Post by Katdoral on Oct 28, 2012 11:16:05 GMT -5
Character Actions:
Adventure. Exactly what it sounds like.
Ply Trade. As proffesion skill, except times 10 to the die roll.
Research. Spell research and/or magical item creation.
Travel. Any journey that requires one or more months of travel time
*Character actions can also be used for any other court or realm action.*
Court Actions:
Build:[Court; 1d4x1000Gp, DC:0] Any major construction, such as fortifications, roads, or bridges. Construction time is 1d4 x 1000Gp per domain turn, or until the total build cost is met. If a realm action is used instead, the regent may make a know-engineering roll and set the variable.
Decree:[Court; 2000Gp, DC:n/a] Decree's are most often used to create laws, declare wars, or forge official alliances. They encompass any action that would inform the peoples of a province or provinces of an official stance.
Disband:[Court; 2000Gp, DC:Varies] You unmake a single asset, holding, or military unit. a DC 20 Diplomacy check is necessary to use this action if it is not used as a character action.
Muster/Train:[Court; cost varies, DC:n/a] Create and/or train troops. Any single unit can be mustered or trained with a single application of a court action. Additional units will require additional court actions.
Occupy Province:[Court; 2000Gp, DC:n/a] Occupies a province with military units, at the small cost of domain attitude. To occupy, 4 war moves(1 month) of unchallanged time must be spent in province holdings by your troops. Once successful, those holdings provide their resources to the occupying regent. Each unit can destroy 1 holding level per month at this time, if they choose.
Realm Actions:
Agitate.[Realm; 2000Gp, (Diplomacy)] An attempt to influence a province's attitude either for or against a person, domain, or idea. This works like an attitude check, except as follows. 1)Regardless of result, attitude cannot be moved in the opposite direction of the agitate. 2) The active regent may spend gold to provide a bonus or penalty, 2000Gp per +/-. 3) The active regent's holding used for the agitate provides a bonus equal to it's holding level. 4) If used against another regent, that regent's highest level holding is applied as a bonus in their favor. 5) All regents in the area may spend RP to support or oppose the agitate. 6) The agitate may not increase or decrease more then 2 levels per agitate action.
Ceremony. [Realm; 2000Gp, (Diplomacy)] This action allows the peaceful transfere of assets to another regent. It can also be used to recognize special individuals or declare holidays for the realm.
Contest Holding.[Realm; 2000Gp, (Diplomacy)] Contesting a holding can lower it's effective level. The DC is 10 + target holding level +/- RP spent. If successful, target holding is reduced by 1d3 levels. Law holdings can contest any holding type but otherwise holdings can only contest the same type. To use this action, you must have at least a level 0 holding within the province. If the contested regent has a law holding in the province, regardless if the target is not that law holding, then the law holding provides it's level as an automatic bonus for that regent.
Contest Trade Route.[Realm; 2000Gp, (Diplomacy)] This action allows a regent to disrupt a trade route that passes through a province they have influence in (by that, they must have a level 1 holding of any type). The DC is 10 + level of the holding that owns the trade route +/- RP spent. In this instance, any regent that has a province the trade route passes through can bid RP. If successful, the trade route will either terminate at the border of the province used to contest it (and thus provide a lower income) , or be destroyed outright if the route itself only went through one province. All law holdings also provide their level as a bonus to their regents to this roll.
Create Holding: [Realm; 2000Gp, (Diplomacy)] The DC is 10 +/- RP. In cases where there is no opposition a regent is considered to "take 10" on this roll. However, if there are other regents within the province a roll is required and all regents within that province can bid RP. In addition, any law holdings provide their level as automatic bonuses to that regent for this roll.
Create Trade Route:[Realm; Cost varies,(Diplomacy)]. Creating trade routes can be very lucrative. However, first of all a province can only support a number of trade routes equal to its current Province Level. Second, a trade route can only reach a number of provinces equal to the level of the holding that it originates in. The cost to create a trade route is 1500 + 500 for every province it passes through after the first. Guild holdings only pay half of this amount. The destination holding also recieves 20% of the total worth of the trade route.
