NEW OPTIONS FOR MISCREANTS
Additional Tables for DOWN WITH THE KING
By Glenn Rahman


DOWN WITH THE KlNG is a game of intrigue. Obviously, the more possibilities that exist for advancement, the more the intrigue by devious nobles in Fandonia. The standard rules offer the players numerous counsels, as well as many options for acquiring prestige, influence and status. The choices given, however, are by no means exhaustive. Here we stretch those options for your enjoyment.

MUSICAL COMPOSITION TABLE

Kings of dignity and power, such as Henry VIII and Frederick the Great, could proudly put their quills to a musical score and yield quite pleasing results. Hence, a noble of Fandonia ought not feel shy about emulating the example of these prestigious monarchs.
2--Plagiarism. Fight a Duel. -2
3--Cacaphony. Lose Five PP. -2
4--Laughable Effort. Lose Three PP. -1
5--Amateurish. Lose Two PP. -1
6--Pretentious. Lose One PP. 0
7--Artist's Block. 0
8--Traditional. Gain One PP. 0
9--Melodious. Gain Two PP. +1
10--Talented. Gain Three PP. +1
11--Innovative. Gain Five PP. +1
12--Genius. Gain Ten PP. +1


WITCHCRAFT TABLE

This is a table for those players of outre tastes. However, the Baroque Era was the period of the great witchcraft trials and most people believed in the power of the Black Arts. Decadent noblemen, seeking thrills and advantage, occasionally patronized witches and engaged in depraved rites by the dark of the moon.
2--Denounced As A Witch. Go To Trial. -2
3--Accused Of Murder By Witchcraft. Go To Hearing. -2
4--Seen At Black Mass. Accused Of Wrongdoing. -2
5--Depravity. Roll On Scandal Table. -1
6--Victim Of Witchcraft. Have An Attack Of Gout Next Turn. -1
7--Love Potion. Proposal Automatically Accepted. 0
8--Scry Enemy Secrets. Intrigue An Opponent's Card. +1
9--Magician. Gain Two PP & One IP. +1
10--Sorcerer. Gain Five PP & Two IP. +1
11--Wizard. Gain Ten PP & Five IP. +1
12--Cast Glamour. Pick One Loyalty Counter. +2

SPYING TABLE

Spying on other prominent figures was a way of life with many Baroque nobles. Much of this spying is implied in the rules of DOWN WITH THE KING. The following table makes this facet of the game more immediate and tangible.
2--Slay Enemy Courier. Go To Trial. -2
3--Mistaken For Burglar. Accused of Wrongdoing. -2
4--Caught Spying. Fight A Duel. -1
5--Police Attention. Player To Left Intrigues Card Away. -1
6--Reputation As An Intriguer. Lose Five PP. -1
7--No Discoveries. 0
8--Buy Secret Information. Lose One IP & Intrigue An Opponent's Card +1
9--Plant Spy Amongst The Enemy. Intrigue An Opponent's Card +1
10--Detect Scandal. Expose Scandal. +1
11--Detect Wrongdoing. Send Enemy FAC To Hearing. +1
12--Find Collaborator. Recruit One EAC By Treachery. +2

The Prestige Tables
Seven new Prestige Tables follow. As in the standard rules (13.4.17), the result of the dice roll is given first, then the resolution, followed by the modifier for further rolls on the same table. If the resolution of the dice roll is an Activity, it is a free Activity and must be carried out immediately--or not at all.

PHILANTHROPY TABLE

During the Baroque Era, crushing poverty existed alongside flamboyant wealth. The poor had little recourse save for the charity of the church parish and the generosity of the fortunate. These latter were often considered models of piety and virtue by their peers.
Cost: Two IP
2--Social Agitator. Accused of Wrongdoing. -2
3--Cane A Beggar. Lose Three PP. -1
4--Worthless Cause. Lose Two PP. -1
5--Stingy. Lose One PP. Gain One IP. -1
6--Insincere. 0
7--Earn Respect. Gain One PP. 0
8--Receive Donations. Gain One PP & One IP. 0
9--Help Widow. Gain Two PP. Proposal Automatically Accepted. +1
10--Found Charitable Society. Gain Two PP & Two IP. +1
11--Attract Admirers. Gain Two PP & Two IP & Pick Loyalty Chit. +2
12--Commended By Monarch. Gain Five PP & Five IP. +2

