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. |
* |
For the first mass battle in which the army participates, reduce the TN of each of its leader's first Assault actions by 1 (to a minimum of 1 |
* * |
Increase the army's strength by 5 |
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) |
* |
Inflame another character in the scene with your presence, causing them to receive 2 strife. |
* + |
Perform the task in a flashy way, drawing attention to yourself. Extra * attracts even more notice. |
* * |
Notice something missing or out of place in the vicinity that is not directly related to the task. At the GM’s discretion, you may establish an absence, such as a lack of shoes outside indicating the occupant’s absence. |
Marshaling Technique Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
*+ You spur your comrades on with pleasing encouragement or biting criticism. One other character in the scene per * you spend this way reduces their next TN to resist physical hardship or the influence of the Shadowlands by 1.
Against Tainted Threats
*+ The righteous fury you display can cow even the most terrible of Tainted fiends. Each Tainted being in the scene gains 1 strife, plus 1 additional strife for every ** spent. If you are unaware if another character is Tainted, the GM should record this strife secretly.
While Tainted
** The furious power of Jigoku flows through you, granting you unnatural might. Add 1 kept Ring Dice showing a Strife result to the next Martial Arts check you make. This effect persists until the start of their next turn.
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.
* * A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).
* + As you incite your allies to great fervor, any number of them may remove 1 strife for each * you spend. For each character affected, you receive 1 strife as you let your passion overtake you.
* * A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).
* + As you incite your allies to great fervor, any number of them may remove 1 strife for each * you spend. For each character affected, you receive 1 strife as you let your passion overtake you.