Kingdom Skills

Skill Chart

SkillKey AbilityUntrained ActivitiesTrained Activities
Agriculture Stability Establish Farmland, Harvest Crops
Arts Culture Craft Luxuries, Rest and Relax*, Quell Unrest* Create Masterpiece, Repair Reputation (Corruption)*
Boating Economy Establish Port, Go Fishing, Rest and Relax*
Defense Stability Fortify, Provide Care
Engineering Stability Demolish, Establish Worksite, Harvest Commodities Repair Reputation (Decay)*
Exploration Economy Scouting, Hire Adventurers
Folklore Culture Celebrate Holiday, Quell Unrest*
Industry Economy Trade Commodities
Intrigue Loyalty Infiltration, Quell Unrest* Clandestine Business, Repair Reputation (Strife)*
Magic Culture Quell Unrest*, Supernatural Solution Prognostication
Politics Loyalty Improve Lifestyle, Quell Unrest* Pledge Fealty
Scholarship Culture Creative Solution, Rest and Relax*
Statecraft Loyalty Tap Treasury Request Foreign Aid, Send Diplomatic Envoy
Trade Economy Capital Investment, Establish Trade Agreement, Manage Trade Agreements, Purchase Commodities Collect Taxes, Repair Reputation (Crime)
Warfare Stability Battle, Deploy Army, Divide Army, Garrison Army, Quell Unrest*, Recruit Army, Recover Army Outfit Army, Train Army
Wilderness Stability Gather Livestock, Go Hunting, Rest and Relax*

Using Skills

Skills are used during your Kingdom's turn and are rolled as such (d20 + skill modifier). The skill modifier is determined as such (ability modifier + proficiency + any other bonus - any penalties). The DC of all Kingdom skill checks is determined by your Kingdom's control DC which is shown in the table section of Player Option: Kingdoms. If you pass a skill check you get a success and if you fail you get a failure. If you pass or fail by 10 or more you get a critical success or failure.

Skill Proficiency

Certain activities require you to have proficiency in a skill to use, these are trained activities. The skill proficiency bonus is described in the table below:
Proficiency RankProficiency Bonus
Untrained +0
Trained Kingdom Level +2
Expert Kingdom Level +4
Master Kingdom Level +6
Legendary Kingdom Level +8

Skill Descriptions

General Activities

Any activities marked by an (*) are activities that can be used by multiple skills.

FOCUSED ATTENTION

You set aside time to focus attention on aiding another leader in an activity. Choose another leader and a Kingdom skill, then attempt a DC 20 check using the chosen skill. On a success, you grant that leader a +2 circumstance bonus to one kingdom check using that skill, provided that leader attempts the skill check during the same Kingdom turn.

QUELL UNREST

You send your agents among the citizenry with the charge of suppressing dissent and calming unrest. This activity cannot be attempted more than once per Kingdom turn.
  • Critical Success Reduce Unrest by 1d6.
  • Success Reduce Unrest by 1.
  • Failure You fail to reduce Unrest.
  • Critical Failure You not only fail to reduce Unrest, but actually incite further anger among the citizenry. Choose one of the following: increase Unrest by 1d4 or increase two Ruins of your choice by 1.

REPAIR REPUTATION (TRAINED)

When things have gotten out of hand in the kingdom and the nation’s reputation has become damaged, you can focus efforts on a campaign to reassure the citizens and bring them closer together, stamp down crime, organize repairs and maintenance of public structures, or strive to adjust poor public opinions. The skill used to Repair Reputation depends on which Ruin total you wish to reduce. If you wish to reduce your Corruption, you attempt an Arts check. If you wish to reduce your Crime, you attempt a Trade check. If you wish to reduce your Decay, you attempt an Engineering check. If you wish to reduce your Strife, you attempt an Intrigue check. In all cases, the DC is your Control DC + 2.
  • Critical Success You reduce the targeted Ruin by 2.
  • Success You reduce the targeted Ruin by 1.
  • Failure You fail to reduce the targeted Ruin. You cannot attempt to Repair Reputation on this Ruin for 1 Kingdom turn.
  • Critical Failure You fail to reduce the targeted Ruin in a particularly public and embarrassing way. Increase Unrest by 1d4, and you cannot attempt to Repair Reputation for 3 Kingdom turns.

