VTMOHStructuralAndEconomicActions

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Structural and Economic Actions

These actions cover actions taken by Governments against each other, using bureaucratic and economic interference.

Destabilisation Campaign

Cost: 3 wp Mins: Government 2, Stealth 3 Dif: Government+Integrity

Keywords: External Activation: Season

Limit Consequences: None

Using spies, bandits, and insurgents, you play havoc with the civic infrastructure of an opposing dominion, driving it towards Chaos.

The domain rolls (Government+Stealth) against the Target domains (Government+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 spies and saboteurs 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.

Trade

Cost: - Mins: Government 2, Crafts 3 Dif: (the combined Value of any trade pacts the dominion has)

Keywords: At Peace, External Activation: Season

Limit Consequence: None

The dominion conducts mutually beneficial trade with a neighbouring dominion. The acting dominion rolls Government+Crafts against the combined value of trade pacts the target dominion currently has. Every success garners each party 1 Temporary bonus point, to a maximum equal to the smallest Crafts+Magnitude score of each dominion. If the roll is failed, the enacting dominion loses 1 bonus point per net success by the target dominion.

Economic Rapine

Cost: 1 wp Mins: Government 2, Bureaucracy 3 Dif: Government+Temperance

Keywords: At Peace, External Activation: Season

Limit Consequences: If successfully performed, roll Compassion vs. Conviction; if Compassion 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.

Using unethical business practice, economic strangulation or levers of corruption, you attempt to extract resources from another nation.

The domain rolls (Government+Bureaucracy) against the domains (Government+Temperance). The domain with the higher number of successes wins the confrontation, causing the loser to lose 1 point of bonus points per net success, to a maximum equal to the Crafts score of the target Dominion.

Use of this action gives the target domain a -1 difficulty on any attempt to declare war or cancel a treaty with you.

Infiltration

Cost: 1 wp (co) Mins: Government 2, Stealth 3 Dif: Government+Integrity

Keywords: External Activation: Season

Limit Consequences: None

You attempt to place Spies into the structure of an opposing Government, giving you insight into its workings and allowing you to disrupt it.

The domain rolls (Government+Stealth) against the Target domains (Government+Integrity). Success means you gain 1 point of Spies in their Dominion. See Spies, above. Failure gives the opposing dominion a -1 difficulty on any attempt to declare war or cancel a treaty with you next turn.

Inquisition

Cost: 2 wp Mins: Government 2, Investigation 3 Dif: Government+Stealth

Keywords: Internal Activation: Season

Limit Consequences: Roll the domain’s Compassion vs. its Conviction; if Compassion succeeds you gain 1 point of limit per net success.

You seek out the snake lurking within your bosom, looking for the presence of spies lurking in your domain.

The dominion rolls (Government+Investigation) against the Target domains (Government+Stealth). Success means you remove 1 point of Spies from your dominion, plus another 1 point per 3 additional successes. Failure gives the opposing dominion a -1 difficulty on any attempt to declare war or cancel a treaty with you next turn.