To raise an army, a character makes a TN 3 Command check. On success, they raise an army with strength set by their status and disciplined set by their bonus successes.
Details
To raise an army, a character must have access to their holdings and retainers (or community, for commoners), and must make a TN 3 Command check as a downtime activity. This army includes fighters + support staff + supplies needed for the army.
The maximum strength and discipline of this army is determined by these tables:
The maximum strength and discipline of this army is determined by these tables:
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Players may be able to use wealth to add +10 to +50 to their status for the initial marshaling check to increase the size of their armies.
Players may be able to use Perform or Courtesy for their marshaling check to appeal to peers or superiors to create an army, rather than commanding their subordinates, at GM discretion.
Players may be able to use Perform or Courtesy for their marshaling check to appeal to peers or superiors to create an army, rather than commanding their subordinates, at GM discretion.
Opportunity Uses |
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* + |
Reduce the TN of your first army maintenance check by 1 per * spent this way. |
* |
The army assembles at a place of your choosing (that a large number of soldiers could plausibly reach) in up to one month in the future rather than assembling immediately at your current location. |
* * |
Increase the army's strength and discipline by 3. |
Opportunity Uses |
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* |
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. |
Marshaling 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.