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New campaign Rules I would like if I am to DM

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X-Brosengae [Cloene] (Linde):
Oversee   C   None   Auto   -   This character action can be used in one of three ways and the character must be present in that province during that action.
•   The character combines it with a particular domain action, thus becoming able to use his relevant skill to modify the DC. Lieutenants automatically oversee their lieutenant actions. A single action can be overseen by only one character.
•   The character administers a specific province, holding, trade route, or other asset for the entire round, using his relevant skill to oppose any hostile actions targeting it. For example, a lieutenant administering a guild holding will use his Commerce skill to increase the DCs of any attempt to contest it.
•   The character is present in a specific required location for the entire the round. This can be leading an army, being present for Diplomacy or Ceremony action, casting a realm spell, etc. If there is a success roll involved, the character will use his relevant skill to modify it.
Raid   D   None   Auto   -   Sends units to raid an adjacent province or holding in it. A maximum of 2 units per level of the target province or holding can be sent (e.g. a raid on a province (3) can consist of no more than 6 units). A successful raid on a province steals GB from the target and adds it to the raider's treasury, the total equal to 1 GB per target level, +1 for every unfortified level, -1 for every level of over-fortification, +1 per building in the province (except fortifications and highways). The total possible loot is capped at 1 GB per unit participating in the raid.
Raiding a holding generates loot equal to 0.5 GB per holding level, +1 per building in the province belonging to the holding's owner (except fortifications and highways).
Instead of looting, a raid on a holding can also make a Contest action against the target; the raider's units act as the contesting holding of no type. This raiding Contest can only be affected by the two regents involved; the raiding units, if led by a character, use his Strategy skill to support the contest instead of the normal relevant skill. Additionally, the roll is modified by +1 for every unfortified level and -1 for every level of over-fortification, considering only the holding owner's fortifications.
Any troops in the province will sally out to defend against a raid, unless given orders to the contrary; troops in other provinces cannot respond to a raid. The raiding units cannot move or fight otherwise during the same round, although they can defend their province of origin if hostile units move into it. Raiding can also be done by sea, in which case this action must be combined with Move Troops by Sea for the raiding units.
Research   C   Varies   Varies   Theology, Sorcery, or Knowledge   This action is used to research new realm spells. The cost is 0,5 GB per source or temple holding level needed to cast the spell. DC is 15 + required holding level, which can be modified by RP or GB as well as the relevant skill.
This action can also be used to research obscure or academic information on a particular subject; this use utilizes the Knowledge skill. The DC is 10-20 depending on the obscurity of the information.
Rule Holding   DR   1 GB/holding, 1 RP/target level   10+   Law, Commerce, Theology, or Sorcery   Increases the level of a holding by 1. Increasing a holding level from 0 to 1 cost 1 RP. Only regents with the ability to cast arcane domain spells can rule source holdings. This action can also be used to remove a holding's contested status; this use does not increase its level.
DC Modifiers:
•   DC is increased by target level of the holding.
•   All holdings of the same type, except the holding being ruled, can support or oppose.
•   All law holdings in the province can support or oppose.
Rule Province   D   1 GB, 1 RP/province level   10+   Law   Increases the growth level of one province by 1. If more GBs are spent in addition to the base cost, each GB adds another 1 growth level if the action is successful, up to a maximum of the performing character's Law skill. Provinces in rebellion and wilderness provinces cannot be ruled.
DC Modifiers:
•   DC is increased by the extra GB spent for additional growth.
•   DC is reduced by 1 if the province is the capital and home to at least a 7 GB court.
•   DC is reduced by 1 if there are highways in the province and at least two neighbouring provinces.
•   DC is increased by 1 for every bordering hostile province.
•   DC is reduced by 1 per reduced taxation level in the province, provided at least one collection with the reduced taxation has already happened. This can reduce the DC at most by 5.
•   DC is increased by 1 per increased taxation level in the province.
•   Law holdings in the province can support or oppose.
•   DC is cumulatively reduced by 1 for every previous failed ruling attempt on the same province (this resets when the province is successfully ruled).
•   DC is increased by level of any source holdings in the province, if their owners wish to oppose the action.
•   DC is increased by 5 if the province is already at its maximum efficient level.
•   DC is decreased by 2 if the province is at least level 6 (Khinasi like to congregate in large cities).
•   DC is increased by 2 if the province is level 2 or lower (Khinasi do not easily settle outside population centers).
How province growth works:
At the start of every autumn turn, each unoccupied province's growth level is increased by 1, provided the province is not nomadic or wilderness and is not yet at its maximum efficient level. When the growth level reaches the target number, the province level increases by 1. The target number depends on climate zone and current level of the province. Growth level and target number for each province are noted on the holding pages.
Province growth levels can be lost, for example due to pillaging or other disasters. Should the growth level go below 0, the province level decreases by 1 and the growth level resets to the previous target number, losing additional growth levels still left over.
Prepare Realm spell   DR   1RP/source level required   Auto   Sorcery / Theology   Arcane and divine realm spell casters must prepare realm spells before they are able to cast them.
You can prepare one spell, +1 per court action used.
You can never prepare a spell with a higher minimum source level than your relevant skill.

Your number of prepared spells are limited as  follows:
Skill: 1-3, one spell
Skill: 4-6, two spells
Skill: 7-9, three spells.
Skill: 10-12 four spells.
Skill: 13+ Five spells.
Change Agenda   DR   Variable   Auto   None   With this action you can change, add or remove Minor and Major agendas.

You are limited to 4 minor and 2 major agendas

The cost is:
 1GB + 1RP for a Minor agenda.
5GB + 5 RP for a Major agenda.

