Difference between revisions of "VTMOHPropagandaActions"
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=== Propaganda Actions === | === Propaganda Actions === | ||
These actions involve the transference of ideas, the spread of ideologies, and the demonstration of superiority to other Dominions. | These actions involve the transference of ideas, the spread of ideologies, and the demonstration of superiority to other Dominions. |
Revision as of 09:06, 3 April 2010
back to VaticanTmandateOfHeavenRewrite
Propaganda Actions
These actions involve the transference of ideas, the spread of ideologies, and the demonstration of superiority to other Dominions.
Evangelical Campaign
Cost: 2 wp Mins: Culture 2, Presence 3 Dif: Culture+Conviction
Keywords: External Activation: Season
Limit Consequences: If successfully performed, roll Temperance vs. Conviction; if Temperance succeeds, the Domain gains limit equal to the net successes. If Unsuccessful, roll Conviction vs. Temperance; if Conviction succeeds, gain Limit equal to the net successes.
A war of ideas is waged, with missionaries being sent into the dominion to bring its ideas and values into the opposing dominion.
The domain rolls (Culture+Presence) against the domains (Culture+Conviction). If the target dominion loses, it loses 1 point of Culture, plus 1 additional point of Culture for every three extra successes.
If the Dominions are at peace, there is no penalty for failure, although the opposing dominion gains -1 difficulty modifiers on any attempt to declare war or cancel a treaty with you next turn. If the dominions are at War, the Dominion loses 1 bonus point for every net success scored by the target dominion, as its emissaries and revolutionaries are killed or imprisoned.
Agitation
Cost: 2 wp Mins: Culture 2, Presence 3 Dif: Culture+Integrity
Keywords: External Activation: Season
Limit Consequences: Roll Temperence vs Conviction; If Temperance succeeds, gain 1 limit per success.
Agitators and demogogues flood the Target dominion, demanding an end to its reign and destabilising the kingdom.
The domain rolls (Culture+Presence) against the Target domains (Culture+Integrity). If successful, the Target domain gains limit equal to the net successes. If unsuccessful, the domain loses bonus points equal to the Target’s net successes, as agitators are rounded up, imprisoned, trade ties are weakened, and tariffs are increased.
Attempting this action against a dominion gives the opposing dominion a -1 difficulty on any attempt to declare war or cancel a treaty with you.
Coup
Cost: (magnitude) wp (co) Mins: Culture 4, Presence 3 Dif: Conviction+Integrity
Keywords: External, At Peace Activation: Decade
Limit Consequences: Roll Temperance vs. Compassion; if Temperance is successful, add limit equal to the net successes. In addition, if the action is successful, add limit equal to the magnitude of the domain conquered.
A nation can be so persuasive, its lifestyle so superior, so inherently right, that it brings other nations in without raising a sword.
A Dominion must possess a greater Magnitude than the nation it opposes in order to use this action. The dominion rolls (Culture+Presence) against the Target domains (Conviction+Integrity). If successful, it subtracts 1 point of Willpower from the target dominion. If this reduces the dominion to 0, it immediately becomes part of the larger Dominion, adding Permanent Bonus Points equal to its magnitude squared.
Note that because this action must be performed while At Peace, if war occurs between you nations it will immediately be cancelled. This action requires peaceful dialogue, and without it will falter, so using it may prompt insecure but militaristic Dominions into attacking. Be cautious.