REST AND RELAX

Working non-stop can burn out even the most devoted and dedicated individual. As such, it’s important to take time for yourself, and thus set a good example for the nation. You take time to relax, and you extend the chance to unwind to your citizens as well. The Kingdom skill you use to determine the effectiveness of your time off depends on how you want to spend it: Use a basic Arts check to spend the time engaged in entertainment or the pursuit of a hobby. Use a basic Boating check to enjoy trips on the lakes and rivers of your kingdom. Use a basic Scholarship check to spend the time reading or studying a topic of personal interest beyond your daily duties. Use a basic Trade check to spend your time shopping or feasting. Use a basic Wilderness check to get away from the bustle and relax in the countryside. If your kingdom Rested and Relaxed the previous Kingdom turn, the DC increases by 4, as your kingdom’s production and output hasn’t had a chance to catch up to all those vacation days.
  • Critical Success The citizens enjoy the time off and are ready to get back to work. Reduce Unrest by 1, and the next Leadership activity you take gains a +2 circumstance bonus.
  • Success The time spent relaxing has calmed nerves; reduce Unrest by 1.
  • Failure The rest is welcome, but not particularly beneficial in the long term.
  • Critical Failure The time is wasted, and when you get back to work, you have to spend extra time catching up. Take a –2 circumstance penalty to your next skill check made as a Leadership activity.

AGRICULTURE (STABILITY)

Agriculture measures the kingdom’s ability to cultivate the land, bringing forth crops, flocks, and livestock.

ESTABLISH FARMLAND

You plant crops and establish livestock in permanent farms, ranches, and other growing operations to create Farmland. Roll 1 Resource Die and attempt a check. A Farmland produces 1 Food commodity at the start of your Kingdom's turn.
  • Critical Success You establish a Farmland and get your Resource Die back.
  • Success You establish a Farmland.
  • Failure You fail to establish a Farmland.
  • Critical Failure You fail to establish a Farmland, and your attempt potentially causes the spread of a blight. At the start of the next Event phase, attempt a DC 6 flat check; on a failure, your kingdom experiences a Crop Failure event.

HARVEST CROPS

Attempt a basic check to forage for wild edibles or gather excess crops from farms.
  • Critical Success Roll a Resource Die, your Kingdom gains that many Food commodities.
  • Success Your Kingdom gains 1d4 Food commodities.
  • Failure Your Kingdom gains no Food commodities.
  • Critical Failure Lose 1d4 Food commodities to spoilage; if you have no Food to lose, you instead gain 1 Unrest.

ARTS (CULTURE)

Arts measure the kingdom’s devotion to entertainment, artwork, and public works such as monuments.

CRAFT LUXURIES

You encourage your artisans to craft luxury goods and may even aid them in this pursuit. Roll 1 Resource Die and attempt a check.
  • Critical Success Your artisans exceed expectations and craft extravagant goods. Gain 1d4 Luxury Commodities.
  • Success Your artisans produce some delightful goods. Gain 1 Luxury Commodity.
  • Failure Your artisans fail to produce anything noteworthy.
  • Critical Failure Your artisans not only fail to produce anything noteworthy, but some took advantage of the opportunity to push their own agendas or earn more for themselves by selling to underground markets. Increase one of your Ruins by 1.

CREATE A MASTERPIECE (TRAINED)

You encourage your kingdom’s artists to create and display a masterful work of art to bolster your kingdom’s reputation. Attempt a basic check; the result affects either Fame or Infamy (depending on the type of kingdom you’re running). Create a Masterpiece may be attempted only once per Kingdom turn regardless of the number of leaders pursuing activities.
  • Critical Success Gain 1 Fame/Infamy point immediately, and at the start of your next Kingdom turn, gain 1 additional Fame/Infamy. Also immediately gain 2 Resource Dice.
  • Success Gain 1 Fame/Infamy point immediately.
  • Failure Your attempt to create a masterpiece fails.
  • Critical Failure Not only does your attempt to create a masterpiece fail, it does so in a dramatic and humiliating way. Lose 1 Fame point; if you have no Fame or Infamy points to lose, instead gain 1d4 Unrest.

BOATING (ECONOMY)

Boating reflects the kingdom’s affinity for navigating rivers and lakes, or for using waterways to bolster trade, exploration, or even conquest.

