Rules QRG
Quick Reference Guide for Actions
Action Basics: | |||||||||||||
Special Actions | Actions that can only be completed once per Ruler per Attribute at 5 and 10 in the Attribute. | ||||||||||||
Projects | Longer goals that take 3 to 5 actions to complete, have variable effects discussed with GM. Sometimes given by Organizations | ||||||||||||
Secret actions | Actions that are hidden from other players. Military and Diplomacy actions cannot be hidden. Typical is limited to one per round. | ||||||||||||
Sub-actions | Things that are part of other actions, typically for tactical maneuvering. Does not take another full action. | ||||||||||||
Non-actions | Things that can be done for free in a round like supporting someone's buyout or resisting a conversion. | ||||||||||||
Diplomacy Actions | |||||||||||||
Host or Attend an Event | Host or Attend an Event for the Realms you have contact with to trade / discuss. Make an IC thread for the Event to have the Rulers interact IC. | ||||||||||||
Diplomatic Mission | Explore an unexplored adjacent region. TN 12 | ||||||||||||
Raise Organization Reputation | Raise an Organization's reputation with you with variable TN based on current Reputation | ||||||||||||
Stabilize a Region | Remove unrest from a region ignoring the unrest -2 penalty. Does not work on rebelling regions. TN 12 | ||||||||||||
Colonize | Dispatch colonists to an adjacent region or a sea connected region with no inhabitants. TN 12 | ||||||||||||
Establish Claim | Generate a claim on a inhabited region not controlled by a Player. TN 12 | ||||||||||||
Press Claim | Attempt to obtain your claim. Can only successfully claim a region once per ruler. TN 12 claim succeeds in two rounds requiring actions in both. TN 18+ is obtained in one round. | ||||||||||||
Declare a New Capital | Change your capital region. TN 10, TN 18 prevents unrest in the old capital. | ||||||||||||
Diplomacy Special Actions
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Military Actions | |||||||||||||
Recruiting Units | Recruit / Raise a Unit or Navy | ||||||||||||
Deploying Units: Attacking and Defending Regions | Send troops to Attack or Defend a region. | ||||||||||||
Break Vassalage | Break ties with a liege. If the liege wants they can force an opposed Diplomacy roll with a TN of 12 to cause unrest in your Capital region. | ||||||||||||
Destroy Organization Base | Make an opposed roll against the organization to destroy a base of theirs in your regions. | ||||||||||||
Purge Faith | Purge religion from a region you control. TN 12 | ||||||||||||
Sack | Remove the owner of a trade post from a region and gain a treasure. TN 12 | ||||||||||||
Suppress Unrest | Make a region recover from unrest destroying a supply level of resource in the region. TN 14 | ||||||||||||
Quest | Send a hero to explore or perform other quests. TN 12 / variable | ||||||||||||
Military Special Actions
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Stewardship / Industry | |||||||||||||
Buyout Trading Post | Buyout a trading post. TN 12. Contested roll if another player owns the post. | ||||||||||||
Exchange Trading Post | Trade a trading post with a player you have an embassy with. | ||||||||||||
Hoard Treasure | Generate a treasure | ||||||||||||
Expedition | Explore a region bordering yours or connected by water. TN 10. | ||||||||||||
Stewardship / Industry Special Actions
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Faith Actions | |||||||||||||
Convert Holy Site | Convert a Holy site to your religion. TN 12 | ||||||||||||
Seek Aid | Provide a +1 bonus to another action roll this round of yours or someone who follows your faith. TN 12 | ||||||||||||
Become Religious Head | Attempt to become the religious head of the organised religion you follow. Roll varies. | ||||||||||||
Cast Out | As the religious head of a religion you may Cast another realm out of the religion revoking their faith bonuses | ||||||||||||
Set a Holy Site Bonus | Change the bonus provided by an organised religion's Holy Sites based on the quantity of holy sites. | ||||||||||||
Adopt Faith | Convert to another religion. | ||||||||||||
Faith Special Actions
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Intrigue Actions | |||||||||||||
Investigation | Investigate a rumour, event, thing or hidden truth of the world. Hidden variable TN depending on the investigation. | ||||||||||||
Fomenting Unrest | Attempt to cause another realm you have contact with's region to enter unrest. Opposed intrigue roll. | ||||||||||||
Theft | Attempt to steal something from another realm you have contact with. Opposed intrigue roll. | ||||||||||||
Raids | Attempt to wrest control of a trade post from another realm you have contact with. Opposed intrigue roll. | ||||||||||||
Slander | Attempt to lower another realm you have contact with's reputation with an organization. Opposed roll with variable bonus to the defender depending on their current reputation. | ||||||||||||
Intrigue Special Actions
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