VTMOHConstructiveActions

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Military Build-up

Cost: - Mins: Military 1, War 1 Dif: Compassion+(any reduced traits)

Keywords: Internal Activation: Season

Limit Consequences: Roll Temperance vs. Valor; if the Temperance roll succeeds gain Limit equal to the difference.

The dominion seeks to expand its troop capacity, improve military equipment, build fixed defenses or otherwise improve its Military Attribute.

Roll (Valor+War) against your dominion’s Compassion+(any traits being reduced). Each success allows you to spend bonus points to increase your Military rating by one. You cannot more than double your Military rating.

Governmental Restructuring

Cost: - Mins: Government 1, Bureaucracy 1 Dif: Temperance+(any reduced traits)

Keywords: Internal Activation: Season

Limit Consequences: Roll Compassion vs. Conviction; if the Compassion roll succeeds gain limit equal to the difference.

The dominion restructures its bureaucracies, changes its systems of representation or its legal codes in order to increase its Government Attribute.

Roll (Conviction+Bureaucracy) against your dominion’s Temperance+(any traits being reduced). Each success allows you to spend bonus points to increase your Government rating by one. You cannot more than double your Government rating.

Cultural renaissance

Cost: - Mins: Culture 1, Awareness 1 Dif: Conviction+(any reduced traits)

Keywords: Internal Activation: Season

Limit Consequences: Roll Temperance vs. Compassion; if the Temperance roll succeeds gain limit equal to the difference.

The dominion encourages debate and the growth of the arts and literature, all with an eye towards strengthening its Culture Attribute.

Roll (Compassion+Awareness) against your dominion’s Conviction+(any traits being reduced). Each success allows you to spend bonus points to increase your Government rating by one. You cannot more than double your Government rating.

Expansion

Cost: (Magnitude)wp Mins: Government 1, Conviction Dif: (current magnitude)

Keywords: Internal Activation: Year

Limit Consequences: Roll Temperance vs. Valor; if the Temperance roll succeeds gain limit equal to the net successes.

The domain grows in size, eclipsing that which it was and paving the way for that which it will become.

Roll Conviction+Government vs the Current Magnitude; if successful, the domain increases by 1 magnitude. See Expansion, above.

Recovery

Cost: 1 wp Mins: Government 1, Crafts 1 Dif: Magnitude

Keywords: Internal Activation: Season

Limit Consequences: None

The domain puts its resources towards repairing damage done through political unrest, war, or disaster, thus restoring its permanent bonus points.

The domain rolls (Government+Crafts) against the magnitude of the domain. Each net success restores 1 extra bonus point, to a maximum of (the domains magnitude x5)+(the value of any ongoing pacts and trade agreements)-(the value of any tribute pacts or backing being provided).

Industry Drive

Cost: 1 wp Mins: Government 1, Crafts 1 Dif: (Value of any trade pacts the Dominion possesses)

Keywords: Internal Activation: Instant

Limit Consequences: None

A fervent industry drive spurred by the Dominion produces a surplus of goods and materials ready for the country to use.

Roll Government+Crafts vs. (the combined value of trade pacts the Dominion possesses); each success produces 1 temporary bonus point.

Taxation Drive

Cost: - Mins: Government 1, Bureaucracy 2 Dif: Culture+Valor Keywords: Internal Activation: Season Limit Consequences: Roll the domains Compassion vs. Conviction; if Compassion succeeds, the domain gains limit equal to number of net successes.

The ruler’s taxation agents hit the field, taxing the nation and drawing resources into its coffers.

The domain rolls (Government+Bureaucracy) against the domains (Culture+Valor). Each net success adds 1 temporary bonus point to the Domain.

Police action

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

Keywords: Internal Activation: Season

Limit Consequences: Roll the domains Valor vs. Temperance; if Valor succeeds, the domain gains limit equal to number of net successes.

Military forces keep the peace, silencing unrest.

The domain rolls (Military+Integrity) against the domains (Culture+Valor). Each net success subtracts 1 point of limit from the domain. Note that this action might well prove counter-productive.

Bread…

Cost: (Domain’s magnitude divided by 3) bonus points Mins: Government 1, Compassion 2 Dif: Temperance+Bureaucracy

Keywords: Internal Activation: Season

Limit Consequences: None.

The ruler of the domain sponsors food programs, institutes welfare policies, and otherwise directs the spending of the nation to reduce unrest.

The domain rolls (Government+Compassion) against the domains (Temperance+Bureaucracy). Each net success subtracts 1 limit from the domain.

…and Circuses

Cost: 1 wp Mins: Culture 1, Performance 2 Dif: Temperance+Awareness

Keywords: Internal Activation: Season

Limit Consequences: None

The Ruler institutes entertainments and distractions, which divert the attention of the populace from more pressing matters…

The domain rolls (Culture+Performance) against the domains (Temperance+Awareness). Each net success subtracts 1 from limit.

Treasury Controls

Cost: 1 wp Mins: Government 1, Temperance 2 Dif: Culture+(any trait that might be reduced).

Keywords: Internal Activation: Season

Limit Consequences: Roll Compassion vs. Temperance; if Compassion succeeds, gain 1 limit per net success

The Ruler institutes tight fiscal control, preventing treasuries from being drained and storing wealth for hard times ahead…

The domain rolls (Government+Temperance) against the domains Culture+(any trait that might be reduced). Each extra success reduces the drain on unspent bonus points by 1. Spent Bonus Points can still be drained (meaning that if this action is successfully performed, one trait will automatically be reduced).

Exhorting to the masses

Cost: - Mins: Culture 1, Performance 2 Dif: Temperance+Awareness

Keywords: Internal Activation: Season

Limit Consequences: Roll the domains Temperance vs. Conviction; if Temperance succeeds, the domain gains limit equal to number of net successes.

The Ruler goes before the people, speaking of their greatness and the trials they will overcome together, urging his people on to face their great destiny… The domain rolls (Culture+Performance) against the domains (Temperance+Awareness). Each net success adds 1 to current Willpower, up to its maximum.

Victory Parade

Cost: 1 wp Mins: Valor 1, Performance 2 Dif: Culture+Temperance

Keywords: Internal Activation: Season

Limit Consequences: None

The Domain celebrates its might before the people, demonstrating its success in arms to quell the fears of the masses.

The domain rolls (Valor+Performance) against the domains (Culture+Temperance). Each net success subtracts 1 from limit. This action can only be performed in a Domain turn following a successful Conquest action.

Exploration

Cost: 2 wp Mins: Valor 1, Awareness 2 Dif: Temperance+Magnitude

Keywords: Internal Activation: Magnitude 0-1 Season, 2-3 Year, 4-5 Decade, 6+ Impossible Limit Consequences: Roll the domains Temperance vs. Conviction; if Temperance succeeds, the domain gains limit equal to number of net successes.

The Domain expands its borders, settling pilgrims and clearing land.

The domain rolls (Valor+Awareness) against the domains (Temperance+Magnitude). If it succeeds, it gains 1 Permanent Bonus point.

Industrial Development

Cost: 2 wp Mins: Government 1, Crafts 2 Dif: Valor+Magnitude

Keywords: Internal Activation: Magnitude 0-1 Season, 2-3 Year, 4-5 Decade, 6+ Impossible

Limit Consequences: Roll the domains Valor vs. Temperance; if Valor succeeds, the domain gains limit equal to number of net successes.

The domain develops its industries and internal trade.

The domain rolls (Government+Crafts) against the domains (Valor+Magnitude). If it succeeds, it gains 1 Permanent Bonus point.