Self-Destructive Actions

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Self-Destructive Actions =

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.

Military Oversight

Cost: - Mins: Culture 1, Performance 1 Dif: Military+Valor

Keywords: Internal Activation: Year

Limit Consequences: If successfully performed, roll Valor vs. Temperance; if Valor succeeds, the Domain gains limit equal to the net successes.

The society examines the necessity of its Military structures, arguing for a reduction.

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.

Military Appropriation

Cost: - Mins: Military 1, Bureaucracy 1 Dif: Government+Temperance

Keywords: Internal Activation: Year

Limit Consequences: If successfully performed, roll Temperance vs. Valor; if Temperance succeeds, the Domain gains limit equal to the net successes.

The military structures of the domain begin to Overshadow the government, taking its authority from it and appropriating its resources for itself.

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.

Cultural Stagnation

Cost: - Mins: Government 1, Integrity 1 Dif: Culture+Compassion

Keywords: Internal Activation: Year

Limit Consequences: If successfully performed, roll Compassion vs. Conviction; if Compassion succeeds, the Domain gains limit equal to the net successes.

A stifling overarching government presence leads to the stagnation of its Culture and a dwindling level of influence.

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.

Overburdened Military

Cost: - Mins: Military 2, War 2 Dif: Government+Bureaucracy

Keywords: Internal Activation: Year

Limit Consequences: If successfully performed, roll Valor vs. Temperance; if Valor succeeds, the Domain gains limit equal to the net successes.

A lack of structural support leads to the Military of the land becoming fragmented, unsupported, and ineffective.

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.


Bureaucratic Nightmare

Cost: - Mins: Government 2, Bureaucracy 2 Dif: Culture+Awareness

Keywords: Internal Activation: Year

Limit Consequences: If successfully performed, roll Compassion vs. Temperance; if Compassion succeeds, the Domain gains limit equal to the net successes.

The Government of the land becomes overwhelmed in reams of paperwork, becoming irrelevant and needlessly legalistic.

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.

Undefended Culture

Cost: - Mins: Culture 2, Awareness 2 Dif: Military+Integrity

Keywords: Internal Activation: Year

Limit Consequences: If successfully performed, roll Compassion vs. Conviction; if Compassion succeeds, the Domain gains limit equal to the net successes.

Without adequate protection, foreign influence, banditry, and decadence lead to the degradation of a culture.

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.

Corruption

Cost: - Mins: Bureaucracy 2 Dif: Government+Integrity

Keywords: Internal Activation: Season

Limit Consequences: If successfully performed, roll Temperance vs. Conviction; if Temperance succeeds, the Domain gains limit equal to the net successes.

Mismanagement and corruption eat away at the resource of a domain.

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.

Banditry

Cost: - Mins: Crafts 2 Dif: Military+Investigation

Keywords: Internal Activation: Season

Limit Consequences: If successfully performed, roll Valor vs. Conviction; if Valor succeeds, the Domain gains limit equal to the net successes.

Bandits, pirates, and other human parasites are drawn to the glittering wealth of your Civilisation.

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.

Despair

Cost: - Mins: Awareness 2 Dif: Culture+Performance

Keywords: Internal Activation: Season

Limit Consequences: If successfully performed, roll Compassion vs. Temperance; if Compassion succeeds, the Domain gains limit equal to the net successes.

Foreign Influence and a sense of internal disconnection lead to fragmentation of national identity and a loss of cohesion.

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.