Sword Chronicle House Actions
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Jump to navigationJump to searchOnce 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.
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.
- 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.