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. |
* |
In addition to the army, you are given the use of a fortification near your lands for the war effort. This fortification counts as an outpost (reduce attrition suffered by 2, difficulty value 6) |
* * |
Increase the army's discipline by 6 |
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) |
* |
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. |
Marshaling 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.