House Attributes
All House Attributes may only be raised to a level of 5. Increasing a House Attribute can be done by purchasing it with RPs, or learning it from a House that has a higher rating than you. One point in an attribute costs 15,000 RPs.
FORTIFICATION
Fortification levels refer to a noble house's internal and perimeter defenses. It also determines what custom work can be performed on a noble house. A house's fortification level refers to its defensive and structural integrity (to destroy a house, it must be reduced to 0 fortification points). For each, see fortifications on structure chart.
Level 0
Standard fortifications and enhancements possible.
Level 1
Minor structural enhancements possible.
Level 2
Major structural enhancements possible.
Level 3
Internal Enhancements possible.
Level 4
Special Structures and Enhancements possible. Custom work is also possible (with GMs validation).
Level 5
All enhancements possible at 10% reduced cost.
Trade
Trade Strategy levels increase the capabilities of a house's trade negotiators. This is very important when 2 or more negotiators are vying for the same product or service. When varied price rates are being used, the trade level reduces the cost by 20% (each level). Thus, if a Skullport ballista is being offered at 500-750gp, a house with a 3rd level trade rank would get the ballista for 600gp.
Research and Development
For each level of R&D that a House possesses, it will reduce research time and costs by 10%. The max percent off is 50%.
Intelligence
The Intelligence Levels are twofold. One factor is Intelligence gathering (called Discovery) by spies and informants. Discovery success (information being sought on a mission) is increased by 5% per level (plus the agent's capabilities - see Spy/Informant Ability Chart). While a spy or informant is attempting to gather information, it is import for the agent to remain under cover (and avoid detection). A spy's Concealment Success (maintaining cover) is increased by 2% per level (not including the agent's capabilities - see Spy/Informant Ability Chart).
The second factor is Counter Intelligence. Searching for agents can be done in a Passive (standard) or Active mode. Passive Searching is the standard counter intelligence method. Passive Searching will reveal agents only when they fail a Concealment test during active Discovery, Theft, or Assassination attempt. Active Searching reduces Concealment by 2% per level when an agent is actively searching for information and allows a detection chance against non-active agents (though the agent does get its standard Concealment factor + 25%). Discovering an agent does NOT mean you have captured the agent. It means you have identified the agent and can move in on the agent the following turn if you wish (or attempt to plant misinformation or even kill!).
It requires 1000RPs to step up to Active Searching (less 100 per Intelligence Level) per month. Active Searches also require that all noble non-demand activities be terminated until the search is complete. During Active Searches, Spy/informant Discovery rates are halved. NOTE: Active Searches are a sign of potential insecurity and insurgency problems and Passive searching does not utilize RPs and is automatically conducted each month.
Detection % (Applies to House)= (Spy/Informant Concealment Skill + Intelligence Concealment bonus) - Active or Passive Detection Rating
Discovery and Theft % (Applies to Agent)= Spy/Informant Discovery Skill + Intelligence Concealment bonus (halved if an Active Search is in progress)
Break % (If agent is caught)= Interrogation Base % - Spy/Informant Discipline Skill
level 0
Passive Counter Intelligence only (Active Searching is not possible).
Level 1
Standard counter intelligence (Active Searching possible). Standard Interrogation (10% chance per Intelligence level to break informant, 3% per level to break average spy, 1% per level to break an expert spy).
Level 2
Advanced Spies. 5% Concealment bonus for spies and informants. Increase discovery success by additional 10%.
Level 3
Enhanced Active Searching (reduce agent Discovery rates by 10% and Concealment by 5% during Active Searching).
Level 4
Advanced Interrogation (20% per level to break an informant, 5% per level to break an average spy, 3% per level to break an expert spy, and 1% per level to break a super spy).
Level 5
Super Spies. Capable of training an Expert spy into a Super Spy.
Base Spy/Informant Ability Chart
Type |
Concealment |
Discovery |
Discipline |
Informant |
25% |
5% |
10% |
Lesser Spy |
40% |
15% |
15% |
Average Spy |
50 |
25% |
25% |
Expert Spy |
80% |
50% |
75% |
Super Spy |
90% |
75% |
95% |
Theft is at 50% of the base Discovery Rate and can only be accomplished if the item(s) to be stolen have been discovered.
A noble spy or informant gets +2% per actual level on each skill (max is 99%).
Super Spies cannot be broken by standard interrogation.