Great agendas cannot be changed or removed.
It requires DM approval to add a Great agenda. The cost in those special cases will be 25GB + 25RP

Actions
Actions can be of any of the following types:
•   Domain action (D). One domain action can be performed per round. R indicates the action can be done as a realm action. See below for details.
•   Court action (X). As many of these as the domain's court level allows can be performed per round.
•   Character action (C). The regent and every available lieutenant can each perform one of these each round.
•   Free action (F). Any number of these can be performed during a round, within reason.
Realm actions are domain actions targeting several holdings at once. These actions can simultaneously affect any number of provinces or holdings, though both the costs and the success rolls are separate for each, and a court action must be expended for each additional province or holding affected. The actions that can be extended in this manner, as well as which skills are relevant for them, have this noted in their description.
Once every round, one lieutenant may perform a lieutenant action, which is a court action; the lieutenant automatically oversees this action. No additional RP can be spent to improve its success (but additional GB can be, if the specific action allows it).
If a lieutenant is not used for a lieutenant action on any given round, he may perform a character action. Any/all lieutenants not performing a court action can be assigned to a character action every round. No extra RPs can be added to such actions, either.
All actions available in this game are listed below (if it's not listed, it's not available). DC modifiers in the descriptions are bonuses or penalties applied to the base success number of the action; a d20 roll needs to be equal to or greater than this number to succeed. Note that a natural 1 is always a failure but a natural 20 is not always a success. Common DC modifiers that apply to all actions are as follows:
•   Relevant skill decreases the DC of the action if it is overseen by the character. The relevant skill can also increase the DC of hostile actions targeting holdings that are overseen by the character.
•   Province loyalty modifies the DC of actions by all regents in the province: -1 for high, +2 for poor, +4 for rebellious.
•   Regency points can be spent to raise or lower the DC by any regents with holdings in the province where the action takes place, provided they could support or oppose otherwise.
Take ten: If the regent or lieutenant overseeing the domain action has at least 5 in the relevant skill, then you may expend a court action to take ten instead of having the DM roll the dice.
You cannot take ten on court or free actions.
Action   Type   Base Cost   Base DC   Relevant Skill   Notes
Adventure   C   None   -   Various   This action can be used to do things that require personal involvement by a group of characters. Adventures will be strictly regulated and in general are allowed no more than once per turn. Each adventure must have a very specific goal and plan detailed for it. They are not duplicates for domain actions and normally cannot achieve similarly spectacular results. There will be no player involvement once a turn is submitted, so remember that if you are going on an adventure you are putting your character's life in the DM's hands!
Agitate   DR   1 GB/province, 1 RP/province   10+   Politics   Used to raise or lower province loyalty. Only law, temple, and guild holdings can be used to agitate.
DC Modifiers:
•   If the level of the holding used to agitate is lower than the province level, the difference is applied as increase to DC.
•   All law holdings in the province can support or oppose regardless of which holding type is used to agitate.
•   Other temple holdings in the province can support or oppose.
•   GB can be spent to modify the DC in the same manner as RP.
•   DC is decreased by additional 5 points if the province is in poor mood and the action is aimed at lowering it to rebellious.
Build   X   Var   0+   Law   This action can be used to build various constructions in a province, as well as ships in provinces that have a shipyard. This action is also used to repair ships; this costs 2 GB for each hit suffered by the ship and counts against the shipbuilding capacity.
Each Build action gives the ability to spend GB in one province, equal to the province level. This GB can be spent on any building projects in the province as desired. Each province can only have one Build action affecting it each round.
The province ruler and any law holdings in the province can modify the DC. If nobody opposes it, this action always succeeds; the DC is only used if there is opposition.
Special: Military units, including prisoners, can be utilized to build province fortifications (and only those). This still requires using a Build action, but each unit contributes an additional 1 GB to the base provided by the action. This allows building fortifications in level 0 provinces. The units cannot move or attack during the round, but will defend themselves if attacked.