SWASHBUCKLING TABLE

This activity is for those players who harbor a secret desire to walk in the footsteps of Captain Blood, the Three Musketeers and the Scarlet Pimpernel. Only male PCs may roll on the Swashbuckling Table.
2--Slay An Innocent. Go To Trial. -2
3--Street Fight. Accused Of Wrongdoing. -2
4--Affair Of Honor. Fight A Duel. -1
5--Fly From Danger. Lose Five PP. -1
6--Reputation As An Eccentric. Lose One PP. 0
7--Rescue A lady. Proposal Automatically Accepted. 0
8--Encounter Conspirators. Intrigue An Opponent's Card. 0
9--Save Character From Ruffians. Pick One Loyalty Counter. +1
10--Swordsman. Gain Ten PP. +1
11--Adventurer. Gain Fifteen PP. +1
12--Hero. Gain Twenty PP. +2

ART COLLECTING TABLE

The Baroque Era was an age of magnificence. Homes were not always comfortable nor conveniently laid out, as nobles strove to outdo one another in decoration, display and adornment. This was especially true in their choice of the furnishings and artwork to grace their mansions.
Cost: One IP
2--Expensive Forgery. Lose Two IP. -2
3-- Barbaric Taste. Lose Three IP. -2
4--Kitsch. Lose Two PP. -1
5--Strange Taste. Lose One PP. -1
6--Expensive Taste. Gain One PP. Lose One IP. 0
7--Quaint Collection. Gain One PP. 0
8--Valuable Collection. Gain One PP & One IP. 0
9--Interesting Collection. Gain Two PP & Two IP. +1
10--Famous Collection. Gain Three PP & Two IP. +1
11--Rare Collection. Gain Three PP & Three IP. +1
12--Exquisite Taste. Gain Five PP & Five IP. +2

PRIVATEERING TABLE

The last part of the Seventeenth Century was a time of almost incessant warfare and piracy on the high seas. These circumstances allowed privately-owned vessels called privateers to profitably raid the shipping of other nations and pirates. Sometimes a privateering voyage was organized as a shareholding venture, with wealthy backers outfitting an armed ship and hiring a trustworthy captain to command it. The unfortunate Captain Kidd was one such captain, and his backers included four members of the English Parliament and the King himself. The following rules and table will allow players to emulate these Baroque magnates, taking the risks and profits of a privateering venture, while serving the interests of Fandonia. A player may use the Privateering Table on/y on those turns in which there is an ongoing Foreign War or Pirates problem. The player may choose a "captain" for his privateer--either a Henchman from the Office Holder pile or an anonymous, non-card represented character. If an anonymous character is used, he has an Ability Rating of "3". If a Henchman becomes captain, the Henchman's Ability Rating is used whenever an Ability Roll is called for. Once a Henchman is made captain of the privateer, he continues in that role until the cargo is turned over to the player who originally sent him out, or until the voyage ends unsuccessfully. While he serves as captain it does not make any difference whether the Henchman has remained in his faction, or become neutral or enemy-aligned. Any change in status he has undergone becomes apparent only after the voyage ends. While at sea, the Henchman cannot take part in any other action, nor can he be assassinated. He still counts against the owning player's PP limit however.
The IP cost of initiating a voyage is paid only at the start of the voyage, although the voyage may last several turns. In turns subsequent to the launch of the privateering venture, rolling on the Privateering Table does not cost additional IP, nor does it count against the limit of possible activities the player may undertake in his turn. On the other hand, rolling each turn on the Privateering Table is mandatory as long as the ship is on the "high seas". This free, mandatory roll is the first activity the player does in his player turn.
While the ship is on its cruise, it will probably capture "prizes". The loot from these prizes becomes the "cargo" of the privateer. The cargo stays with the privateer until it comes back to a Fandonian port. When it comes to port, it ceases to be cargo and is added to the IP total of the controlling player. The new IP are received in time to be used in the same player's turn.
The privateer returns to a Fandonian port immediately if there ceases to be a Foreign War or Pirates problem. The privateer will also return if the player achieves a dice roll result of "7" ("Ship Comes In.") on the Privateering Table. It is possible for a privateer to be lost in action, or lose part of its cargo in a storm before it can return to Fandonia.
A single player may not have more than one privateer in action at the same time. If one's voyage ends--either successfully or unsuccessfully--the player may launch a new venture (pay IP, appoint a captain) in the next player turn, providing there is an ongoing Foreign War or Pirates problem.
Cost: Five IP (Initial Cost Only)
2--Captain Turns Pirate. (See 1 below) -1
3--Privateer Sinks. (See 2 below) -1
4--Privateer Fights Enemy Warship. (See 3 below) -1
5--Storm. (See 4 below) -1
6--Empty Sea. No Prize in Sight. 0
7--Ship Comes In. Voyage Ends. 0
8--Small Prize Taken. Add Three IP To Cargo. 0
9--Large Prize Taken. Add Five IP To Cargo. +1
10--Rich Prize Taken. Add Ten IP To Cargo. +1
11--Treasure Ship Taken. Add Fifteen IP To Cargo. +1
12--Treasure Fleet. (See 5 below) +1

