House Actions

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House Actions are undertaken by the Lord of a House. Each House is given a single House Action each month.

Core Book House Actions

Manage Resources

  • Shifting points of Resources from one category to the other. Status (Steward) test against a Difficulty of 6, +1 step per additional point to be removed from a single Resource. For each point so generated, reduce the targeted Resource by one.
  • Points need not all come from the same Resource, but for each point generated from a secondary Resource, reduce that secondary Resource's rating by 2 (3 in the case of Wealth).
  • Failure on this roll results in no points being shifted; Critical Failure results in the loss of one point from each targeted Resource, with no gains.
    • Defense generates None.
    • Influence generates Law.
    • Lands generates Defense.
    • Law generates None.
    • Population generates Power.
    • Power generates Influence, Law, Population.
    • Wealth generates Any.

Build Defenses

Defense Holdings

  • Each time this action is taken, the Lord makes a Status (Steward) test against a Difficulty based on the type of Holding to be generated. Each degree of success invests one point of the Defense Resource towards the establishment of that Holding. Other modifiers may apply. Once all the Defense Holding points have been invested in the Holding, construction continues without needing the Lord's interference; this is its Construction Time.
    • Tower: 10 Defense, Routine (6); Construction Time: 36 months
    • Hall: 20 Defense, Challenging (9); Construction Time: 60 months
    • Small Castle: 30 Defense, Formidable (12); Construction Time: 72 months
    • Castle: 40 Defense, Hard (15); Construction Time: 96 months
    • Superior Castle: 50 Defense, Very Hard (18); Construction Time: 144 months
  • Modifiers to Test Result: Spring +2, Summer +5, Autumn -2, Winter -5

Acquire Lands

Defense and/or Land Holdings

  • This action is used to solicit the approval of one's Lord to acquire new domains, which generally must be adjacent to one's current lands (although not always).
  • This may only be taken if the targeted domain is either unclaimed, or was the territory of a House defeated in battle (by oneself or someone else).
  • Acquiring such permission is an extended Intrigue against the bearer of that land right, requiring a number of Victory Points equal to the Land Holding Cost of the domain in question.
    • If there is a Defense Holding on the domain in question, the House must have sufficient Defense points free to pay for that Defense Holding should they acquire the land.
  • Only one Standard Intrigue can be made per turn against the bearer of that land right.
    • If House has allies who might assist in some way (other Lords, important functionaries in the court of one's liege), a single Intrigue may be done as part of the same House Action against that person as well, allowing the acquisition of Victory Points more quickly.
  • Each Victory Point gained must be accompanied by an investiture of one Land Holding Point.
  • Once the domain is acquired, the House must also immediately invest Defense points equal to any Defense Holdings on the new domain.

Encourage Growth

Land Holdings

  • This action allows a House to take action to encourage the growth of a Community feature on one of the domains they control.
  • This is a Status (Steward) test with a Difficulty based on the current size of the Community in place in that domain.
    • Each success allows the House to invest one point of Land Resource towards the increase of that settlement.
  • The frequency that these rolls can be made is based on the current level of the Community in that domain.
    • None: Routine (6), may roll once per month.
    • Hamlet: Challenging (9), may roll once per three months.
    • Small Town: Formidable (12), may roll once per year.
    • Large Town: Hard (15), may roll once per decade.
    • Small City: Very Hard (18), may roll once per half-century.

Create Banner House

Power Holdings

  • Used to establish a Household of Knights as bannermen.
  • This is generally bestowed upon a knightly retainer, or other individual of Status 2 or lower.

Uplift Banner House

Power Holdings

  • Used to create or uplift a Banner House.
  • Requires a Status (Steward) test.

X

  • Train Troops: Power Holdings. X
  • Establish Investment: Wealth Holdings. X
  • Wage Wars
  • Host Tournaments

Additional Actions

  • Espionage
  • Generate Coin