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MASTER LIST OF ACTIONS

Last Updated: 2004-02-19

Action

Type

Cost

Success

Effect

Adventure

Char

None

Varies

Character takes part in an adventure.

Agitate*

Dom

1 GB, 1 RP

10+

Increases or decreases target province loyalty one grade. The regent performing this action must control a holding in the province to be Agitated. The success number for an Agitate action can be increased or decreased by any opposing or supporting Law holdings in the province, respectively. The success number can be further modified through the expenditure of RPs and/or GBs by opposing and supporting regents.


Free

1 GB, RP

10+

Priest regents may agitate once per Turn as a Free Action.


Realm

1 GB, 1 RP / prov

as Dom / prov

Multiple provinces may be agitated in a single Round as a Realm Action.

Build

Free

Varies

5+

Perform this action to build buildings, bridges, palaces, roads, etc. Cost varies based on the project and location. Some typical costs are listed below:

  • Building (Wood or Stone): 1 to 30 GB
  • Bridge: wood - 1-4+, stone - 2-5+
  • Palace: 5-30+ plus 1 GB maintenance/turn, but Court is automatically increased by 1 per GB spent on Palace contstruction.
  • Road: varies depending on terrain, required for overland Trade Routes
Construction costs in level 2 or 3 provinces cost 150% of normal, in provinces level 1 or 0 cost is 200% of normal. Additional charges may imposed for terrain or other factors. Construction proceeds at 1d6 GB per Domain Turn until the project is complete. Not all money is required to begin a project (i.e. a 30 GB Palace could be started even if the regent has only 8 GB).

Contest

Dom

1 RP

10+

Contests a holding or province. Target provides no gold or regency until ruled. Level 0 holdings are destroyed if contested.


Realm

1 RP / prov or hold

10 + / prov or hold

Multiple holdings OR provinces can be contested at once through a single Realm Action.

Create Holding

Dom

1 GB

10+

Creates a Holding (0) in any province. The holding or province rating of any opposing regent can be added to the difficulty number. Likewise, the holding or province rating of a supporting regent can be subtraced from the difficulty number.

Create Province

Dom

1 GB

10+

Creates a Province (0) in any unclaimed area of land with DM's approval. This action cannot be opposed by other regents.

Declare War

Dom

None

Varies

Allows regent to move armies into foreign domains and potentially engage enemy forces there.

Decree

Free

1 GB

Varies

Issues a decree with several possible results. NOTE: Decrees will typically be distributed to all players in the playing area except under unusual circumstances.

Diplomacy

Dom

1 GB, 1 RP

10+

Creates or breaks alliance, opens trade agreement, forces concessions, etc.

Disband

Free

None

Auto

Character disbands army units or holdings.

Espionage

Dom

1 GB

20 (base)

Any kind of covert information gathering or other secretive mission falls into the realm of Espionage. Examples include:

  • Reveal diplomatic relationship between two domains
  • Determine troop movements/positions
  • Attempt assassination of a regent, lieutenant, or other key PC or NPC
  • Investigates plots or intrigues
  • Create plots or intrigues
  • Pass messages without detection
  • Intercept messages to a given regent


Free

1 GB

Special

Thief and Mystic regents may take one free Espionage action during the Free Actions phase. The regent must still pay applicable RP or GB on the attempt.


Realm

1 GB

Special

Some Espionage actions may be considered "Realm" actions as they may pertain to an entire domain (researching troop movements is a good example of this). They are resolved the same as any other Espionage action.

Finances

Free

None

Auto

Character converts GB to/from personal wealth, takes out loan, or sells assets. The maximum transfer per Turn is limited to 5 GB + total level of Guild holdings controlled by the PC. Taking loans from another regent is also considered a Finance action.

Forge Ley Line

Dom

1 GB, RP

5+

Wizard regent forges ley line between two provinces.

Fortify

Dom

1 RP

2+

Creates or improves castle (cost 10 GB/level) or fortifies a holding (5 GB/level). For the purposes of resolving combat a castle can hold a number of units (200 troops) equal to the level of the castle. The number of soldiers defending from inside a castle is quadrupled for the purposes of resolving Troop Ratios. Also, defenders of a castle ignore Retreat and Rout results and caualties are reduced by half. Fortified holdings function in a similar manner except the effective troop count is doubled instead of quadrupled. Each complete unit of Artillerists or Engineers in the attacking force reduces the effective level of castle or fortification by 1 during that battle. If any Artillerist unit suffers casualties greater than 20%, its abilities are nullified until it is restored to FULL strength (200 Artillerist troops). The castle or fortification strength is restored to reflect the change in attacking Artillerist forces. Note that Artillerists are NOT required to be a part of any force which actually engages the castle, they must simply be part of the attacking army. Any reduction in castle defenses inflicted by Artillerist units are applied only to the portion of the defending force affected. i.e. if 5 units are garrisoned inside a castle (5) which is reduced to level (3) by two attacking artillerists, three defending units still receive full benefits of the castle, while the remaining two units receive only partial protection. Defending units which are exposed through Artillerists' efforts continue to ignore Retreat and Rout results, but lose the troop multiplier and half-casualty advantages.


Realm

Varies



Grant

Free

Varies

Varies

Character dispenses largesse, titles, or patronage. Variable effects and cost.

Hold Action

Free

None

Auto

Delays action until later in the round.

Investiture

Dom

Varies

Auto/10+

Arranges transfer of domain or regency.


Realm

Varies



Lieutenant

Char

None

Varies

Creates a lieutenant for regent’s domain.

Move Court

Free

1 GB

Auto

Relocates a regent's court to any province or holding in his domain. Action is considered automatic unless the regent is attempting to move through enemy territory or some other condition might challenge the move.

Move Troops

Free

Special

Auto/5+

Relocates troops within domain. Troops can’t enter provinces not ruled by regent. 1 GB allows 10 unit/provinces of movement. Success roll required for sea move.

Muster Armies

Free

Varies

Auto

Creates new army units. Cost varies with unit type.

Ply Trade

Char

None

Special

Character uses personal skills to make an honest living.

Realm Spell

Dom

Varies

Special

Priest or wizard regent casts realm spell.

Research

Char

1 GB+

Special

Priest or wizard performs spell research or creates magical item.

Rule

Dom

Holdings: 1 GB + (RPs = new level)
Provinces: (GBs and RPs) = new level

10+

Regents use this action to increase the level of province or holding. The level of Law, Guild, and Temple holdings cannot exceed the level of of the province in which they are located. Further, the total levels of any particular holding under the control of more than one regent cannot exceed the level of the province. i.e. A level 4 province can support up to a level 4 Law, level 4 Temple, and level 4 Guild holding. It could also support two level 2 Guild holdings under the control of two different regents.


Realm

As above

Rule can be performed as a Realm action by raising the level of any one province and/or multiple holdings in a single action. Note that while any number of holdings in a single province can be ruled at once, only a single province can be ruled in a single action.


Trade Route

Dom

1 GB, 1 RP

10+

Regent creates a trade route.


Realm

Varies



Training

Char

Varies

Special

Character trains for level advancement.


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