Difference between revisions of "Sword Chronicle House Actions"

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'''House Action Rolls:''' All House Action rolls are ''Status (Stewardship)'' tests unless indicated otherwise. As always, this roll may be made by Head of House, or by a designated representative of the Head of House.
 
'''House Action Rolls:''' All House Action rolls are ''Status (Stewardship)'' tests unless indicated otherwise. As always, this roll may be made by Head of House, or by a designated representative of the Head of House.
 +
 +
'''Waging War:''' Waging warfare prevents the use of a House Action in that month; this applies both to attacker and defender. During that month, House Fortunes roll for all involved Houses gain a -5 penalty, plus an additional -1 per month thereafter, cumulative.
  
 
==Defense==
 
==Defense==
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==Influence==
 
==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.
 
* '''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.
 +
===Tourneys===
 +
* '''Host Local Tourney:''' ''4 Wealth • Dif 6''. This is a ''Status (Tournaments)'' test. Success indicates the successful planning and execution of a local tourney, drawing around a hundred knights. This occurs all in the same month. Victor of the tourney gains 2 Wealth. Host gains 1d6 Influence.
 +
* '''Host Regional Tourney:''' ''7 Wealth • Dif 9''. This is a ''Status (Tournaments)'' test. Success indicates the successful planning and execution of a regional tourney, drawing around five hundred knights. This occurs all in the same season. Victor of the tourney gains 3 Wealth. Host gains 1d6+3 Influence.
 +
* '''Host Grand Tourney:''' ''10 Wealth • Dif 12''. This is a ''Status (Tournaments)'' test. Success indicates the successful planning and execution of a grand tourney, drawing the knights of multiple kingdoms, numbering in the thousands. This occurs all in the same year, but at least one season later. Victor of the tourney gains 5 Wealth. Host gains 1d6+6 Influence.
  
 
==Lands==
 
==Lands==
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==Law==
 
==Law==
x
+
* None
  
 
==Population==
 
==Population==
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* '''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.
 
* '''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.
 
* '''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.
 +
===Banner Houses===
 
* '''Create Banner House:''' ''No Roll • Requires additional Domain''. Establish a household of landed knights as bannermen. There is no roll involved, but the House must have a domain to charge new bannermen with the protection of. Invest Power sufficient to establish banner house – House loses Defense, Land, and Wealth investments from gifted domain. New banner house gains Law and Population equal to half liege's, and Influence equal to 1d6 + 10.
 
* '''Create Banner House:''' ''No Roll • Requires additional Domain''. Establish a household of landed knights as bannermen. There is no roll involved, but the House must have a domain to charge new bannermen with the protection of. Invest Power sufficient to establish banner house – House loses Defense, Land, and Wealth investments from gifted domain. New banner house gains Law and Population equal to half liege's, and Influence equal to 1d6 + 10.
 
* '''Uplift Banner House:''' ''Influence 51+ • Banner House must have Influence 21+ • Dif 9 to 15''. A knightly banner house is elevated to Lesser House status. Difficulty is based on banner house's Influence: Hard (15) for Influence 21-30, Formidable (12) for Influence 31-40, and Challenging (9) for Influence 41+. If successful, banner house becomes a Status 4 Lesser House, and Influence drops to 21.
 
* '''Uplift Banner House:''' ''Influence 51+ • Banner House must have Influence 21+ • Dif 9 to 15''. A knightly banner house is elevated to Lesser House status. Difficulty is based on banner house's Influence: Hard (15) for Influence 21-30, Formidable (12) for Influence 31-40, and Challenging (9) for Influence 41+. If successful, banner house becomes a Status 4 Lesser House, and Influence drops to 21.
 +
===Troop Training===
 
* '''Establish New Unit:''' ''Invest free Power into new Unit of Green quality • Dif 9''. This is a ''Warfare (Command)'' test. For each degree of success, may invest one uninvested point of Power into a new Unit, which must start at Green Training.
 
* '''Establish New Unit:''' ''Invest free Power into new Unit of Green quality • Dif 9''. This is a ''Warfare (Command)'' test. For each degree of success, may invest one uninvested point of Power into a new Unit, which must start at Green Training.
 
* '''Train Existing Unit:''' ''Invest free Power into existing Unit • Dif 9 to 15 • Once per year per unit''. This is a ''Warfare (Command)'' test. For each degree of success, may invest one uninvested point of Power into an existing Unit. Difficulty is based on current Training of unit: Green (Dif 9), Trained (Dif 12), Veteran (Dif 15).
 
* '''Train Existing Unit:''' ''Invest free Power into existing Unit • Dif 9 to 15 • Once per year per unit''. This is a ''Warfare (Command)'' test. For each degree of success, may invest one uninvested point of Power into an existing Unit. Difficulty is based on current Training of unit: Green (Dif 9), Trained (Dif 12), Veteran (Dif 15).
* '''Wage War:''' It is a House Action to wage warfare. During that month, House Fortunes roll gain a -5 penalty, plus an additional -1 per month thereafter, cumulative.
 
