201 |
|
Nosy Mother |
Family |
|
|
When there are spies within your own home, there's always a sense of unease. |
-1 Authority, +1 to personal security (improves the chances of detecting and foiling assassination attempts) |
When to test : CharacterMarries Condition : Trait Girls >= 1 Chance : 50 % |
202 |
|
Apothecary |
Health |
Transferable 可轉移 |
|
Dangerous toxins can be used as powerful tonics by those who understand their secrets. |
Increases the chance of having children, +4 to your general's hitpoints (how many hits your general can take before dying) |
When to test : GovernorBuildingCompleted Condition : SettlementBuildingFinished = alchemists_lab Chance : 25 % |
203 |
|
Doctor |
Health |
|
|
Always better to have a physician close at hand to prod and poke one's body after the enemy has done so. |
Increases the chance of having children, Improves the chances of casualties recovering from their wounds |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= bimaristan IsGeneral Attribute Command > 3 Chance : 15 % |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= alchemy_school IsGeneral Attribute Command > 3 Chance : 3 % |
204 |
|
Physician |
Health |
|
|
Keeping good health is vital for a man who leads his people from the front, and much less of a mystery when accompanied by a such a scholar as this. |
Increases the chance of having children, Improves the chances of casualties recovering from their wounds |
When to test : PostBattle Condition : WonBattle PercentageOfArmyKilled > 50 FactionBuildingExists = university IsGeneral not CharacterReligion islam Chance : 10 % |
When to test : PostBattle Condition : WonBattle PercentageOfArmyKilled > 50 FactionBuildingExists >= bimaristan IsGeneral Chance : 30 % |
205 |
|
Ornamental Armour |
Item |
|
|
Though his lordship thinks he looks dashing in this ornate piece of foppery, he is a fool to wear it in battle. |
+1 Authority, -2 from your general's hitpoints (how many hits your general can take before dying) |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= swordsmiths_guild SettlementBuildingExists >= heavy_armourer IsGeneral not HasAncType Item Attribute Command > 2 Treasury > 10000 Chance : 25 % |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= swordsmiths_guild SettlementBuildingExists >= heavy_armourer IsGeneral Attribute Command > 2 not HasAncType Item Treasury > 10000 Chance : 25 % |
206 |
|
Exquisite Blade |
Item |
|
|
An exceptionally sharp and deadly blade, awarded to this man for succeeding on the most perilous of missions. |
+1 Assassination |
When to test : AssassinationMission Condition : MissionSucceeded AgentType = assassin Chance : 3 % |
207 |
|
Delicate Blade |
Item |
|
|
Though many consider it inappropriate for a princess to carry a blade, her parents insisted that it may come in handy. |
+1 to personal security (improves the chances of detecting and foiling assassination attempts) |
When to test : CharacterComesOfAge Condition : FatherTrait Paranoia >= 1 AgentType = princess Chance : 66 % |
When to test : CharacterComesOfAge Condition : FatherTrait SpyMaster >= 1 AgentType = princess Chance : 85 % |
When to test : CharacterComesOfAge Condition : FatherTrait AssassinMaster >= 1 AgentType = princess Chance : 85 % |
208 |
|
Exotic Gifts |
Item |
|
|
It is hard not to be swayed by exotic items from lands that are too distant to ever hope to visit. |
+1 Influence |
When to test : AgentCreated Condition : AgentType = diplomat SettlementBuildingExists >= great_market Chance : 33 % |
209 |
|
Explosives |
Item |
|
|
Has a large enough cache of gunpowder to ensure all his sabotage attempts will at least be impressive, even if not always successful. |
+1 Sabotage |
When to test : SabotageMission Condition : MissionSucceeded I_EventCounter gunpowder_discovered > 0 Chance : 25 % |
210 |
|
False Documents |
Item |
|
|
Carries papers of identification and authority that would convince all but their supposed author to be authentic. |
+1 to agent's skill |
When to test : Insurrection Condition : Chance : 50 % |
When to test : AgentCreated Condition : AgentType = spy SettlementBuildingExists = printing_press Chance : 33 % |
|
211 |
|
False Relic |
Item |
|
|
So certain he was that this was a holy relic that he redefined his faith accordingly. |
+1 Piety |
When to test : PriestBecomesHeretic Condition : Chance : 10 % |
212 |
|
Fine Cosmetics |
Item |
|
|
Her father has a penchant for making his surroundings more beautiful… Including his own family. |
+1 Charm |
When to test : CharacterComesOfAge Condition : FatherTrait Aesthetic >= 1 AgentType = princess Chance : 100 % |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= brothel SettlementBuildingExists >= fairground AgentType = princess Treasury > 5000 Chance : 50 % |
213 |
|
Prototype Handgun |
Item |
|
|
A deadly and dangerous prototype of a new concealable firearm, something no man is ready to defend against. |
+1 Assassination+2 to law (improves public order) |
When to test : AgentCreated Condition : AgentType = assassin SettlementBuildingExists >= gunsmith Chance : 33 % |
214 |
|
Spyglass |
Item |
|
|
Allows a mortal man to spot distant things that are normally privy only to eagles. |
+2 to line of sight (increases the range at which enemies are spotted) |
When to test : AgentCreated Condition : AgentType = spy SettlementBuildingExists >= dockyard Chance : 20 % |
215 |
|
Trick Abacus |
Item |
|
|
"See, when you carry the two over, it turns out you owe me another hundred florins." |
+1 Finance |
When to test : AgentCreated Condition : AgentType = merchant not SettlementBuildingExists >= town_hall Chance : 5 % |
216 |
|
Kingmaker |
kingmaker |
|
|
The King's nobles respect how this man assisted the King to the throne through a contested inheritance. He is a gray eminence to be feared, and the King, his dear friend, is certainly to be obeyed. |
+1 Authority |
When to test : BecomesFactionLeader Condition : I_TurnNumber > 0 not FactionwideAncillaryExists kingmaker2 not FatherTrait Factionleader >= 1 Chance : 20 % |
217 |
|
Kingmaker |
kingmaker |
|
|
This man assisted your King to the throne. However the means he used did not impress the Realm's Nobles. He seems weak, and the King weaker still. |
-2 Authority |
When to test : BecomesFactionLeader Condition : I_TurnNumber > 0 not FactionwideAncillaryExists kingmaker1 not FatherTrait Factionleader >= 1 Chance : 40 % |
218 |
|
Magician |
Magic |
|
|
Sleight of hand, wondrous tricks, and some clever pyrotechnics make for fine entertainment. |
+1 Morale for all troops on the battlefield, +1 to popularity (improves public order) |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 Trait Superstitious >= 1 SettlementBuildingExists >= alchemists_lab SettlementBuildingExists >= fairground Chance : 15 % |
219 |
|
Pagan Magician |
Magic |
|
|
Regardless how fascinating the arcane arts may seem, consorting with one who actually practises them is not something a noble should be seen to do. |
-2 Piety |
When to test : CharacterTurnEnd Condition : not AtSea IsGeneral PopulationOwnReligion < 70 not Trait Superstitious > 0 Chance : 2 % |
220 |
|
Paracelsus |
Magic |
|
Unique 唯一 |
A widely travelled alchemist and physician. Considered heretical by some, but his work with wounds is astounding. |
+4 to your general's hitpoints (how many hits your general can take before dying), Improves the chances of casualties recovering from their wounds |
When to test : PostBattle Condition : WonBattle GeneralNumKillsInBattle > 5 GeneralHPLostRatioinBattle > 50 Attribute Piety < 5 I_TurnNumber >= 210 I_TurnNumber <= 225 Chance : 25 % |
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