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MCDM KnW Intrigue Cheat Sheet (DRAFT) by

For use with Intrigue phases in the MCDM kingdoms & warfare domains intrigue system.

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Domain Skills & Character skills

Skill
Associated PC skill
Diplomacy
Insight, Persuasion
Espionage
Invest­iga­tion, Stealth
Lore
Arcana, History, Religion
Operations
Athletics, Insight

Using a skill

Roll d20 and add domain skill modifier and compare to test DC determined by GM.
Once pr intrigue an officer can add their profic­iency modifier, if they are proficient in one of the associated character skills of the domain skill.

For instance if a character proficient in Stealth, uses Espionage for their domain action and they have not yet added their profic­iency to any other rolls, they can now add it.

Domain size

1
d4
2
d6
3
d8
4
d10
5
d12

Domain skills and defenses

A domains skill modifier are what you use to do something.
A domains defense score is what others are up against when they want to do something against you.

Skills in themselves do not defeat enemy actions, defense scores do. Develo­pment points can improve defense scores.

Defense levels provide various benefits during a warfare battle. Skills can improve Defense Levels.

Defense Levels always reset to 0 after intrigue and any final battle.
 

Initiating intrigue

You can set your organi­zation to probe and test another domain outside of intrigue, but using skills directly against another domain can initiate intrigue.

When intrigue begins is always up to the GM to determine.

For instance, using Diplomacy against an ally of a potential enemy domain to find out what kind of army he is preparing may not start intrigue. But spying directly on the potential enemy domain would.

Time

The GM determines how long a domain turn is. They don't have to be the same over the course of one adventure even.
a domain turn pr week
a domain turn pr day
a domain turn after each combat encounter
a domain turn pr short rest
two domain turns everytime XP is awarded

Intrigue turns

Each domain can act a number of times equal to 4+ the domain size. Each time a domain acts, its called a domain turn.

If one domain has greater size than the other, they get to act more turns.

If the lesser domain initiated intrigue, the greater domain takes their extra turns at the end of intrigue and if the greater domain initiated they take their extra turns at the beginning of the intrigue.

Domain action types

Domain action
skills or domain features
Domain bonus action
domain features
Domain reaction
domain features

Officer's action economy

During each Intrigue turn, the domain officer taking the turn gets:
1 domain action
1 domain bonus action

Additi­onally all officers also get 1 domain reaction pr Intrigue (not pr turn).
 

Typical intrigue actions

Make a fortif­ication
Operations
Muster a unit
Opertaions - Diplomacy
Send an envoy to another domain
Diplomacy
Find out the details about an enemy officer
Espionage
Find out what actions the enemy domain has been taking
Espionage
Discover extrap­laner creature's statblock, perhaps even truename
Lore
build a bridge to allow shorter travel distances to destin­ation X
Operations
Drum up political support
Diplomacy
Sabotage the enemy domains defenses
Any skill applicable
Arcana, Religion check
Lore
Send a unit somewhere to do something
Operations
Decrypt encoded text
Espionage
Get your loot identified
Lore
Arrange a feast/­party
Diplomacy
Secure special invita­tions
Diplomacy
Clear out the dungeon's loot
Operations
Find out what units the enemy domain has mustered
Espionage
Secure trade agreement
Diplomacy
Find something to use as leverage
Any skill applicable
Dissuade a domain from helping your enemy domain
Diplomacy
Learn other domains plans
Espionage
Learn who are allies of a domain
Espionage
Learn which allies of the enemy will join the battle
ESpionage
Learn if the enemy domain have magical resource for your Lore department to research
ESpionage
Identify the skill bonuses of the enemy domain
Espionage
Identify the defense levels of the enemy domain
Espiongae
Identify the defese scores of the enemy domain
Espionage
dig up details of forgotten history
Lore
Invest­igative operations learning new knowledge
Lore
Upgrade unit (during intrigue)
Operations
Many basic functions of mainta­ining a domain
Operations
Anything that seems to not fit other skills
Operations
Improve your domains defenses for an upcoming battle
Any skill applicable

Commun­ication Levels

3
Unbrea­kable
At the end of the next deploy­ment, this domain chooses any allied infantry or artillery unit on the battle­field, then moves that unit to any unoccupied space on the battle­field.
2
Coded
At the end of the next deploy­ment, this domain chooses two allied units in any rank on the battle­field and swaps those units’ locations
1
Secure
At the end of the next deploy­ment, this domain chooses an allied unit in any rank and moves that unit into any adjacent space
0
Normal
no effect
-1
Compro­mised
At the end of the next deploy­ment, the opposed domain chooses one of this domain’s units in any rank on the battle­field and moves it into any adjacent space
-2
Garbled
At the end of the next deploy­ment, the opposed domain chooses one of this domain’s cavalry units, which is removed from battle and does not deploy until the end of the first round of battle
-3
Broken
At the end of the next deploy­ment, the opposed domain chooses two of this domain’s infantry units, which are removed from battle and do not deploy until the end of the first round of battle

Resolve Levels

3
Zealous
During any combat against officers of an opposed domain, each of this domain’s officers has advantage on attack rolls until the end of their first turn
2
Fanatic
As a reaction when an enemy starts their turn during the first round of any combat against officers of an opposed domain, one of this domain’s officers who has not yet acted can cast a spell or make a weapon attack
1
Loyal
The speed of each of this domain’s officers increases by 10 feet during the first round of any combat against officers of an opposed domain
0
Normal
no effect
-1
Discon­tented
The speed of each of this domain’s officers decreases by 5 feet during the first round of any combat against officers of an opposed domain
-2
Rebellious
During any combat against officers of an opposed domain, the first saving throw made by one of this domain’s officers against a spell or effect directed by an enemy has disadv­antage
-3
Revolt
The first attack roll made by each of this domain’s officers during any combat against officers of an opposed domain has disadv­antage

Resources Levels

3
Booming
During the first round of battle, each of this domain’s artillery units that inflicts casualties inflicts 1 extra casualty
2
Abundant
Each of this domain’s cavalry units has advantage on Power tests until the end of the first round of battle
1
Surplus
Each of this domain’s infantry units has advantage on Power tests until the end of the first round of battle.
0
Normal
no effect
-1
Low
Each of this domain’s artillery units has disadv­antage on Morale and Command tests until the end of the first round of battle
-2
Poor
Each of this domain’s cavalry and aerial units has disadv­antage on Morale and Command tests until the end of the first round of battle
-3
Bankrupt
Each of the domain’s infantry units has disadv­antage on Morale and Command tests until the end of the first round of battle.