Kingdom Skills
Kingdom skills are used when you want to make your kingdom
active. These are the bonuses you get to a roll when you attempt to do things like raise an army, spy on your enemies, negotiate an alliance etc. etc.
Diplomacy
Associated Character Skills: Diplomacy, Bluff, Sense Motive
The Diplomacy domain skill represents a domain’s ability to get what it wants without resorting to war or espionage.
Espionage
Associated Character Skills: Disable Device, Stealth, Disguise
Espionage allows a domain to learn the secrets of other domains, including their plans, their current activities, and who they are allied with.
Lore
Associated Character Skills: Arcana, History, Religion
Lore represents a domain’s ability to research both magical and historical knowledge. This is a broad and wide-ranging skill, which can be used outside of intrigue to unlock arcane discoveries, dig up the details of forgotten history, discover the existence of lost spells, or reveal the answers to ancient mysteries.
Operations
Associated Character Skills: Intimidate, Survival
Operations represents a domain’s ability to muster new units, as well as to perform many of the basic functions of maintaining a domain.
<b>Kingdom Defenses
Kingdom Defenses come in two parts. The first is a defense score that is used as a resistance check against enemy actions. When the villain wants to undermine your authority or spy on you they will roll against a DC set by your
Defense score. The second aspect is the
Defense Level ranging from 3 to -3 which is raised or lowered during Intrigues and when the final battle occurs the level it is set at will provide bonuses or penalties as conditional modifiers to your final battle.
Communications
The Communications defense is a measure of how rapidly and accurately information is transmitted between a domain’s officers and followers. Every domain, from a hard-as-nails mercenary company to a grove of peaceful druids, relies on its network of followers, retainers, and servants to accomplish its goals. And without effective communications, those goals can easily break down.
Communication Levels:
Unbreakable (3). At the end of the next deployment, this domain chooses any allied infantry or artillery unit on the battlefield, then moves that unit to any unoccupied space on the battlefield.
Coded (2). At the end of the next deployment, this domain chooses two allied units in any rank on the battlefield and swaps those units’ locations.
Secure (1). At the end of the next deployment, this domain chooses an allied unit in any rank and moves that unit into any adjacent space.
Normal (0). No effect.
Compromised (−1). At the end of the next deployment, the opposed domain chooses one of this domain’s units in any rank on the battlefield and moves it into any adjacent space.
Garbled (−2). At the end of the next deployment, the opposed domain chooses one of this domain’s cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.
Broken (−3). At the end of the next deployment, the opposed domain chooses two of this domain’s infantry units, which are removed from battle and do not deploy until the end of the first round of battle.
Resolve
Resolve measures the commitment that the followers of a domain have to its cause, and depends on many factors—including how well those followers understand the domain’s cause. A domain’s followers and army, by default, share the philosophy of the domain’s officers and leaders, whatever that philosophy is. For example, the followers of an arcane order domain value neutrality and knowledge, while the soldiers of a despotic regime domain revel in the glory and victories produced by their ironfisted leaders.
Zealous (3). During any combat against officers of an opposed domain, each of this domain’s officers can reroll attack rolls until the end of their first turn.
Fanatic (2). As a reaction when an enemy starts their turn during the first round of any combat against officers of an opposed domain, one of this domain’s officers who has not yet acted can cast a spell or make a weapon attack.
Loyal (1). The speed of each of this domain’s officers increases by 10 feet during the first round of any combat against officers of an opposed domain.
Normal (0). No effect.
Discontented (−1). The speed of each of this domain’s officers decreases by 5 feet during the first round of any combat against officers of an opposed domain.
Rebellious (−2). During any combat against officers of an opposed domain, the first saving throw made by one of this domain’s officers against a spell or effect directed by an enemy is at -5
Revolt (−3). The first attack roll made by each
of this domain’s officers during any combat against
officers of an opposed domain is at -5
Resources
The wealth of a domain is measured as Resources, though this defense represents more than just money. Resources includes whatever a domain values and collects, whether gold, knowledge.
Booming (3). During the first round of battle, each of this domain’s artillery units that inflicts casualties inflicts 1 extra casualty.
Abundant (2). Each of this domain’s cavalry units can reroll on Power tests until the end of the first round of battle.
Surplus (1). Each of this domain’s infantry units can reroll on Power tests until the end of the first round of battle.
Normal (0). No effect.
Low (−1). Each of this domain’s artillery units is -5 on Morale and Command tests
until the end of the first round of battle.
Poor (−2). Each of this domain’s cavalry and aerial units is -5 on Morale and Command
tests until the end of the first round of battle.
Bankrupt (−3). Each of the domain’s infantry units is -5 on Morale and Command
tests until the end of the first round of battle.
Domain Size
Size determines how far a domain’s power extends, and the size of the power die used by the domain’s officers. Size is a relative measure of the reach and influence of a domain, though not an absolute measure of an area of land the domain controls.
The campaign will start with Domain Size 1 and every time you successfully defeat another domain you will increase your domain size by +1 to a maximum of 5.
Domain Size | Power Die |
---|
1 | d4 |
2 | d6 |
3 | d8 |
4 | d10 |
5 | d12 |
Power Dice
Each officer in a domain—player characters and the villain and lieutenants of an opposed domain alike—gets one power die, with the die type determined by the domain’s size (see above). Any officer can choose to roll their power die immediately at the start of any combat (no action required).
Once a power die is rolled, it cannot be rolled again until the officer who rolled it finishes an extended rest. (An extended rest is defined as 1 week of study and training, and administration at the player's stronghold.
ny power dice that aren’t used are removed from a domain’s pool at the end of the combat in
which they were rolled.
This message was last edited by the GM at 20:47, Sun 19 Sept 2021.