  
 
==Wealth==
 
==Wealth==
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* '''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.
 
* '''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.
 
* '''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.
 +
===Wealth Holdings===
 
* '''Invest in Holding:''' ''Invest free Wealth into a new or existing Wealth Holding • Dif 9 to 15''. For each degree of success, may invest one uninvested point of Wealth into a new or existing Wealth Holding. Difficulty is 9, +3 for each additional month in the same season this action is taken on the same Holding. Once Holding is paid for, construction time must pass.
 
* '''Invest in Holding:''' ''Invest free Wealth into a new or existing Wealth Holding • Dif 9 to 15''. For each degree of success, may invest one uninvested point of Wealth into a new or existing Wealth Holding. Difficulty is 9, +3 for each additional month in the same season this action is taken on the same Holding. Once Holding is paid for, construction time must pass.
 
* '''Speed Investment:''' ''1 Wealth • Dif 9''. Spend coin to speed construction of a Wealth Holding. For each degree of success on this action, this month counts as one additional month of construction towards completing the Holding.
 
* '''Speed Investment:''' ''1 Wealth • Dif 9''. Spend coin to speed construction of a Wealth Holding. For each degree of success on this action, this month counts as one additional month of construction towards completing the Holding.

Latest revision as of 09:13, 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. As always, this roll may be made by Head of House, or by a designated representative of the Head of House.

Waging War: Waging warfare prevents the use of a House Action in that month; this applies both to attacker and defender. During that month, House Fortunes roll for all involved Houses gain a -5 penalty, plus an additional -1 per month thereafter, cumulative.

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 Holding is paid for, construction time must pass.
  • Speed Construction: 1 Wealth • Dif 9. Spend coin to speed construction of a Defense Holding. For each degree of success on this action, this month counts as one additional month of construction towards completing the Holding.

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.

Tourneys

  • Host Local Tourney: 4 Wealth • Dif 6. This is a Status (Tournaments) test. Success indicates the successful planning and execution of a local tourney, drawing around a hundred knights. This occurs all in the same month. Victor of the tourney gains 2 Wealth. Host gains 1d6 Influence.
  • Host Regional Tourney: 7 Wealth • Dif 9. This is a Status (Tournaments) test. Success indicates the successful planning and execution of a regional tourney, drawing around five hundred knights. This occurs all in the same season. Victor of the tourney gains 3 Wealth. Host gains 1d6+3 Influence.
  • Host Grand Tourney: 10 Wealth • Dif 12. This is a Status (Tournaments) test. Success indicates the successful planning and execution of a grand tourney, drawing the knights of multiple kingdoms, numbering in the thousands. This occurs all in the same year, but at least one season later. Victor of the tourney gains 5 Wealth. Host gains 1d6+6 Influence.

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.
  • Encourage Growth: Invest free Lands into Community feature in a Land Holding • Dif 9 • Once per year. For each degree of success, may invest one uninvested point of Lands into a new Community feature, or into upgrading an existing Community feature. This action may only be taken once per year.

Law

  • None

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.

  • Create Banner House: No Roll • Requires additional Domain. Establish a household of landed knights as bannermen. There is no roll involved, but the House must have a domain to charge new bannermen with the protection of. Invest Power sufficient to establish banner house – House loses Defense, Land, and Wealth investments from gifted domain. New banner house gains Law and Population equal to half liege's, and Influence equal to 1d6 + 10.
  • Uplift Banner House: Influence 51+ • Banner House must have Influence 21+ • Dif 9 to 15. A knightly banner house is elevated to Lesser House status. Difficulty is based on banner house's Influence: Hard (15) for Influence 21-30, Formidable (12) for Influence 31-40, and Challenging (9) for Influence 41+. If successful, banner house becomes a Status 4 Lesser House, and Influence drops to 21.

Troop Training

  • Establish New Unit: Invest free Power into new Unit of Green quality • Dif 9. This is a Warfare (Command) test. For each degree of success, may invest one uninvested point of Power into a new Unit, which must start at Green Training.
  • Train Existing Unit: Invest free Power into existing Unit • Dif 9 to 15 • Once per year per unit. This is a Warfare (Command) test. For each degree of success, may invest one uninvested point of Power into an existing Unit. Difficulty is based on current Training of unit: Green (Dif 9), Trained (Dif 12), Veteran (Dif 15).

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.

Wealth Holdings

  • Invest in Holding: Invest free Wealth into a new or existing Wealth Holding • Dif 9 to 15. For each degree of success, may invest one uninvested point of Wealth into a new or existing Wealth Holding. Difficulty is 9, +3 for each additional month in the same season this action is taken on the same Holding. Once Holding is paid for, construction time must pass.
  • Speed Investment: 1 Wealth • Dif 9. Spend coin to speed construction of a Wealth Holding. For each degree of success on this action, this month counts as one additional month of construction towards completing the Holding.