X-Brosengae [Cloene] (Linde):
Cast Realm Spell   F   Var   Auto   -   Used to cast realm spells previously prepared. Regents with the appropriate special ability can cast realm spells.  Lieutenants can use the lieutenant action to cast realm spells through the regent's temples. Wizard lieutenants must be given use of a source holding via Ley Link action in order to cast realm spells through them.
Note: Lieutenants need the appropriate special ability too to cast spells on behalf of the regent.
Ceremony   D   1 GB   Auto/0+/10+   Politics   Ceremony requires at least a priest regent with a temple (1) in any province to perform the ceremony (except for designation). This counts as a court action for the priest performing the ceremony. Divestiture or transfer of guilds or source holdings does not require the services of a priest. Likewise, the elves do not employ divine aid for any of their ceremonies.
The various types of Ceremony are described below:
•   Coronation. You become the lawfully recognized head of an unclaimed domain or a domain held temporarily through designation. Only blooded scions may receive coronation. DC is 0+the size of the domain you are attempting to invest (i.e. its total number of holdings and provinces) if any regents oppose the coronation, otherwise success is automatic. Regents who have a holding in any province in which the invested domain has holdings may spend RP to oppose the investiture. This action can be used to formalize a heir during the ruler's lifetime by crowning him co-ruler; in this case, the heir does not take over the domain until the current ruler dies and need not be crowned again.
•   Designation. A regent designates a heir or heirs, who will inherit the domain upon his death; this action is automatically successful. Only blooded scions may be designated heirs. If the regent later dies or abdicates, the heir assumes temporary control of the domain, gaining only half the RP from it until a ceremony of Coronation is performed. If there is no designated heir for the domain, anyone with a reasonable claim or enough power can claim it, gaining no RP until a Coronation ceremony is performed.
If the ruler has sons, the eldest son is automatically considered the designated heir and no ceremony is needed unless the regent wishes to disinherit him or will part of his domain to others.
If the realm or domain has an elective government (such as some non-family-operated guilds), heir designation is not necessary, as a new regent will be elected when needed. However, a regent may attempt to overthrow an elective government if he wishes to establish hereditary rule.
•   Transfer. A willing transfer of one or more holdings or provinces to another regent. Both regents must be physically present at the ceremony (via Oversee action) and willing, though this willingness may be coerced physically or magically. Both regents must spend a domain action at the same time to transfer. Success is automatic. Transfer is not considered a realm action regardless of how many provinces or holdings are transferred.
•   Divestiture. A province or holding can be divested under certain conditions. The divesting regent must either have occupied the province, or must have successfully contested it. Holdings can be forcibly divested in an occupied province, provided they are subject to the occupation (i.e. fortified holdings must be taken separately). Only a single province can be divested per action, unless the target regent is present at the ceremony (willing or not); however, even if you hold the regent prisoner, you can only divest those provinces that you could under normal conditions. DC for divestiture is 10+level of the province you are attempting to claim (rolled separately for each province). Regents who have holdings in the affected province may spend RP to modify the DC. Like Transfer, Divestiture of multiple provinces or holdings is not considered a realm action. Forced divestiture against a fellow Khinasi is usually considered highly dishonorable and such transfers normally only take place in a ceremony of Transfer after a peace treaty; for non-Khinasi and nonhumans no such considerations exist.
•   Vassalage. Used to accept the sworn vassalage of another regent. Once sworn, this ceremony provides the liege with a seasonal tribute of regency from the vassal subject. This tribute can be any amount, but does not generally exceed 1 RP per province or holding that the vassal holds in the liege’s name. Both regents involved must take the Ceremony action in the same round. Vassalage can be canceled by either part with a Decree action.
•   Bloodline Investiture. A blooded scion can voluntarily transfer his bloodline to another person. Both must be present during the entire ceremony. If the recipient was unblooded, he gains the same bloodline strength and derivation, but may choose different blood abilities. If the recipient was already blooded, he instead gains 1 point to his bloodline score, and the giver's bloodline strength and derivation may also be transferred if they are stronger. In any case the giver becomes unblooded and can no longer retain or gain RP.
Several ceremonies between the same two regents can be combined into a single action, provided that it makes sense to combine them.
DC Modifiers:
•   DC of Coronation and Divestiture can be modified by the Politics skill of any regents who are otherwise able to affect the roll.
Contest Holding   DR   1 GB/holding, 1 RP/holding   10+   Law, Theology, Commerce, or Sorcery (based on the holding being contested)   You must have a holding in the same province as the one you want to contest; the province ruler can instead use his province level to contest. One successful contest will make the target holding contested and unable to produce any RP or GB. A second successful contest will reduce the contested holding to zero. Only contesting a zero-level holding will totally eliminate it (in fact this is the only way to eliminate zero-level holdings). Can be done as a realm action. Source holdings can only be contested by province rulers and other source holdings.
DC Modifiers:
•   Contesting holding level decreases the DC.
•   Level of holding being contested increases the DC.
•   The province ruler and any law holdings in the province can support or oppose regardless of which holdings are contesting each other.
A holding that is contested once can be divested by the contesting regent via Ceremony action. A holding that is contested once can be restored to normal if its owner performs a successful Rule Holding action on it (this will not raise the holding's level).
Contest Province   D   1 GB, 1 RP/province level   10+   Law   A province can be contested if its ruler has at most a 0-level law holding in it, and the province loyalty is poor or rebellious. At that point, any regent with a holding in the province can attempt to contest it. A regent who has successfully contested a province can then use Ceremony to divest it. A province ruler can end the contest either by getting a law holding of at least level 1 in it, or by raising loyalty to at least average.
DC Modifiers:
•   Contesting holding level decreases the DC.
•   Province level increases the DC.
•   Any holding in the province can modify the DC.
Contest Trade Route   D   1 GB, 1 RP   10+   Commerce   One successful contest will destroy the target trade route. A trade route can be contested by any law or guild holding in either province that the route is connected to.
DC Modifiers:
•   Contesting holding level decreases the DC.
•   GB value of the trade route increases the DC.
•   Any guild holdings in the same province as the contesting holding can support or oppose.
Convert Holding   D   2 GB, Var RP   10+   Law, Commerce, Theology, or Sorcery (based on the holding type converted)   Attempts to convert one holding level of a target to the regent's own holding of the same type. Success causes the target holding to lose 1 level and the ruler's own holding to gain a level. Only holdings of the same type can be converted. RP cost is 1 per target holding level plus 1 per current level of the converting holding.

