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) |
* |
Remove 2 strife from yourself. |
* + |
Perform the task efficiently, completing it more quickly or saving supplies. Extra * further reduces the time or materials expended. |
* * |
Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby. |
Maintain Technique Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
Against Tainted Threats
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
While Tainted
** You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.
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.
* * + Your charm wins over even enemies. For each * * spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context -- it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it won't stop bloodshed altogether once blades have been drawn.
* * With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.
* * + Your charm wins over even enemies. For each * * spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context -- it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it won't stop bloodshed altogether once blades have been drawn.
* * With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.