QUICK RULES COLLECTION
Note: All the information posted here is the one we are using. If it isn’t written here, forget about it, it’s not correct.
I: ACTIONS
Domain initiative: (1d20 + Bloodline modifier). The regent with the highest score goes first. The character with the next highest initiative gets to go next, and so on through the initiative order.
Action costs
In order to take an action, you must pay the cost for doing so –in many cases, a minimum of 1 GB to start the action off. For certain actions, you must also possess a certain type of holding or asset. If you do not fulfill these requirements, you may not perform the action.
1d20 +:
Holding modifiers: +1 per level of allied holdings of the selected type in province, -1 per level of opposed holdings of the selected type. (You select which Holding is performing the action.) When you take a domain action in a province, you must use one of
your holdings in the province to execute the action. You gain a bonus to the action check equal to the level of this active holding. Support from holding level is highly visible, all regents (and residents) of the area will be aware of the regent's support, opposition, or apathy regarding the action.
Skill modifier: (Full domain actions only) +1 for every 5 ranks that the regent has in the relevant skill. Each domain action is dependent on a specific skill listed in its description. If the regent sacrifices his character action to take a personal hand in the implementation of the domain action, then the domain action receives a bonus proportionate to the regent's skill.
Loyalty modifier: +1 for Helpful, -2 for Unfriendly, -4 for Hostile. The attitude of a province's population toward the active regent has a significant impact on any actions that he takes in the province.
Regency Points: +1 per RP spent to support, -1 per RP spent to oppose. Regents may spend RP to support or oppose most domain action checks. The province regent and any regent that has any holding of any level in the province in which the domain action is taking place may spend RP to support or
oppose the action. There is no limit (save availability) to how many RP may be spent to support or oppose an action. RP can be spent "anonymously" at the regent's desire. The player is always aware of the RP being spent against them (and can use this information during bidding), but the character may not be aware of the mastermind behind the forces opposing his action.
You have a certain amount of actions per action round:
• 1 Character and 1 Standard
• 1 Full Domain Action
• A # of Court Actions depending on your Court level.
Starting Actions
Early Actions should be the following:
• Create Holding: create holdings to increase your Regency and GB Income
• Rule Holding: Increase your Holding level to increase income
• Rule Province: Increase province level allowing higher level holdings and court levels.
• Decree (Court Level): Increase Court level to increase reputation bonus and court actions available.
• Ceremony (Lieutenancy): Select a new leader NPC to take control of a holding (meaning your PC doesn’t have to be to general and can focus on specific skills)
• Espionage: see what the other regions are doing.
Intermediate Level Actions
Later actions should include:
• Create Trade Route: Increase GB income
• Build: create structures such as fortifications and palaces to increase your power.
• Muster Units: create troops
Later Level Actions
To be done later... you’ll see
• Diplomacy: persuade NPC leaders to construct, go to war, perform an action, etc...
DANGEROUS Actions
Warning... these will usually make you enter war with the other regent
• Contest (anything): Lower target’s holding and trade route levels. Can get very ugly with Regency spending.
• Move Troops: Be careful not to move them into enemy territory.
• Agitate: stir up a regent’s populace to rebellion