DC Modifiers:
•   Converting holding level decreases the DC.
•   Level of holding being converted increases the DC.
•   Other holdings of the same type may support or oppose
•   Any law holdings in the province may support or oppose.
Create Holding   D   1 GB   10+   Law, Commerce, Theology, or Sorcery (based on the holding type created)   Creates a holding (0). Only regents able to cast arcane realm spells may create source holdings, and must always use the Oversee action in conjunction.
DC Modifiers:
•   Other holdings of the same type may support or oppose.
•   The province ruler can modify the DC, regardless of what holding is being created.
Create Ley Line   D   1 GB, 1 RP/province crossed   10+   Sorcery   Creates a ley line between two provinces. Only regents able to cast arcane realm spells may create ley lines. The creating regent must specify which provinces he wants the ley line to pass through; it need not be a straight line, but each province crossed, including start and end provinces, is a further 1 RP.
Ley lines must start from a source, but can end in a province in which the wizard holds no sources. However, ley lines attached to only one source last only until the end of the turn, dissipating afterwards, unless the wizard creates a source on the other end before the ley line disappears. Ley lines can also be attached to other ley lines; if the "anchoring" ley line dissipates, all others attached to it do likewise.
DC Modifiers:
•   Can be supported or opposed by levels of any source holdings in any province passed by the ley line.
Create Province   D   1 GB or 3 GB   20+   Law   This action can only be taken after the regent has successfully prepared a wilderness province for settlement. The province then loses its wilderness status and becomes part of the regent's realm. The cost is 3 GB if the province is not adjacent to the regent's existing holdings. Only the scion who is to claim the province may take this action.
DC Modifiers:
•   Can be supported or opposed by any holdings that exist within the province.
Create Trade Route   D   1 GB   10+   Commerce   Creates a trade route between two guild holdings. Trade routes generate GB each turn equal to the average level of the connected guild holdings.
•   Trade routes can be land or sea; the holding pages show which type of trade routes are available in each province.
•   Trade routes must be created between provinces with different resources; there are no terrain requirements.
•   The regent creating the trade route must have guild holdings in both provinces, or negotiate an agreement with another guild that has a holding in the desired province.
•   Land trade routes must have an uninterrupted path overland through provinces that contain highways. If any province the trade route passes through loses its highways, is occupied, or otherwise blocked, the trade route must find an alternate path or be destroyed.
•   Sea trade routes must be created between two coastal or river provinces, at least one of which must be level 4 or higher. Ships are not assigned to sea trade routes specifically, but the regent must have ships with the total cargo capacity at least equal to the income from his sea trade routes. These ships are considered to be out at sea.
•   Land and sea trade routes can have additional ships or units assigned to them for protection from attacks, but they might need permission from landed regents to operate along the entire route.
DC Modifiers:
•   Any law or guild holding in either of the two provinces connected by the trade route can support or oppose.
Decree   X or F   1 GB or None   Auto   -   This action is used to pass laws, make official announcements, declare war, etc. It usually cannot affect another regent's domain in any way except indirectly. Decrees are generally more effective if you control a higher proportion of law holdings in a province. Example decrees include change in province taxation, granting of a title or position to a vassal, declaration of a public holiday, etc. This action can also be used to cancel agreements negotiated via the Diplomacy action or the Ceremony of vassalage. Decree is a free action if you have a level 10 court for at least the previous three rounds.
War Declaration. This action is used to declare war on another regent. Once this action is performed, the two regents are considered to be at war with each other. They can attack each other freely from that point on, without needing to spend additional actions. War can be declared on any number of enemy domains in a single action. Regardless of any alliances, a regent cannot join a war unless he performs this action separately (example: A and B are allied, C declares war on A; now either B must declare war on C or C must declare war on B before B is able to join the war). The only exception to this is that liege lords and vassals can (but are not forced to) automatically join any war to help the other. War declaration costs no GB to make.
Diplomacy   X or F   1 GB   Auto   -   When a diplomatic agreement is signed, all involved parties must use the Diplomacy action, though it can be performed by lieutenants; it should also be specified where the meeting takes place (the action's cost includes the cost of travel to another realm if need be). Any domains not part of the original treaty can join it later by using this action and receiving the permission of all other treaty members. Here are some examples of what can be achieved with a Diplomacy action, though they are by no means the only ones:
•   alliance (exact terms can be negotiated)
•   marriage agreement between members of two families (often includes an alliance)
•   betrothal agreement (marriage will take place as soon as both bride and groom are of marriageable age; alliance is not necessarily included until marriage takes place)
•   rights of passage for military forces (can be temporary or permanent)
•   formal trade agreement between two guilds (allows them to create trade routes between each other's holdings)
•   response to an event such as feud or unrest
•   peace treaty (see below)
Several diplomatic agreements can be combined into a single action, as long as they are held in the same place between the same regents and it makes sense to combine them. Diplomacy is considered a free action if it involves purely internal matters of the realm (not including vassal realms), such as responding to an event or marriage agreement with a lesser noble. It is also a free action if you’re a Noble.
Peace Treaty: All concerned regents (who are presumably at war) must perform this action during the same round. Afterwards, all participating regents are considered to be at peace with each other and can no longer attack each other until war is redeclared. The terms of the peace treaty are, of course, negotiated in advance via normal communications. Peace treaties should also specify the time for which they are in effect (commonly several turns); during this time, any regent who attacks another with whom he has a peace treaty experiences a loss of regency.
Disband   F or X   None   Auto/10+/20+   -   This action disbands military units, castles, or holdings. Disbanding mercenary units has a DC of 10, with failure indicating that the mercenaries become brigands. Ships have a sale value of 30%-80% of their base cost (rolled randomly); fortifications and other buildings have a scrap value of 10% of their base cost. Disbanding holdings or castles is a court action; it also has a DC of 20 unless the regent is personally present (this does not inhibit his other actions, but he can only personally oversee the disbanding of assets in one province in a round).
DC Modifiers:
•   Any law holdings in the same province can support or oppose disbanding mercenary units, holdings, or castles.
Embargo   DR   3 GB/province, 3 RP/province   10+   Commerce   Prerequisite: Guild regent must have a monopoly in a province or establish a coalition.
With this action, a guilder brings to a halt all economic activity within a province. Refusing to sell goods to the landed regent or to maintain contracts with said regent, the guilder plays havoc with a landed regent's treasury. If this action is successful, then tax collection in the province is decreased by 2, and the embargoing guild holdings cannot be law claimed. Every turn that a province remains under an embargo, there is a negative modifier to loyalty as the powerful merchants and guild leaders in the province lose their faith in the regent and their coffers dry up. An embargo remains in effect until the guilder lifts it, or the embargoing guild holding is contested or destroyed.
If a guilder lacks the prerequisite monopoly in a province, he can seek a coalition. If the guilder persuades another guilder to take the same domain action at the same time, then the embargo will be in effect. If one of the guild parties ends the embargo, the entire embargo ends.
DC Modifiers:
•   Any law and guild holdings in the same province can support or oppose.
Espionage   D   1 GB   Varies   Politics   This action covers various subterfuge activities (use your imagination), with various effects. The DC can vary anywhere from 5 to 30+, depending on the difficulty of the mission.
Create Spy Network: You can set up a spy network in a province in which you are present or own at least a level 0 holding, with a base DC of 20; a spy network is considered an asset for purpose of maintenance, but allows the owner to perform Espionage in that province as a court action with a -2 bonus to the DC.
Counter-Espionage: A regent can put RP or GB into his counter-espionage pool, each round (there is space on the turn submission sheet for that). This pool will be used to oppose any espionage actions done against that regent. Resources cannot be taken back from the counter-espionage pool, and the regent will not know exactly how big his current pool is; however, regents will be informed if their pool runs extremely low.
DC Modifiers:
•   The spying regent and the target apply both their law and guild holdings in the target province as modifiers to the DC; regents not involved in the espionage cannot affect it.
•   Level of the target province reduces the DC.
•   DC is increased by 1 per separation of target province from one of spying regent's holdings (i.e. espionage into adjacent province increases DC by 1).
•   GB can be spent to modify the DC in the same manner as RP.
For purposes of Espionage targeted more widely against a realm, its capital is considered to be the target province.
Exploratory Trade   D   1 RP/ship, 1 GB/ship   20+   Commerce   Sends out a naval trade expedition. This is a complex action; see section on Exploratory Trade for details.

