.

SMUGGLE (Subterfuge, RISKY): Your agents smuggle a relatively small or innocuous object (such as a dagger, or evidence to be used for blackmail) into a hiding place on someone else's property.
- The DC of the Operation check is equal to 10 + the CR of the captain or leader of any guards present.

TEND WOUNDS (Sacrifice, PERSISTENT): Your agents help you tend to the injured, including you. If you succeed at a DC 17 Operation check, you receive 1 of the following benefits for the duration of the Operation:
- Everyone in the tended community gains a +2 bonus on Fortitude saves against disease
OR
- You receive the benefits of long-term care whenever you rest at least 8 hours in the area in which the operation is in effect.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Agents of Change

Post by ManWithDoor » Fri Mar 11, 2022 10:33 pm

ADVANCED OPERATIONS

BAD ADVICE (Genius or Sagacity, RISKY): You place agents among a target's advisors or messengers to feed him the information that will lead him to make wrong choices. At some point in this Persona Phase when your target must decide between two options, he must succeed at a Sense Motive check opposed by your Operation check result, and if they fail they must choose the option you favor or that benefits you.

BOLSTER COURAGE (Heroism, PERSISTENT): You send your agents to tell tales of your bravery, bolstering your own courage. If you succeed at a DC 17 Operation check, you receive a +2 morale bonus on saves against fear.

GUARDS (Sacrifice, RISKY): You are accompanied by a guard who watches your back, and agents in the field listen carefully for any potential dangers. If an opponent tries to ambush or sneak up on you, that character's Stealth check result must exceed both your Perception check result and the result of your Operation check to catch you unawares. On a failed Operation check, your enemies eliminate your guards before engaging you.

INVENTION (Genius): Your agents help you create magic items and research spells. Select 1 spell or magic item - if you succeed at an Operation check, your agents find or create the chosen spell or item, and you can then purchase it for the standard cost.
- The DC of the Operation check is equal to 10 + caster level for a magic item, or 10 + 2x spell level for a spell.

POISON (Subterfuge, RISKY): Your agents slip a dose of poison or potion (which you must pay for or provide) into an NPC's food as it is being prepared and delivered.
- Attempt an Operation check with a DC equal to the CR of the target NPC. On a success, your agents deliver the substance without detection. The NPC attempts Fortitude saves against the poison as normal.

RUMORMONGER (Any Facet, PERSISTENT): Your agents improve your cover by spreading false rumors, destroying evidence, and intimidating anyone who asks too many questions.
- If you succeed at a DC 17 Operation check, anyone trying to see through a disguise or false identity you've assumed takes a -2 penalty on Perception and Sense Motive skill checks to do so.

SAFE HAVEN (Heroism or Sacrifice): Your agents find you a quiet place to rest in safe anonymity, usually somewhere out of the way such as a barn or cavern. Anyone trying to locate you must first succeed at a Diplomacy or Survival check opposed by your Operation check.

SERMONIZE (Sagacity, PERSISTENT): Your agents spread your philosophical or religious beliefs.
- If you succeed at a DC 17 Operation check, you gain a +2 bonus on Diplomacy and Intimidate checks against people who share your religion or philosophy, or who follow closely aligned practices, at the GM's discretion.

SPREAD PROPAGANDA (Charm or Subterfuge, PERSISTENT): Your agents spread propaganda on your behalf.
- If you succeed at a DC 17 Operation check, you gain a +2 on Bluff and Disguise checks to either reinforce the same disinformation, or deceive someone relying on it.

THEY'RE WITH ME (Charm of Subterfuge, RISKY): You place agents inside an enemy's forces.
- Once before your next Persona Phase, when you encounter a group of low-level, unnamed enemy agents, the total number of which can't exceed the number of agents you sent on this operation, compare the result of your Operation check against a DC of 15, or a DC of 10 + the Sense Motive modifier of the agent's commander (whichever if higher). If you succeed, this "enemy" force is instead composed of the agents you placed earlier, allowing you to avoid combat and potentially resupply or rest.
- NOTE: You can't use this operation to replace named NPCs.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Agents of Change

Post by ManWithDoor » Mon Jan 22, 2024 10:17 pm

County of Meratt-specific Basic Operations:

ASK AROUND (Genius or Heroism): Your agents subtly ply your reputation to learn what needs fixing and win resources. With a successful DC 15 operation check, you gain either gain a lead on a possible mission or reroll one randomly available magic item in a town before the start of the next persona phase (your choice).

COMMUNITY ORGANIZATION (Charm or Sacrifice): Your agents stir up hometown pride, encouraging citizens of Stachys to chip in. You attempt an operation check and generate a number of gold pieces equal to 10 × your check result in capital that can be spent only on town improvements.

INFILTRATION (Sagacity or Subterfuge): Agents inserted into a noble’s staff report back on that aristocrat’s attitude and habits. You can attempt an operation check in place of a skill check as part of a discovery check against the targeted noble.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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