VTMOHDiplomaticConditions

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Diplomatic Conditions

These describe the current conditions between a dominion and its neighbours.

At War: Domains at war are currently engaged in hostilities. Many actions cannot be performed during this condition, although it is a prerequisite for some Conquest conditions.

At Peace: The default condition for any dominion. Any domain not at war is considered at Peace.

Non-Aggression Pact: A non-aggression pact is a standing and stated agreement between two nations not to engage in hostilities. If this agreement is broken, the domain will possess a +1 difficulty to negotiate any pacts with anyone for the next Decade. These penalties are cumulative – a nation that continuously breaks pacts with neighbours will soon find it impossible to find allies anywhere. In addition, roll Temperance vs Valor; if Temperance succeeds, you gain 1 point of limit per net success.

Trade Pact: A trade pact is an agreement between two nations to engage in trading activities for mutual benefit. It is rated in terms of Bonus Points. These are added to the Permanent Bonus Points of a Dominion. The maximum Value of Trade pacts a nation can possess is equal to its Magnitude+Crafts. The maximum level of a single trade pact is equal to the smallest Magnitude+Craft score of the two Dominions. Should the pact ever be ended for any reason, these points must be subtracted from the permanent bonus pool. If broken without being formally ended, roll Temperance vs. Conviction; if Temperance succeeds, add 1 limit per net success.

Tributary: In this situation, a Dominion funnels its wealth towards another, usually as a means of guaranteeing its safety from a larger, more aggressive nation. A nation can offer tribute as part of any diplomatic negotiation, which subtracts a number from the difficulty equal to the tribute offered.

The value of a tributary pact is rated by permanent bonus points. These points are subtracted from the Tributary Dominion and added to the Receiving nation. A tributary nation can withhold tribute temporarily; this adds one dice per point of tribute withheld to any action by the Receiving State to declare war or to Disengage on their next turn. These withheld points are subtracted from the Receiving Nation’s Temporary Bonus Points, although if these are unavailable they are withdraw from the permanent bonus points. However, it adds 1 temporary bonus point to the Tributary nation’s pool per point of tribute withheld.

If a Tributary nation breaks its Tribute pact, it immediately gives the Receiving nation a negative difficulty on any attempts to Declare War or Disengage equal to the Value of the treaty, which lasts for one Year. In addition, it must immediately roll Temperance vs. Valor; if Temperance is successful, it the Dominion garners 1 limit per net success. Doing this immediately subtracts Permanent bonus points from the receiving nation equal to the value of the tribute pact and gives it to the Tributary nation. Every turn, a Tributary nation must roll Valor vs. Temperance; if Valor succeeds, then the Dominion gains 1 point of limit per extra success.

Backing: This is a situation where a regime is supported by a larger, more powerful government. Only nations with a greater Magnitude may back another. The nation being backed gains a number of Attribute points equal to the difference in magnitude, though these can only be added to attributes lower than the backing nation. In addition, nations often have a rating in backing – this refers to the number of bonus points the Backing dominion is contributing to the Backed dominion. These are added to the Backed Dominion’s Permanent bonus points, and subtracted from the Backing Dominion’s Permanent Bonus Points. A backing dominion treats any actions taken against a backed dominion as Internal.

A backed dominion must roll the value of its Valor vs. the Value of its Backing every turn; if Valor succeeds, it gains limit equal to the net successes. If the backing is ever ended, a value equal to amount of the backing is subtracted from the backed nation’s permanent bonus point pool and added to the backing nation’s permanent bonus point pool.

Ally: A dominion can be the ally of another, promising the assist it in times of need against foes and enemies. Allies gain the following benefits:

- Allies find it easier to perform actions on one another, reducing all difficulties by 1.

- Both allies are automatically considered to have a non-aggression pact in effect for the duration of the alliance.

- An allied dominion subtracts 1 point from any limit gains due to backing in the course of a turn.

However, if your ally is attacked or attacks another, you must either make a Sever Ties action (disengage is not possible) on your next turn or you will be At War with the other dominion automatically.

Breaking an alliance automatically breaks any other treaties and pacts, giving you 1 limit per pact broken. In addition, you must roll Valor+Compassion vs. Conviction; if Valor+Compassion is successful, you gain 1 limit per net success. In addition, you get a +2 difficulty modifier on any Diplomatic actions for the next decade, which is cumulative.