VTMOHDiplomaticActions

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Diplomatic Actions

These actions the methods by which relationships are formed between nations, be they defensive, alliances or even the case for war.

Disengagement

Cost: 2 wp Mins: Government 2, Presence 3 Dif: Culture+Presence

Keywords: External Activation: Season

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

Sometimes, a relationship goes sour, the shadows draw long, and the winter of love begins between two nations. It is best to cut these ties so they do not begin to fester.

With this action you may formally end treaties between your Dominion and another. Roll (Government+Presence) against the Target dominions (Culture+Presence) For each success you may end one treaty without the penalties. If you fail, you must attempt to break the condition with a Severing Ties action.

Severing Ties

Cost: 1 wp Mins: Government 2, Integrity 1 Dif: Culture+Conviction

Keywords: Internal Activation: Season

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

Sometimes, one cannot honour the commitments made. Instead, a Ruler must cut her allies adrift, to prevent being embroiled in something more difficult and uncertain.

With this action you may immediately end treaties between your Dominion and another, though you suffer consequences for you decision. Roll (Government+Integrity) against your own dominions (Culture+Conviction). If you succeed you break any number of treaties against a number of Dominions equal to your net successes. However, you suffer the penalties described by the binding condition.

Declare War

Cost: 2 wp Mins: Government 2, War 2 Dif: Culture+Temperance

Keywords: Internal, At Peace Activation: Instant

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

Words fail. Tempers fray. Rulers exhort against the unreightousness of their foes. Finally, the Dogs of War are loosed.

Roll the dominions (Government+War) vs. its (Culture+Temperance), if successful, you may immediately declare War against a number of Dominions equal to the successes. This puts the dominion in the “At War” category. See VTMOHDiplomaticConditions

All treaties, trade pacts and alliances are immediately cancelled. This imposes 1 point of limit per cancelled pact on your dominion.

Negotiate Surrender

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

Keywords: External, At War Activation: Season

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

Wars destroy societies, and surrender can seem like a lesser burden. A society can offer itself on a platter in the hopes wars will end.

Roll the Dominion’s Government+Presence vs. the Target Dominion’s Military+Conviction. You may offer Tribute as a condition of peace – this reduces the opposing dominion’s successes by 1 per point of Tribute offered (see VTMOHDiplomaticConditions). Compare the successes against the following chart:

0 successes – Breakdown in Negotiations

No peace is achieved. You may attempt again later.

1-2 successes – Unconditional Surrender

You surrender unconditionally. Your society undergoes Limit break regardless of current limit, and the opposing Player may select all your actions for that turn, in addition to your events. In addition, they gain a free activation of the Raid action, as if it was an Internal Action.

3-4 successes – Conditional Surrender

The honour (and control) of your nation is somewhat preserved. The opposing side may designate 1 of your actions in the next domain turn. In addition, they gain a free activation of the Raid action, although it is still considered an external action.

5+ successes – Ceasefire

Both nations agree to cease the conflict, and are now considered at Peace.

A Dominion successfully affected by this action must roll its Conviction vs its Compassion; if Conviction succeeds, it gains 1 limit per net success.

Non-aggression Pact

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

Keywords: External, At Peace, Binding Activation: Instant Limit Consequences: None

Two worthy foes eye each other cautiously, but understand it is in neither of their interest to engage in open hostility…yet.

Roll the dominions (Government+Presence) vs. the Target Dominion’s (Military+Valor). If successful you may immediately enact a non-aggression pact with the target dominion. See VTMOHDiplomaticConditions for details.

Trade Pact

Cost: 2 wp Mins: Government 2, Awareness 2 Dif: The value of any Trade pacts

Keywords: External, At Peace, Binding Activation: Instant Limit Consequences: None

Nations joined with nations in the lifeblood of trade grow greater than the combined sum of their parts.

Roll the dominions (Government+Awareness) vs. the combined value of the Target dominion’s trade pacts. If successful, you form a Trade Pact (see VTMOHDiplomaticConditions) with a value equal to the number of net successes, with a maximum equal to the smallest Magnitude+Crafts score of either dominion.

Alliance

Cost: 1 wp (co) Mins: Government 4, Awareness 3 Dif: Culture+Valor

Keywords: External, Binding, At Peace Activation: Year

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

Many hands joined can make strength where there was weakness.

Roll the dominions (Government+Awareness) vs. the Target dominion’s Culture+Valor. If successful, you form an alliance with the Target Dominion. See VTMOHDiplomaticConditions.

Backing

Cost: 1 wp (co) Mins: Presence 4, Compassion 2 Dif: Government+Valor

Keywords: External, Binding, At Peace Activation: Year

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

Weak states, when willing to swallow their pride and accept limits on their independence, have much to gain – at the expense of their pride. This action can only be performed on a Dominion smaller than your own.

Roll the dominions (Compassion+Presence) vs. the Target dominion’s Culture+Valor. If successful, you form an alliance with the Target Dominion with a maximum value equal to the number of net successes. See VTMOHDiplomaticConditions.

Independence

Cost: 3 wp Mins: Culture 3, Performance 3 Dif: Military+(the Value of the Backing)

Keywords: External, Binding, At Peace Activation: Year

Limit Consequences: Roll Temperance vs. Valor; if Temperance wins, add 1 limit per net success.

There comes a time for a nation to throw off the shackles of patronage and stand on its own two feet.

Roll the dominions (Culture+Performance) vs. the Backing dominion’s Military+the Value of the Backing. If successful, you immediately end the backing, although this has consequences - see VTMOHDiplomaticConditions.

Demand Tribute

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

Keywords: External, Binding, At Peace Activation: Year

Limit Consequences: Roll Compassion vs. Conviction; if Conviction wins, add 1 limit per net success.

A nation can look at its inferiors and demand obeisance.

Roll your dominions (Military+Presence) vs. the Target Dominion’s (Military+Valor). If the roll is successful, you force a dominion into a Tributary relationship, with a value of 1 + 1 for every 6 extra successes. See VTMOHDiplomaticConditions for details on Tributary Relationsips.