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! |
* |
Reassure another character in the scene with your presence, allowing them to remove 2 strife. |
* + |
Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra * makes the attempt even safer. |
* * |
Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item. |
Maintain Technique Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
** Your resolute nature steels you against the unstable environment of the Shadowlands. You count your vigilance as 1 higher the next time you seek to notice or avoid a hazardous situation or creature.
Against Tainted Threats
** You are able to weather such terrible things as the revelation of a secret mahō-tsukai or the summoning of an oni. The next time you suffer strife this scene, you suffer 2 fewer strife, to a minimum of 0.
While Tainted
** No mortal concern can slow you, as you already endure worse than most can even imagine. For the rest of the scene, whenever you suffer fatigue reduce the value suffered by 2, to a minimum of 0.
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.
* Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.
* Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.