X-Brosengae [Cloene] (Linde):
Grant   X   None   Auto   -   This action is used to grant a sum of gold to another domain. Regency points can also be granted between lieges and vassals (court wizards and state religions are considered vassals).
The GB granted to another domain must be transported, in effect working as a one-time trade route. This transportation can be by land or sea, combined as needed to reach the destination. If transported by water, ships of appropriate type with sufficient cargo space must be assigned to transport the grant. Land transportation requires highways towards the destination. Any hostile law holdings along the transport path have a chance to intercept the grant, with a base chance of 5% per holding level, subject to situational modifiers. Units may be sent along with the shipment to protect it, but may require permission to pass through all realms on the way. Ships do not require permission but can still be intercepted.
Note that the grant can be transferred between any two holdings of at least level 1 belonging the regents in question. Grants between holdings in the same province can still be intercepted by law holdings in that province.
This action can also grant mercenary units to another domain. Non-mercenary units cannot be granted.
Improve Unit   D   Var   20+   Strategy   Trains a veteran unit, adding or improving its skills. See section on Improving Units for details.
Ley Link   X   1 RP   Auto   -   This action allows a wizard regent to temporarily transfer the control of any number of his sources and/or connected ley lines to another wizard. The recipient must be either a regent himself, or a lieutenant of the owner. The link lasts for two rounds, starting with the one when it is performed (if the recipient wishes to use the linked sources in the same round, he must wait until the link is performed). The original owner cannot use the linked sources and ley lines himself during this time, but may use another Ley Link action to retake control before time is up. A wizard lieutenant who is given control of sources via this action may use his lieutenant action to cast any realm spells he knows through them (still only once per turn, as with any lieutenant action).
Lieutenancy   D   1 GB   Auto   -   This action is used to acquire a new lieutenant. Success is usually automatic unless you want a lieutenant with a very specific set of skills. Wizards are especially rare.
The maximum number of lieutenants a regent can have at one time is equal to his Politics skill, plus 1 if he has a Minor bloodline, 2 if a Major bloodline, 3 if a Great bloodline, and 5 if a True bloodline.
Move Ships   F   None   Auto   -   Ships committed to movement can be recalled to their origin for 1 GB. When moving ships, you should give a rough course for your ships to sail and specify it along with your action (see the province map for sea and ocean zone borders and numbers). Ships can travel up to 4 times their sail rating in sea zones per round; each coastal and riverside province is considered to have its own adjacent travel zone, and ocean zones take up more than one sailing point, as indicated on the map.
In open sea, ships rarely encounter each other unless they have orders to actively seek other ships or patrol a specific area. On rivers and along coasts, ships are almost certain to encounter each other. When moving on rivers, at least one river bank must be friendly (not necessarily allied); permission must be asked from non-allied regents. When moving along a coast, permission must be gained from the regent who rules the coastal provinces, if any of them are ports (level 4 or higher).
Move Troops   X or F   1 GB per 10 unit/provinces
Or 1 GB per 5 unit/provinces   Auto   -   Moves troops across friendly provinces. Friendly provinces are defined as those ruled by the regent, his vassals, his allies (subject to alliance terms), and regents who granted him rights of passage. During wartime, enemy provinces occupied by friendly forces are also considered friendly. Movement costs 1 GB per 10 unit/provinces; e.g. 1 GB could move one unit across 10 provinces of 10 units across one province. The regent can recall units to their original province, but any GBs spent on movement are forfeited. Terrain movement costs do not affect the GB cost for this action; moving 10 units one province will always cost 1 GB, whether that province has plains or mountains.
Units can move 4 times their base movement rating in a single round without ill effect. Those moving further (up to 8 times base movement rating) must make morale checks with DC 5 + the number of provinces traveled over the limit; if this check fails, the units disband due to exhaustion. A highway in a province reduces its movement rating cost by half. Each unit can always move at least one province during a round regardless of movement costs. Units moving across a river must stop immediately and cannot move further this round. An army that encounters a hostile force must stop immediately; however, it may be able to continue some of its movement if the enemy is defeated quickly enough or does not offer much resistance. An army that encounters a hostile fortification must besiege it before any units can move past it into the next province (holding fortifications must be besieged only if directly attacked).
Non-mercenary units that have just been mustered cannot move in the same round.
Move troops as a free action works exactly the same, except the cost is 1GB per 5 units per province moved.
Move Troops by Sea   F   1 GB per 5 units   Auto   -   Moves troops on own or friendly ships (combined with a Move Ships action). If another regent's ships are used, that regent must mention this fact in his turn submission. Cost is 1 GB per 5 units (or part thereof), regardless of distance. Mounted units (type Cav) are counted as two units each and can be carried by two different ships traveling together. Units must embark and disembark in a coastal or river province. This action can be used to land troops in enemy provinces; the transported units will fight any hostile forces at the destination, but cannot move further until the following round.
Muster Armies   X   Total muster cost   Auto   -   Musters military units for their listed cost. Each court action can be used to muster units for up to 10 GB.
A regent must have access to military resources to muster a unit, and can muster an army unit in a province only if he controls a holding in the province listed as a requirement for the unit. The total number of non-mercenary units mustered in any one province per turn may not exceed the province level. Mustered regular units are available only on the next round after they are mustered, but can defend the province they are mustered in.
Mercenary units differ from regular units in several ways. They are available immediately upon mustering and can move or attack in the same round. They can also be hired by anyone from any holding except in realms with which the mustering regent is currently at war.
If the province mood is rebellious, only mercenaries can be mustered in it.
Permission from the province ruler is not required to muster units. However, doing so without permission may be seen as a hostile act.
