Difference between revisions of "Sword Chronicle House Actions"
From OakthorneWiki
Jump to navigationJump to search (Created page with "Once per month, the Head of House or Steward of a House may take a House Action. This is considered to be an ongoing project throughout that month. '''House Action Rolls:'''...") |
|||
Line 1: | Line 1: | ||
+ | __NOTOC__ | ||
Once per month, the Head of House or Steward of a House may take a House Action. This is considered to be an ongoing project throughout that month. | Once per month, the Head of House or Steward of a House may take a House Action. This is considered to be an ongoing project throughout that month. | ||
Revision as of 08:13, 30 December 2021
Once per month, the Head of House or Steward of a House may take a House Action. This is considered to be an ongoing project throughout that month.
House Action Rolls: All House Action rolls are Status (Stewardship) tests unless indicated otherwise.
Defense
- Construct Defenses: Invest free Defense into Defense Holding • Dif 9. For each degree of success, may invest one uninvested point of Defense into a new Defense Holding, or into upgrading an existing Defense Holding. Once all points are invested in the new Holding rating, time begins on construction or upgrade.
Influence
- Noble Order: Convert Influence to Law • Dif 9 or 12. Difficulty 12 if Law rating is greater than Influence rating. For each degree of success, may convert one Influence to one Law.
Lands
- Bolster Countryside: Convert Lands to Defense • Dif 9 or 12. Difficulty 12 if Defense rating is greater than Lands rating. For each degree of success, may convert one Lands to one Defense.
Law
x
Population
- Recruit Yeomen: Convert Population to Power • Dif 9 or 12. Difficulty 12 if Power rating is greater than Population rating. For each degree of success, may convert one Population to one Power.
Power
- Marshal Respect: Convert Power to Influence • Dif 9 or 12. Difficulty 12 if Influence rating is greater than Power rating. For each degree of success, may convert one Power to one Influence.
- Secure the Countryside: Convert Power to Law • Dif 9 or 12. Difficulty 12 if Law rating is greater than Power rating. For each degree of success, may convert one Power to one Law.
- Disband Yeomen: Convert Power to Population • Dif 9 or 12. Difficulty 12 if Population rating is greater than Power rating. For each degree of success, may convert one Power to one Population.
Wealth
- Fortify Domain: Convert Wealth to Defense • Dif 9 or 12. Difficulty 12 if Defense rating is greater than Wealth rating. For each degree of success, may convert one Wealth to one Defense.
- Impress the Peerage: Convert Wealth to Influence • Dif 9 or 12. Difficulty 12 if Influence rating is greater than Wealth rating. For each degree of success, may convert one Wealth to one Influence.
- Cultivate Domain: Convert Wealth to Lands • Dif 9 or 12. Difficulty 12 if Lands rating is greater than Wealth rating. For each degree of success, may convert one Wealth to one Lands.
- Hound Lawlessness: Convert Wealth to Law • Dif 9 or 12. Difficulty 12 if Law rating is greater than Wealth rating. For each degree of success, may convert one Wealth to one Law.
- Build Infrastructure: Convert Wealth to Population • Dif 9 or 12. Difficulty 12 if Population rating is greater than Wealth rating. For each degree of success, may convert one Wealth to one Population.
- Invest in Soldiery: Convert Wealth to Power • Dif 9 or 12. Difficulty 12 if Power rating is greater than Wealth rating. For each degree of success, may convert one Wealth to one Power.