To maintain an army, a character makes a Command check with a TN equal to the 10's digit of the army's strength. Results vary depend on success or failure.
Details
At the start of each month, the commander must make a Command check to keep their army in order, distribute supplies, and reorganize in the wake of losses. The TN of this check is equal to the 10s digit of the army's strength, or 10 if the strength is higher than 99). They must also pay any mercenaries they hired.
The results of this check is determined by this table:
The results of this check is determined by this table:
Bonus Successes |
Discipline |
Success with 1 or more bonus successes |
Remove casualties and panic from the army equal to your ranks in Government, plus 2 per bonus success |
Success |
Remove casualties and panic from the army equal to your ranks in Government |
Failure with 1-3 shortfall |
The army receives panic equal to your shortfall. If the army's panic exceeds its discipline this way, reduce the army's panic until it is equal to its discipline. However, the army refuses to fight for the next month. |
Failure with 4-6 shortfall |
The army receives panic equal to two times your shortfall. If the army's panic exceeds its discipline this way, it breaks apart into multiple chunks. These new armies and warbands spread across the countryside, pursuing their own agendas or even turning to banditry. |
Failure with 7+ shortfall |
The army revolts, and attempts to overthrow its commander and their leaders. Chaos ensues, and the commander must fight for their life, negotiate, or flee to survive! |
Opportunity Uses |
|
* |
If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach). |
* + |
Remove 1 strife you gained from this check per * spent this way. |
* * |
Provide assistance to the next character to attempt a check to accomplish something similar |
* |
If you failed, provide assistance to the next character trying to accomplish the same action (p. 298 CRB) |
* |
Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring. |
* + |
Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a spiritual disturbance in the scene. Extra * gives an increasingly precise location for the supernatural occurrence. |
* * |
Gain spiritual insight into the nature of the universe or your own heart. At the GM’s discretion, you may establish a fact about your character that has not been previously revealed but relates to the situation. |
Maintain Technique Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
** Though Jigoku’s power weighs heavily upon them, you are undeterred. By drawing on memories of the un-Tainted lands north of the wall, you can keep yourself focused and ignore all Strife results on your next check.
Against Tainted Threats
** or *** If the character spends**, they discern that the kami have fled, as well as the type of disturbance (mahō, kansen, or similar). If the character spends ***, they can also determine the total combat Military threat rating of all Tainted beings that caused the kami to flee.
While Tainted
**+ The unnatural insights of the kansen voice themselves wordlessly to you, granting knowledge you could not possibly have known otherwise. You learn something relevant to the current situation, appropriate in scope to the number of * spent. For each * spent in this way, you receive 1 strife due to the unnatural means by which you gained this knowledge.
In Contested Territory
* * * You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this session, after initiative has been determined, choose one character in the scene. On that character's next check, they must reroll all results containing non-explosive Success symbols.
* + In all things, one can find balance, even in a duel of words or blades. You and a hostile character of the GM's choice in the same scene each recover 2 strife for each * spent this way.
* * You find serenity amid adversity. You discover a neutral meeting place, protective legal precedent, or similar safe haven applicable to your situation.
* + In all things, one can find balance, even in a duel of words or blades. You and a hostile character of the GM's choice in the same scene each recover 2 strife for each * spent this way.
* * You find serenity amid adversity. You discover a neutral meeting place, protective legal precedent, or similar safe haven applicable to your situation.