Occupy Province   F   1 GB   Auto   -   A province can be occupied by a regent's military units which must spend the entire round doing so. If they are involved in any battle during that round or are moved elsewhere, the occupation fails. An occupied province generates no RP for its ruler; its taxation is reduced by 1 GB per occupying unit, which goes to the occupying regent; any decrees increasing or reducing the taxation of the province are temporarily suspended. The occupying units act as a law holding whose level is equal to their number; existing law holdings are temporarily reduced by the same amount. Once initiated, occupation lasts until units leave the province or their owner orders them to stop the occupation.
Province occupation has the following additional effects:
•   province loyalty drops to poor immediately upon occupation
•   greater chance of drop in loyalty
•   any holdings in the province can be forcibly divested via Ceremony action
•   the province will not gain any growth levels if it remains occupied for longer than a turn
A province ruler can also occupy his own provinces; in this case, he still receives normal taxation and RP from his province, but loyalty can still drop depending on the size of the occupied holdings.
Fortified holdings are not affected by occupation unless the occupying army has also taken the fortification in question; source holdings cannot be occupied at all. Also, pillaging a province does not require occupation, but can be done simultaneously with occupation.
Oversee   C   None   Auto   -   This character action can be used in one of three ways and the character must be present in that province during that action.
•   The character combines it with a particular domain action, thus becoming able to use his relevant skill to modify the DC. Lieutenants automatically oversee their lieutenant actions. A single action can be overseen by only one character.
•   The character administers a specific province, holding, trade route, or other asset for the entire round, using his relevant skill to oppose any hostile actions targeting it. For example, a lieutenant administering a guild holding will use his Commerce skill to increase the DCs of any attempt to contest it.
•   The character is present in a specific required location for the entire the round. This can be leading an army, being present for Diplomacy or Ceremony action, casting a realm spell, etc. If there is a success roll involved, the character will use his relevant skill to modify it.
Raid   D   None   Auto   -   Sends units to raid an adjacent province or holding in it. A maximum of 2 units per level of the target province or holding can be sent (e.g. a raid on a province (3) can consist of no more than 6 units). A successful raid on a province steals GB from the target and adds it to the raider's treasury, the total equal to 1 GB per target level, +1 for every unfortified level, -1 for every level of over-fortification, +1 per building in the province (except fortifications and highways). The total possible loot is capped at 1 GB per unit participating in the raid.
Raiding a holding generates loot equal to 0.5 GB per holding level, +1 per building in the province belonging to the holding's owner (except fortifications and highways).
Instead of looting, a raid on a holding can also make a Contest action against the target; the raider's units act as the contesting holding of no type. This raiding Contest can only be affected by the two regents involved; the raiding units, if led by a character, use his Strategy skill to support the contest instead of the normal relevant skill. Additionally, the roll is modified by +1 for every unfortified level and -1 for every level of over-fortification, considering only the holding owner's fortifications.
Any troops in the province will sally out to defend against a raid, unless given orders to the contrary; troops in other provinces cannot respond to a raid. The raiding units cannot move or fight otherwise during the same round, although they can defend their province of origin if hostile units move into it. Raiding can also be done by sea, in which case this action must be combined with Move Troops by Sea for the raiding units.
Research   C   Varies   Varies   Theology, Sorcery, or Knowledge   This action is used to research new realm spells. The cost is 0,5 GB per source or temple holding level needed to cast the spell. DC is 15 + required holding level, which can be modified by RP or GB as well as the relevant skill.
This action can also be used to research obscure or academic information on a particular subject; this use utilizes the Knowledge skill. The DC is 10-20 depending on the obscurity of the information.
Rule Holding   DR   1 GB/holding, 1 RP/target level   10+   Law, Commerce, Theology, or Sorcery   Increases the level of a holding by 1. Increasing a holding level from 0 to 1 cost 1 RP. Only regents with the ability to cast arcane domain spells can rule source holdings. This action can also be used to remove a holding's contested status; this use does not increase its level.
DC Modifiers:
•   DC is increased by target level of the holding.
•   All holdings of the same type, except the holding being ruled, can support or oppose.
•   All law holdings in the province can support or oppose.
Rule Province   D   1 GB, 1 RP/province level   10+   Law   Increases the growth level of one province by 1. If more GBs are spent in addition to the base cost, each GB adds another 1 growth level if the action is successful, up to a maximum of the performing character's Law skill. Provinces in rebellion and wilderness provinces cannot be ruled.
DC Modifiers:
•   DC is increased by the extra GB spent for additional growth.
•   DC is reduced by 1 if the province is the capital and home to at least a 7 GB court.
•   DC is reduced by 1 if there are highways in the province and at least two neighbouring provinces.
•   DC is increased by 1 for every bordering hostile province.
•   DC is reduced by 1 per reduced taxation level in the province, provided at least one collection with the reduced taxation has already happened. This can reduce the DC at most by 5.
•   DC is increased by 1 per increased taxation level in the province.
•   Law holdings in the province can support or oppose.
•   DC is cumulatively reduced by 1 for every previous failed ruling attempt on the same province (this resets when the province is successfully ruled).
•   DC is increased by level of any source holdings in the province, if their owners wish to oppose the action.
•   DC is increased by 5 if the province is already at its maximum efficient level.
•   DC is decreased by 2 if the province is at least level 6 (Khinasi like to congregate in large cities).
•   DC is increased by 2 if the province is level 2 or lower (Khinasi do not easily settle outside population centers).
How province growth works:
At the start of every autumn turn, each unoccupied province's growth level is increased by 1, provided the province is not nomadic or wilderness and is not yet at its maximum efficient level. When the growth level reaches the target number, the province level increases by 1. The target number depends on climate zone and current level of the province. Growth level and target number for each province are noted on the holding pages.
Province growth levels can be lost, for example due to pillaging or other disasters. Should the growth level go below 0, the province level decreases by 1 and the growth level resets to the previous target number, losing additional growth levels still left over.
Prepare Realm spell   DR   1RP/source level required   Auto   Sorcery / Theology   Arcane and divine realm spell casters must prepare realm spells before they are able to cast them.
You can prepare one spell, +1 per court action used.
You can never prepare a spell with a higher minimum source level than your relevant skill.

