VTMOHConquestActions

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Conquest Actions

These actions govern direct Military Conflict with another dominion.

Military Conflict

Cost: 1 wp Mins: Military 2, War 2 Dif: Military+Valor

Keywords: At War, External Activation: Season

Limit Consequences: If Unsuccessful, roll Valor vs. Conviction; if Valor succeeds, gain Limit equal to the net successes.

The dominion engages directly in a Military confrontation against the forces of another dominion. This might be fighting with legions, a guerrilla campaign, or naval confrontation.

The domain rolls (Military+War) against the domains (Military+Valor). The domain with the higher number of successes wins the confrontation, causing the loser to lose 1 point of Military, plus 1 more point for every 3 additional successes.

Surprise attack

Cost: 1 wp Mins: Military 2, Stealth 2 Dif: Military+Awareness

Keywords: At Peace, External Activation: Season

Limit Consequences: Roll Valor vs Conviction; If Valor succeeds, gain 1 limit per success. Also see below.

The domain launches a surprise attack on an unsuspecting dominion.

The domain rolls (Military+Stealth) against the domains (Military+Awareness). The domain with the higher number of successes wins the confrontation, causing the loser to lose 1 point of Military, plus 1 more point for every 3 additional successes.

Note that this breaks any and all treaties between you and the attacked party, garnering you 2 points of limit per broken treaty and putting you in the “At War” diplomatic condition.

Raid

Cost: 1 wp Mins: Military 2, War 3 Dif: Military+Conviction

Keywords: At War, 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.

One dominion launches a raid on another, with an eye to stealing its resources rather than a direct military confrontation

The domain rolls (Military+War) against the domains (Military+Conviction). The domain with the higher number of successes wins the confrontation, causing the loser to lose 1 point of bonus points per net success.

Sorcerous assault

Cost: 3 wp Mins: Military 2, Occult 3 Dif: Military+Occult

Keywords: External, At War Activation: Season

Limit Consequences: None

A sorcerous storm sweeps your enemies, spirits plaguing their men and curses hampering their efforts.

Roll (Military+Occult) vs. the Target dominion’s (Military+Occult). If successful, reduce the Target dominion’s Military by 1 per success; if the Target dominion is successful, it reduces your Military by 1 per success.

Sabre rattling

Cost: 1 wp Mins: Military 2, Presence 3 Dif: Government+Valor

Keywords: Not Ally, External, At Peace 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.

Through threats, intimidation, and demonstrations of Might, one dominion coerces another.

The domain rolls (Military+Presence) against the Target domains (Government+Valor). If the Dominion is successful, it extracts 1 bonus point from the Target dominion, plus an additional 1 per three successes.

Conquest

Cost: (magnitude) wp (co) Mins: Military 2, Presence 3 Dif: Military+Valor

Keywords: External, At War Activation: Decade

Limit Consequences: Roll Compassion vs. Conviction; if Compassion 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.

Eventually, the most dogged of defenders fall, and a nation bends beneath the booth heel of its oppressors.

A Dominion must possess a greater Magnitude than the nation it opposes in order to use this action. The dominion rolls (Military+Presence) against the Target domains (Military+Valor). 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.