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. |
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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). |
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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. |
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