Your number of prepared spells are limited as  follows:
Skill: 1-3, one spell
Skill: 4-6, two spells
Skill: 7-9, three spells.
Skill: 10-12 four spells.
Skill: 13+ Five spells.
Change Agenda   DR   Variable   Auto   None   With this action you can change, add or remove Minor and Major agendas.

You are limited to 4 minor and 2 major agendas

The cost is:
 1GB + 1RP for a Minor agenda.
5GB + 5 RP for a Major agenda.

Great agendas cannot be changed or removed.
It requires DM approval to add a Great agenda. The cost in those special cases will be 25GB + 25RP

Regency Gains and Losses
Regency can be gained or lost outside normal domain collections. It represents the ruler's and realm's prestige, honor, and influence. Anything that affects those things positively or negatively can cause a regency gain or loss, though not always. Minor gains and losses are equal to a quarter of the ruler's bloodline score; major gains and losses are equal to half the ruler's bloodline score. Great gains increase the ruler's bloodline score by 1, while great losses are equal to the ruler's bloodline score. If the ruler does not have enough RP to cover the loss, his bloodline score is reduced by 1 instead.

X-Brosengae [Cloene] (Linde):
Warfare
INSERT NEW WARFARE RULES.(They will follow in a later post!)
War Movement
There are no war moves; units move using appropriate domain actions and any battles are resolved at the end of the round.
For ships, there is a chance that hostile fleets will meet each other and do battle once per round. Consult the following table:
 
   Your fleet is searching for the enemy   Your fleet is hiding from potential enemies   Per ship in the fleets involved   Enemy is only in adjacent sea area
Enemy is searching for you   70%   40%   + 1%   -50%
Enemy is hiding   40%   10%   +1%   -50%
Other modifiers:
•   If oversee action is used, then the seamanship of the commanders modify with 5% per point of skill towards the intent of the character.

Fortifications
•   Besieging a fortification takes at least 2 unit per its level, with artillerists counting as 2 units. A blockade is required for besieging province fortifications (but not holding ones) in coastal provinces.
•   A besieged fortification loses levels only temporarily, at the rate of 1 per round it is besieged; once it is taken, all levels are restored but 1 is lost due to the siege.
•   Units in a besieged fortification that can no longer fit into it due to temporarily lost castle levels must make a morale check with DC 10 + the number of units over the limit, disbanding if it fails. The castle can still hold the units, but the morale check represents starvation and attrition of the defenders.
•   Assaulting a fortification can be done with any number of units, even if there are not enough for a siege. If a castle is successfully assaulted, it loses 1d3 levels. Mounted units normally dismount when assaulting a castle.
•   A fort can hold up to 1 unit per level inside (2 units per level for castles). Any unfilled slots are considered to have garrison units with melee, missile, and morale modifiers of +0, 10 defense, and 2 hits. These units will help defend against assaults but cannot fight otherwise.
•   Forts can never be of a higher level than the province they are in. Castles can be up to twice the level of the province they are in.
Characters in Battle
Characters in battle can lead a single unit and can have various effects in battle depending on their skills, and blood abilities.
Characters can move between units on the battlefield. Additionally, a single character can be the army commander, and his Strategy or Seamanship skill will affect the general performance of his army. If more than one domain is involved in battle on the same side, each domain's army may have its own army commander. Leading units in battle requires the character to have taken the Oversee action in the same round.
All characters that participate in battles must check for battlefield survival. (they roll 1d10 and must roll equal or less than their prowers) Influence can be spent both on trying to survive battlefield and to ensure the enemy leader meets a quick death, but you can only spend RP if your regent has spent an oversee action to participate in the battle too.
Prisoners
Units surrounded in battle or ridden down by cavalry can be taken captive. Prisoners may be returned through Diplomacy (usually as part of a peace treaty), but must be either re-equipped by their regent (for half the muster cost, rounded up) or disbanded. If a regent ignores offers to ransom his units, the loyalty in his domain may suffer. Prisoners need not be guarded by military units, though if they are in a province which is occupied by an enemy, that enemy can take them for himself or free them.
Pillaging
Pillaging a province produces immediate loot, but reduces the province growth level by the GB amount pillaged. Each pillaging unit gathers 1 GB for the pillaging regent up to a maximum equal to the seasonal taxation for the province (at the most severe taxation, 50% higher than base tax). A province can be pillaged once per round, without needing to occupy it. Unfortified holdings can be pillaged to generate 1 GB per holding level destroyed. Each pillaging unit may automatically destroy one level of a holding each round. If the occupying regent wants to pillage both the province and the holdings to the maximum, he must have enough units for all of them. Units used to pillage cannot have moved during the same round, but can be used to occupy the province simultaneously.
Source holdings cannot be pillaged. Pillaging can target the magic level of the province (requiring one unit per magic level devoted to it), in which case no GB are produced but the magic level is reduced by 1. If this results in reduction of source holdings, the pillaging regent may decide which one is reduced.
Naval Blockades
A coastal province or a river can be blockaded. At least as many ships are needed as the province's level. For river blockades, at least three ships of light class are needed. The blockading ships must spend the entire round in the area and cannot move elsewhere, although they can be moved into position to blockade during the same round. Ships without missile capabilities cannot blockade. A blockade stops all naval traffic into and out of the province or through that point on the river, including any sea trade routes or grant transports passing through. Anyone wishing to pass must either get permission from the blockading forces or fight through. Blockades are also required for besieging province fortifications (but not holding ones) in coastal provinces.
Scouting
Scouting provides information on number and exact type of units other than the regent's own. There are several ways in which a regent can scout units of other regents:
1.   Units with the scout ability can scout units in adjacent provinces.
2.   Units in provinces controlled by the regent (via rulership or occupation) can be scouted.
3.   Units in provinces where the regent has military units of his own can be scouted.
4.   Units in the same or neighboring province as a watchtower owned by the regent can be scouted.
5.   Ships in a coastal area adjacent to a province owned by the regent can be scouted.
6.   Ships in a sea zone (but not ocean zones) where the regent has ships of his own can be scouted.
Improving Units
A unit that has been in at least one battle and survived it without being broken can be improved. This requires the use of Improve Unit domain action. Levies, mercenaries, nomads, and summoned units cannot be improved. The unit to be trained must be stationed in a home province (for non-landed realms, any non-hostile province where they have at least a level 1 non-source holding) while it is being trained. Each use of Improve Unit action can add one of the following abilities, provided the unit does not already have it:
Ability   Effect
Advanced Movement   +2 movement
Advanced Morale   +2 morale
Advanced scouting   Scouting adjacent provinces
Elite   + 1 movement & + 1 morale.

