![]() ![]() Copyright 2004 by Enlightened Age Entertainment
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Agent Levels and Cost
i. Agent Levels and Cost.
Agents gain experience through training or by
completing dangerous missions. The higher the level, the more dangerous the agent.
Because agents do undertake dangerous missions, they dont
necessarily have a long life expectancy. On the other hand,
high level agents are perhaps the most dangerous characters
in the game. An agent can undertake training to advance
levels until they get to level 11. After that, an agent may
only increase his level (to a maximum in Fall of Rome of
level 14) through success in difficult missions. In general,
each agent level provides and additional 5% chance of
succeeding in any mission, and reduces by 5% the chance of
the agent being cornered and possibly killed. Simply
succeeding in a mission is not a guarantee of gaining a level
of experience: the agent must face significant danger to
advance. Anytime an agent is ordered on a mission, the cost to the kingdom is 500 gold x
the agent level. Example: a level 4 agent sent on Reconnaissance costs 2000 gold.
Agents have a range of seven hexes for most missions. The specific missions available
are listed in the Commands document.
Intelligence
ii. Intelligence. Information is collected in a variety of ways. Any character or
PC will report the things they can be aware of in their base. Legions will provide detailed
information on other legions in their area (hex), but little information on characters within
a PC. Agents, however, will provide complete and accurate information on all assets
within the target area of their reconnaissance, when given that order. The Watchtower
improvement in a PC provides advanced reconnaissance every turn.
Success and Cornering
iii. Success and Cornering. A common aspect to agent orders are the ideas of
mission Success, and the risk of the agent being Cornered. Each mission has a chance of
success and a chance of the agent being cornered. There is an important chart in the
Charts document reflecting the general odds of success and cornering for each mission
that all players should become familiar with. If he is cornered, he will be killed, or may
luckily escape with wounds. The chance for each is based upon the agents level, and the
difficulty of the mission. Anytime the agent succeeds and is not killed (even if he is
cornered and wounded), there is a chance he will advance in level. It is important to
recognize that these two events Success and Cornering are independent. An agent
may succeed and be cornered for example, or be unsuccessful and not cornered. Agents
are assisted by non-persona minions which courier information or treasure, for example,
back to the agents king.
The Fifth Element
E. The Fifth Element. This section covers everything else that has to do with major
game functions not neatly covered in the other sections.
Sequence of Events
i. Sequence of Events. All commands ordered by each player, along with game
maintenance functions like PC production, supplying brigades, etc, happen according to a
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