NOTES:
1. The voyage ends; the captain (if a Henchman) is eliminated; the cargo on the privateer is lost; blame is cast on the PC (lose Three PP and be Accused of Wrongdoing).
2. The voyage ends; the captain (if a Henchman) is eliminated; the cargo is lost.
3. Roll less than the captain's Ability rating on one die and treat the event as "No Effect". Otherwise, the voyage ends, all cargo on the privateer is lost and the captain (if a Henchman) is captured (stuck abroad until there is no ongoing Foreign war or Pirates problem).
4. Roll less than the captain's Ability Rating on one die and treat the event as "No Effect". Otherwise, half (round up) of the cargo of IP on the privateer is lost.
5. The privateer automatically and immediately captures a prize of 15 IP for its cargo. It may attempt to capture additional prizes. Roll less than the captain's Ability Rating on one die and capture a second prize. If a second prize is captured, another Ability Rating roll may be made to capture a third prize. Up to three prizes of 15 IP each may be captured in a single turn.

SMUGGLING TABLE

The Baroque Era was a time of high trade duties and, consequently, of widespread smuggling. Governments expended considerable effort to suppress the clandestine trade, but the smuggling gangs were tough and clever, bribing officials and protecting their secrecy with violence. Sometimes adventure stories and films portray these smugglers as Robin Hood types, sometimes as brutal thugs. As often as not, a highly placed personage was the true mastermind behind the gang. Those players who want to take high risks for high profits are free to do so.
Cost: Four IP
2--Caught Red handed. PC Goes To Trial. Lose Five PP. -2
3--Incriminating Evidence Found. PC Accused of Wrongdoing. -2
4--Accused of Wrongdoing. -1
5--Contraband Burned To Avoid Capture. -1
6--Black Market Glutted. Gain Three IP. -1
7--Break Even. Gain Four IP. 0
8--Small Profit. Gain Five IP. 0
9--Fair Profit. Gain Six IP. +1
10--Good Profit. Gain Eight IP. +1
11--Big Time Operator. Gain Ten IP. +1
12--King Of The Smugglers. Gain Twelve IP. +2

SCHOLARSHIP TABLE

Free time and education allowed a few of the better spirits amongst the Baroque nobility to speculate on the old classics and the new sciences. History, religion, natural studies and other fields were open for a learned and wealthy individual to explore--in this way earning prestige as a thinker.
2--Contradict Religious Teachings. Roll On Scandal Table. -2
3--Crank Theory. Lose Three PP. -1
4--Refuted. Lose Two PP. -1
5--Divisive Controversy. Lose One PP. 0
6--Muddled Thinking. 0
7--Conventional Thinking. Gain One PP. 0
8--Fresh Insights. Gain Two PP. 0
9--Important Find. Gain Two PP. 0
10--Landmark Discovery. Gain Three PP. +1
11--Consulted By Experts. Gain Five PP. +1
12--Honored By Monarch. Gain Five PP & Three IP. +2