The DC is 20 minus the Strategy skill of the character who oversees the training. Each upgrade costs 3 RP and 3 GB, increases muster cost by 1 GB and maintenance cost by 0.5 GB. A unit cannot have more than three upgrades added to it in total. Its muster and maintenance costs increase by the listed amount, but muster requirements remain the same.
No more than one type of improved unit may exist per domain at any given time.

X-Brosengae [Cloene] (Linde):
Province Terrain
The following table indicated the various terrains, their maximum province level, movement cost, and the highway building cost.
Terrain Type   Maximum Efficient Province Level   Movement Rating Cost   Highway Cost
Arid Hills   4   2   4 GB
Forest, Forested Hills   6   2   4 GB
Hills   7   2   4 GB
Mountains, Forested Mountains   3   4   8 GB
Plains   8   1   2 GB
Steppe   4   1   4 GB
Swamp   6   3   6 GB
Special Terrain
River   +1   1 for crossing   -
Lake   +1   2 for crossing   -
Coast   +2   -   -
Oasis   +4   -   -
Maximum efficient province level denotes the level beyond which the province will not grow on its own; Rule Province actions are also more difficult if the province is already at this level.
Rivers, lakes, and coasts modify the base maximum level of the province. The modifiers are not cumulative with each other (only one of them applies). Oasis modifier does stack with others.
Buildings and Assets
The following are examples of what can be built using the Build action.
Building   Possible Levels   Cost and Requirements   Effects
Archery Range   1   15 GB   Muster cost for non-mercenary light infantry units halved in the province.
Armory   1   15 GB   Muster cost for non-mercenary heavy infantry units halved in the province.
Bathhouse   1   15 GB   Reduces DC of Rule Province actions in the province by 1. +1 to province growth every autumn.
Caravansarai   1   10 GB; guild (1)   1 GB/turn to the owner. Owner's trade routes connected to this province are at -5 to be contested.
City Watch   1   15 GB   Muster cost for non-mercenary medium infantry units halved in the province.
College   1   20 GB; province (4)   1 GB/turn to the owner. Owner names one skill when building a college. The owner may grant permission for any character to attend the college. Any non-regent may attend the college for 6 rounds as an Oversee action (for each round) and gain +1 to the chosen skill; these rounds need not be contiguous. This bonus may only be attained once for each skill.
Council Chamber   1+   10 GB/level; law (4)   1 GB/turn per level for the owner. Owner gains an additional court action per level, every round.
Fortification   1-10   8 GB/level for provinces and 4 GB/level for holdings   A fortification is used to protect a province or a holding from military attack, pillaging, and occupation. Source holdings cannot be fortified.
A province fortification can only be built by the province ruler. In Khinasi, province fortifications take the form of city walls and towers rather than castles. Such fortifications protect all non-source holdings in the province; the province ruler can of course bypass his own city walls. Permission can also be given for other armies to enter city walls, but there is no guarantee which holdings will or will not be attacked. Province fortifications can be built with the help of military units (see Build action).
A holding can be protected by both the city walls and its own fortification. The levels do not stack, but both must be penetrated before the holding can be occupied or pillaged.
A province ruler who has a holding fortification can convert it to city walls with a Build action, paying the difference in cost between the two.
Great Bazaar   1+   10 GB/level; guild (4)   1 GB/turn per level for the owner. Owner's land trade routes attached to this province can be connected to any available province regardless of resource type.
Highway   1   Varies by terrain   Highways halve the movement rating cost for the province they are in, and allow land trade routes to pass through the province. Highways are considered to be built entirely within one province, and affect only that province's movement cost. The cost to build a highway depends on the province terrain.
Library   1+   8 GB/level; province (4)   1 RP/turn per level to the owner. Reduces the DC of the Research actions by 3/level.
Minaret   1+   10 GB/level; temple (4)   1 GB/turn per level for the owner. Improves owner's divine battle magic in the province. Minaret level is added to owner's temple level for the purpose of casting realm spells.
Palace   1-10   5 GB/level   For every level of the palace, the regent gets a bonus of +1 to his court level (the total court still cannot exceed 10). The palace can be built in any province where the ruler has holdings. Only one palace (usually the highest-level) provides this bonus.
Racing Track   1+   5 GB/level   Reduces DC of owner's Agitate actions in the province by 1 per level.
Shipyard   1+   15 GB (5 GB/additional level); coastal province (4)   Ships of medium and heavy class can only be built in a province with a shipyard. A shipyard can build a number of ships in a single round no higher than its province level; light-class ships don't count against this limit. Each level adds 2 GB to the Build actions in the province when used for the purpose of building or repairing ships.
Siege Works   1   20 GB   Muster cost for non-mercenary Artillery units halved in the province.
Stables   1   20 GB   Muster cost for non-mercenary Cavalry units halved in the province.
Trade Wharf   1+   10 GB/level; guild (4) in a coastal or river province   1 GB/turn per level for the owner. Owner's sea trade routes attached to this province can be connected to any available province regardless of resource type.
Watchtower   1   8 GB; law (1)   Scouts its own and neighboring provinces.
Wizard Tower   1+   12 GB/level; source (3)   Improves owner's arcane battle magic in the province. Ley lines connected to the province do not dissipate even if not connected on the other end. Wizard Tower level is added to owner's source level for the purpose of casting realm spells.
Workshop   1+   4 GB/level   Each level allows the owner to perform an additional Build action in the province, each round (court actions must still be spent on each).
Note that where a province is listed as a requirement, any regent with a holding in such a province can build the corresponding building there.
Buildings can be destroyed via occupation if the invading regent wishes, and sometimes may be damaged or destroyed during a siege or assault of the province they are in.
Building levels are added to the number of holdings for purposes of domain maintenance.

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