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Copyright Enlightened Age Entertainment
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individually.  The totals for both are considered when an Incite or Usurp order in that PC
is issued.  
Counter Espionage affects the chance of a noble being evicted or executed when he fails
in an Incite Rebellion or Usurp Control order.  When a noble fails in either order,
increase his percentage of failure by the amount of effective counter espionage.  
Guard Characters
Guard Characters. An agent may guard up to two characters of any kingdom in his PC
base with this order.  Subject to those restrictions it is somewhat like Counter Espionage,
however Guard has none of the ancillary benefits of Counter Espionage, such as
protecting the PC itself or making arriving nobles more likely to be discovered. It only
protects the one or two target characters of the mission up to the agent’s ability.
Select “Guard”
in the Agent Menu with your agent.  Then identify the first character in
his base he wishes to guard.  You are then offered the chance to select a second character
in the agent’s base.
The agent provides protection against Assassination, Poison, and Steal Artifact as in
Counter Espionage, i.e., 10 points plus 5 points per level of the Agent.  This is a
reduction of chance of performing those missions against the guarded character, and an
increase in the chance of that Agent being cornered.  Characters may be guarded by
multiple agents and the effects are cumulative.  Unlike Counter-Espionage, Guard orders
are unaffected by Diversion.
Create Diversion
Create Diversion.
Click on your agent, and then on the menu choice “Create
Diversion”.  You will then be prompted to select a target within the Agent’s 7 hex range
(identified with a green circle that encompasses the hexes within range).  Click on the
target hex within range.
The Create Diversion mission is always successful – the effect is to reduce effective
counter-espionage at the target by five points plus five points per agent level of the agent
performing the diversion.  .  Diversions in a PC with 0 or less counter espionage create
negative counter espionage at 50% the agent's level.  So a PC with 0 counter espionage
and an agent L2 doing diversion produces -5 counter espionage, and so +5% to an agent
of that kingdom succeeding in an espionage mission and -5% to that agent’s cornering
chance.  Diversions are only 50% effective in a PC controlled by the agent's kingdom.
Diversion also improves the chance of a noble of the same kingdom relocating to a PC
with a Diversion by their agent relocating without being detected.  For example, a Baron
would normally have a 50% chance of being detected, plus the counter espionage at the
PC, - the effects of Diversion.  So if there was no counter espionage and a L2 Agent does
a Diversion, the baron is only 40% (50% - (5% + 5%x2x0.5 for no counter espionage)
likely to be discovered.
The Agent undertaking Create Diversion faces the full Counter Espionage effect (i.e.,
BEFORE it is reduced due to his own Diversion).  
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