Bribery
From time immemorial, government has given venal individuals the opportunity to misuse their public trust and enrich themselves by accepting bribes. At the same time, private persons and groups have been able to take advantage of dishonest office holders and gain favor for themselves (whether worthy or not) in return for gold. While, historically speaking, political standards have never been too high, the Seventeenth and Eighteenth Centuries were periods of particularly profligate corruption. The option herein introduced develops this regrettable, but important, fact of political life.

Taking Bribes
A PC who holds an office or counselorship may--as a free activity that will not count against his total number of permitted activities-solicit one bribe per turn. To solicit a bribe, the player announces the amount (from one to six IP) that he wishes to illegally receive that turn. Then a die is rolled. If the result of the die roll is greater than the demanded bribe, the player adds the IP of the bribe to his total. If, however, the result is less than or equal to the demanded bribe, the IP are not received. Instead, the PC is subject to a denunciation for corruption (accused of wrongdoing). Additionally, each IP which he demanded in bribery that turn is used to help convict him. Add the amount of the demanded bribe to the Wrongdoing die roll (23.1). If this die roll sends the PC to a hearing (26.1), add the amount of the demanded bribe to the hearing dice roll. Should the PC finally go to trial, the amount of the demanded bribe is not a factor.

Bribing Office Holders
Once each turn, the player may attempt to bribe a NC Office Holder (a Minister or Ambassador). In order to bribe the NC, the player announces the character he is trying to bribe as well as the amount of the bribe (in IP). Then a die is rolled. If the result is less than or equal to the amount of the IP offered as a bribe, the bribe has been accepted (and the offered IP is deducted from the player's total). If, however, the result is greater than the amount of the bribe, but is less than "6", the bribe is rejected and no bribe is paid. If the result is "6", the bribe fails and the attempted transaction becomes an open scandal. The NC Office Holder is accused of wrongdoing, as is the PC or Henchman who tendered the bribe. The amount of the tendered bribe is used to modify the wrongdoing die roll(23.1) and the hearing dice roll (26.1) for both the exposed bribe-giver and the bribe-taker (should the case go to a hearing).
The player may attempt to bribe a NC Office Holder at any point of the game turn in which it may prove useful. An NC Office Holder who accepts a bribe will give the Monarch any counsel the bribe-giver wishes, as long as it is an appropriate one for that point in the game. Alternatively, the player can cause the NC to modify a problem solving die roll by +1 or -1--providing that the rules permit the holder of the bribed office to modify the die roll for that particular problem. (For example, the High Minister can modify the die roll for a Banking Crisis--but the Minister of Justice cannot.) The PC or henchman who offers the bribe must be in the same country as the official he is trying to bribe.
Each NC Office Holder may he bribed successfully only once per game turn, although any number of attempts may be made this occurs.

Activities
Counselor's Influence Table
The standard rules allow the activity of courting the favor of a Friendly-Aligned Royal Character (13.4.4). In this variation, we recognize the Monarch himself as a source of political influence. A PC with the ability to Counsel the Monarch may take advantage of his intimacy to win the Monarch's favor and support. Treat this as a new Activity.
2 -- Monarch Repelled By Sycophantry. Lose Office/Counselorship & One IP.
3-4 -- Monarch Is Disenchanted. Lose Office/Counselorship.
5 -- Monarch Is Reserved. No Effect.
6-7 -- Monarch Is Affable. Gain One IP.
8-9 -- Monarch Is Friendly. Gain Two IP.
10-12 -- Monarch Pledges His Help. Gain Three IP.

Counseling
A Counselor card bestows a status increase of +2 as long as a character possesses it.

Updated 14 Jan 08.

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