Difference between revisions of "Self-Destructive Actions"

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=== Self-Destructive Actions ====
 
  
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These are things that a domain is subjected to, rather than actively performs…usually. For whatever reason, a Ruler might intentionally subject their nation to these events. If so, they get a -2 difficulty modifier.
 
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=== Military Oversight ===
 
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'''Cost:''' - '''Mins:''' Culture 1, Performance 1 '''Dif:''' Military+Valor
 
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'''Keywords:''' Internal '''Activation:''' Year
 
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'''Limit Consequences:''' If successfully performed, roll Valor vs. Temperance; if Valor succeeds, the Domain gains limit equal to the net successes.
 
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The society examines the necessity of its Military structures, arguing for a reduction.
 
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The domain rolls (Culture+Performance) against the domains (Military+Valor). If it succeeds, the domain loses 1 point of Military. See Lost Attribute Points, under [[VTMOHBonusPoints]].
 
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=== Military Appropriation ===
 
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'''Cost:''' - '''Mins:''' Military 1, Bureaucracy 1 '''Dif:''' Government+Temperance
 
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'''Keywords:''' Internal '''Activation:''' Year
 
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'''Limit Consequences:''' If successfully performed, roll Temperance vs. Valor; if Temperance succeeds, the Domain gains limit equal to the net successes.
 
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The military structures of the domain begin to Overshadow the government, taking its authority from it and appropriating its resources for itself.
 
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The domain rolls (Military+Bureaucracy) against the domains (Government+Temperance). If it succeeds, the domain loses 1 point of Government. See Lost Attribute Points, under [[VTMOHBonusPoints]].
 
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=== Cultural Stagnation ===
 
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'''Cost:''' - '''Mins:''' Government 1, Integrity 1 '''Dif:''' Culture+Compassion
 
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'''Keywords:''' Internal '''Activation:''' Year
 
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'''Limit Consequences:''' If successfully performed, roll Compassion vs. Conviction; if Compassion succeeds, the Domain gains limit equal to the net successes.
 
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A stifling overarching government presence leads to the stagnation of its Culture and a dwindling level of influence.
 
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The domain rolls (Government+Integrity) against the domains (Culture+Compassion). If it succeeds, the domain loses 1 point of Compassion. See Lost Attribute Points, under [[VTMOHBonusPoints]].
 
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=== Overburdened Military ===
 
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'''Cost:''' - '''Mins:''' Military 2, War 2 '''Dif:''' Government+Bureaucracy
 
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'''Keywords:''' Internal '''Activation:''' Year
 
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'''Limit Consequences:''' If successfully performed, roll Valor vs. Temperance; if Valor succeeds, the Domain gains limit equal to the net successes.
 
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A lack of structural support leads to the Military of the land becoming fragmented, unsupported, and ineffective.
 
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The domain rolls (Military+War) against the domains (Government+Bureaucracy). If it succeeds, the domain loses 1 point of Military. See Lost Attribute Points, under [[VTMOHBonusPoints]].
 
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=== Bureaucratic Nightmare ===
 
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'''Cost:''' - '''Mins:''' Government 2, Bureaucracy 2 '''Dif:''' Culture+Awareness
 
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'''Keywords:''' Internal '''Activation:''' Year
 
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'''Limit Consequences:''' If successfully performed, roll Compassion vs. Temperance; if Compassion succeeds, the Domain gains limit equal to the net successes.
 
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The Government of the land becomes overwhelmed in reams of paperwork, becoming irrelevant and needlessly legalistic.
 
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The domain rolls (Government+Bureaucracy) against the domains (Culture+awareness). If it succeeds, the domain loses 1 point of Government. See Lost Attribute Points, under [[VTMOHBonusPoints]].
 
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=== Undefended Culture ===
 
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'''Cost:''' - '''Mins:''' Culture 2, Awareness 2 '''Dif:''' Military+Integrity
 
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'''Keywords:''' Internal '''Activation:''' Year
 
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'''Limit Consequences:''' If successfully performed, roll Compassion vs. Conviction; if Compassion succeeds, the Domain gains limit equal to the net successes.
 
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Without adequate protection, foreign influence, banditry, and decadence lead to the degradation of a culture.
 
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The domain rolls (Culture+Awareness) against the domains (Military+Integrity). If it succeeds, the domain loses 1 point of Culture. See Lost Attribute Points, under [[VTMOHBonusPoints]].
 
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=== Corruption ===
 
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'''Cost:''' - '''Mins:''' Bureaucracy 2 '''Dif:''' Government+Integrity
 
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'''Keywords:''' Internal '''Activation:''' Season
 
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'''Limit Consequences:''' If successfully performed, roll Temperance vs. Conviction; if Temperance succeeds, the Domain gains limit equal to the net successes.
 
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Mismanagement and corruption eat away at the resource of a domain.
 
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The domain rolls (Magnitude+Bureaucracy) against the domains (Government+Integrity). If it succeeds, the domain loses 1 bonus point for each net success. See Lost Bonus Points, under [[VTMOHBonusPoints]].
 
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=== Banditry ===
 
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'''Cost:''' - '''Mins:''' Crafts 2 '''Dif:''' Military+Investigation
 
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'''Keywords:''' Internal '''Activation:''' Season
 
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'''Limit Consequences:''' If successfully performed, roll Valor vs. Conviction; if Valor succeeds, the Domain gains limit equal to the net successes.
 
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Bandits, pirates, and other human parasites are drawn to the glittering wealth of your Civilisation.
 
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The domain rolls (Magnitude+Crafts) against the domains (Military+Investigation). If it succeeds, the domain loses 1 bonus point for each net success. See Lost Bonus Points, under [[VTMOHBonusPoints]].
 
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=== Despair ===
 
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'''Cost:''' - '''Mins:''' Awareness 2 '''Dif:''' Culture+Performance
 
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'''Keywords:''' Internal '''Activation:''' Season
 
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'''Limit Consequences:''' If successfully performed, roll Compassion vs. Temperance; if Compassion succeeds, the Domain gains limit equal to the net successes.
 
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Foreign Influence and a sense of internal disconnection lead to fragmentation of national identity and a loss of cohesion.
 
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The domain rolls (Magnitude+Awareness) against the domains (Culture+Performance). If it succeeds, the domain loses 1 bonus point for each net success. See Lost Bonus Points, under [[VTMOHBonusPoints]].
 

Latest revision as of 01:31, 30 December 2006