Espianage: [Realm; 2000Gp, (Gather Information)] There are several forms of Espianage. To create a counter-intelligence ring within your own province the DC is 20. From this point on, any espianage attempts within that province become contested rolls. Any law holdings provide their level as a bonus to espianage rolls. However, RP cannot be spent on these rolls. You can also create a spy network within another province with this action. The DC is 20 + the levels of any holdings within that province. Law holdings provide twice their level as a penatly to this check. If successfull, you may then use your spy network to obtain information about military units, destroy levels of holdings (only 1 level per turn), attempt to disband assets as if using the Disband court action, use the Move Troops realm action, or use the Agitate realm action. The defending regent can only spend RP on this opposed roll if they are aware of a spy network within their province. Also, having an established spy network provides a +2 circumstance bonus to all future espianage rolls in that province.
Move Troops: [Realm/Court] As a rule, you cannot see troop locations in a province you have no influence in. There are no checks or costs to this action.
Rule Holding: [Realm; 2000Gp x current holding level,(Diplomacy)] This action allows you to increase the level of one of your holdings. The DC is 10 + current holding level - hostile law holdings +/- RP. Unless there is another regent in the province, it is assumed that the DC is 10 and that the regent "takes 10" for this roll. Also, in this instance you cannot apply the holding level as a bonus, however other regents with a similair holding in that province can. In addition, law holdings provide automatic bonuses in favor of their controlling regent.
Rule Province: [Realm; 2000Gp x current province level, (Diplomacy)] This action allows a regent to improve the province level of the target province. The DC is 10 + current province level. No holdings provide either bonuses or penalties, nor can regency be spent to modify the roll. This can only be attempted once per domain turn, regardless of all other factors. Any regent that has influence in a province may attempt to rule province, however other regents can oppose this action if they choose following the rules above.
Adventure. Exactly what it sounds like.
Ply Trade. As proffesion skill, except times 10 to the die roll.
Research. Spell research and/or magical item creation.
Travel. Any journey that requires one or more months of travel time
*Character actions can also be used for any other court or realm action.*
Court Actions:
Build:[Court; 1d4x1000Gp, DC:0] Any major construction, such as fortifications, roads, or bridges. Construction time is 1d4 x 1000Gp per domain turn, or until the total build cost is met. If a realm action is used instead, the regent may make a know-engineering roll and set the variable.
Decree:[Court; 2000Gp, DC:n/a] Decree's are most often used to create laws, declare wars, or forge official alliances. They encompass any action that would inform the peoples of a province or provinces of an official stance.
Disband:[Court; 2000Gp, DC:Varies] You unmake a single asset, holding, or military unit. a DC 20 Diplomacy check is necessary to use this action if it is not used as a character action.
Muster/Train:[Court; cost varies, DC:n/a] Create and/or train troops. Any single unit can be mustered or trained with a single application of a court action. Additional units will require additional court actions.
Occupy Province:[Court; 2000Gp, DC:n/a] Occupies a province with military units, at the small cost of domain attitude. To occupy, 4 war moves(1 month) of unchallanged time must be spent in province holdings by your troops. Once successful, those holdings provide their resources to the occupying regent. Each unit can destroy 1 holding level per month at this time, if they choose.
Realm Actions:
Agitate.[Realm; 2000Gp, (Diplomacy)] An attempt to influence a province's attitude either for or against a person, domain, or idea. This works like an attitude check, except as follows. 1)Regardless of result, attitude cannot be moved in the opposite direction of the agitate. 2) The active regent may spend gold to provide a bonus or penalty, 2000Gp per +/-. 3) The active regent's holding used for the agitate provides a bonus equal to it's holding level. 4) If used against another regent, that regent's highest level holding is applied as a bonus in their favor. 5) All regents in the area may spend RP to support or oppose the agitate. 6) The agitate may not increase or decrease more then 2 levels per agitate action.
