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 raise 100 koku per * spent this way. You must forfeit 10 honor to spend this money on anything but equipment upgrades, mercenary forces, or expenses that the GM deems to benefit the army or the cause. |
* * |
The army gains one of the following equipment upgrades: Baggage Train, Battlefield Medical Supplies |
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) |
* |
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. |
Marshaling 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.