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Secrets and Lies

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  • Bruce Mason
    or a little conspiracy in the night. Secrets of the Order Agenda 1 Conspiracy Legacy. Discard this agenda if it is in a Tainted faction. Ready Techno-mage
    Message 1 of 1 , Oct 1, 2004
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      or a little conspiracy in the night.

      Secrets of the Order
      Agenda
      1 Conspiracy
      Legacy. Discard this agenda if it is in a Tainted faction. Ready Techno-mage
      Characters may support Conflicts without rotating. When you win a Conflict,
      target participant Techno-mage character without a Conspiracy Mark gains a
      Conspiracy Mark. When you lose a conflict, target an unneutralized Techno-Mage
      that is supporting that conflict and neutralize it. If this agenda leaves play,
      neutralize all your Techno-mage Characters and lose 1 Power.
      http://www.ucs.mun.ca/~bmason/b5/vcards/b5v-090.jpg

      Secret Subversion
      Aftermath Won Drakh
      Play on a Conflict that you won by at least 5. Replace your non-Drakh
      participant Character with a Drakh Character from your hand or discard pile.
      Discard this Aftermath after play.
      http://www.ucs.mun.ca/~bmason/b5/vcards/b5v-018.jpg

      Nurture Conspiracy
      Agenda
      Requires 3 Conspiracy Marks to play. When you initiate a Conflict from a
      Conflict card you do not have to turn the Conflict card face up until it
      resolves. (You must still meet all requirements and declare all targets,
      Conflict type and all restrictions and other pertinent information when you
      initiate it). When you win a Conflict supported by a Character with a conspiracy
      mark you may force each opponent to choose and discard a card from their hand
      unless they neutralize a character they control.
      http://www.ucs.mun.ca/~bmason/b5/vcards/b5v-088.jpg

      ---
      Secrets of the Order. Producing anything for Techno-magi is dangerous because
      they are already so good. Let's face it, this agenda makes them even better. The
      one thing it doesn't do is give any direct power or influence bonues but it
      means that you can get at least double duty out of every techno-mage character.
      Add in as well some conspiracy mark gains and you have an interesting bunch of
      benefits. There is a risk involved and once you play this agenda you're pretty
      much stuck with it which means you have to fear the Psi Corps.

      Secret Subversion. This also eeks out extra effectiveness from your Drakh.
      Burnt out Rimush? Used a soldier of Darkness recently? Find some poor sap, win a
      conflict by 5 and bring them back for free.

      Nurture Conspiracy. Just how good this card is depends on the player. There are
      undoubtedly many odd interactions that can happen with this. Part of B5 is about
      bluff and double-bluff. That said, play with this and you're not going to make
      many friends if you support your conflicts with characters who have conspiracy
      marks.
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