Ceremony. [Realm; 2000Gp, (Diplomacy)] This action allows the peaceful transfere of assets to another regent. It can also be used to recognize special individuals or declare holidays for the realm.
Contest Holding.[Realm; 2000Gp, (Diplomacy)] Contesting a holding can lower it's effective level. The DC is 10 + target holding level +/- RP spent. If successful, target holding is reduced by 1d3 levels. Law holdings can contest any holding type but otherwise holdings can only contest the same type. To use this action, you must have at least a level 0 holding within the province. If the contested regent has a law holding in the province, regardless if the target is not that law holding, then the law holding provides it's level as an automatic bonus for that regent.
Contest Trade Route.[Realm; 2000Gp, (Diplomacy)] This action allows a regent to disrupt a trade route that passes through a province they have influence in (by that, they must have a level 1 holding of any type). The DC is 10 + level of the holding that owns the trade route +/- RP spent. In this instance, any regent that has a province the trade route passes through can bid RP. If successful, the trade route will either terminate at the border of the province used to contest it (and thus provide a lower income) , or be destroyed outright if the route itself only went through one province. All law holdings also provide their level as a bonus to their regents to this roll.
Create Holding: [Realm; 2000Gp, (Diplomacy)] The DC is 10 +/- RP. In cases where there is no opposition a regent is considered to "take 10" on this roll. However, if there are other regents within the province a roll is required and all regents within that province can bid RP. In addition, any law holdings provide their level as automatic bonuses to that regent for this roll.
Create Trade Route:[Realm; Cost varies,(Diplomacy)]. Creating trade routes can be very lucrative. However, first of all a province can only support a number of trade routes equal to its current Province Level. Second, a trade route can only reach a number of provinces equal to the level of the holding that it originates in. The cost to create a trade route is 1500 + 500 for every province it passes through after the first. Guild holdings only pay half of this amount. The destination holding also recieves 20% of the total worth of the trade route.
Espianage: [Realm; 2000Gp, (Gather Information)] There are several forms of Espianage. To create a counter-intelligence ring within your own province the DC is 20. From this point on, any espianage attempts within that province become contested rolls. Any law holdings provide their level as a bonus to espianage rolls. However, RP cannot be spent on these rolls. You can also create a spy network within another province with this action. The DC is 20 + the levels of any holdings within that province. Law holdings provide twice their level as a penatly to this check. If successfull, you may then use your spy network to obtain information about military units, destroy levels of holdings (only 1 level per turn), attempt to disband assets as if using the Disband court action, use the Move Troops realm action, or use the Agitate realm action. The defending regent can only spend RP on this opposed roll if they are aware of a spy network within their province. Also, having an established spy network provides a +2 circumstance bonus to all future espianage rolls in that province.
Move Troops: [Realm/Court] As a rule, you cannot see troop locations in a province you have no influence in. There are no checks or costs to this action.
Rule Holding: [Realm; 2000Gp x current holding level,(Diplomacy)] This action allows you to increase the level of one of your holdings. The DC is 10 + current holding level - hostile law holdings +/- RP. Unless there is another regent in the province, it is assumed that the DC is 10 and that the regent "takes 10" for this roll. Also, in this instance you cannot apply the holding level as a bonus, however other regents with a similair holding in that province can. In addition, law holdings provide automatic bonuses in favor of their controlling regent.
Rule Province: [Realm; 2000Gp x current province level, (Diplomacy)] This action allows a regent to improve the province level of the target province. The DC is 10 + current province level. No holdings provide either bonuses or penalties, nor can regency be spent to modify the roll. This can only be attempted once per domain turn, regardless of all other factors. Any regent that has influence in a province may attempt to rule province, however other regents can oppose this action if they choose following the rules above.