ESTABLISH PORT

You build a port to start boating operations. Roll 1 Resource Die and attempt a check. A Port produces 1 Food commodity at the start of your Kingdom's turn.
  • Critical Success You establish a Port and get your Resource Die back.
  • Success You establish a Port.
  • Failure You fail to establish a Port.
  • Critical Failure You fail to establish a Port and lose one additional Resource Die, if you have no Resource Die to lose increase Unrest by 1.

GO FISHING

Attempt a basic check to fish for food from the rivers and lakes in your kingdom.
  • Critical Success Roll a Resource Die, your Kingdom gains that many Food commodities.
  • Success Your Kingdom gains 1d4 Food commodities.
  • Failure Your Kingdom gains no Food commodities.
  • Critical Failure Lose 1d4 Food commodities to spoilage; if you have no Food to lose, you instead gain 1 Unrest.

DEFENSE (STABILITY)

Defense measures the kingdom’s ability to police and protect itself and its citizens from bandits, monsters, criminals, outside incursions, and pestilence or plague, but not natural disasters. It includes both physical fortifications and barriers as well as dedicated individuals guarding the land.

FORTIFY

Your command your engineers to construct a protected encampment, such as a fort or barbican, to serve as a defensive post. A fortified location grants an additional bonus in warfare while defending itself (+1), but also gives traveling PCs a place to rest that prevents wandering monsters from interrupting their rest.
  • Critical Success You find a defensible position for your fortification and finish construction efficiently. Regain a Resource Die then reduce Unrest by 1.
  • Success You establish your fortification. Reduce Unrest by 1.
  • Failure You fail to fortify.
  • Critical Failure Your attempt ends in disaster. Not only do you fail to build a structure, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.

PROVIDE CARE

Attempt a basic check to organize and encourage your settlements’ healers, apothecaries, medics, and other caregivers to provide care and support for citizens in need.
  • Critical Success You provide unexpectedly compassionate support for the people. Reduce Unrest by 1 and reduce one Ruin of your choice by 1.
  • Success Your care soothes the worries and fears of the populace; reduce Unrest by 1.
  • Failure You don’t provide any notable care for the citizens, but at least you don’t make things worse.
  • Critical Failure Your attempt to provide care backfires. Increase your Unrest or a Ruin of your choice by 1.

ENGINEERING (STABILITY)

Engineering measures the kingdom’s ability to alter the physical landscape of its territory.

DEMOLISH

Choose a structure or rubble that is within a lot in your kingdom and attempt to clear it to make way to build a new structure or to repair a destroyed structure.
  • Critical Success You successfully demolish the area regain a Resource Die.
  • Success You successfully demolish the area.
  • Failure You fail to demolish the area.
  • Critical Failure Many accidents happened along the way which resulted in failure of the demolition. You fail to demolish the area and increase Unrest by 1.

ESTABLISH WORKSITE

You build a worksite to start lumber, stone, and ore operations. Roll 1 Resource Die and attempt a check. At the beginning of your Kingdom turn, gain 1 commodity per worksite (the commodity is determined by the type of worksite), if that resource is linked to your heartland you gain 2 instead. The type of worksites you can build are Lumber Camps, Mines, and Quarries.
  • Critical Success You establish a Worksite and get your Resource Die back.
  • Success You establish a Worksite.
  • Failure You fail to establish a Worksite.
  • Critical Failure You fail to establish a Worksite and lose one additional Resource Die, if you have no Resource Die to lose increase Unrest by 1.

HARVEST COMMODITY

Using your Worksite you attempt to harvest a commodity linked to it.
  • Critical Success Roll a Resource Die and gain that much x2 Lumber, Stone, or Ore.
  • Success Roll a Resource Die and gain that much Lumber, Stone, or Ore.
  • Failure You fail to find any valuable commodities.
  • Critical Failure You expended many resources in your failed attempt to harvest a commodity, lose 1 Resource Die, if you do not have a Resource Die to lose increase Unrest by 1.

EXPLORATION (ECONOMY)

Exploration measures the kingdom’s ability to look outward and see what lies beyond its own borders, and to closely examine claimed territory to discover secrets.

Scouting

You send scouts forth to explore the lands. Roll 1 Resource Die and attempt a check.
  • Critical Success Your scouts have found valuable resources in abundance. Gain a number of Luxuries, Lumber, Stone, or Ore equal to the number rolled on the Resource Die for this check. Alternatively they discover a place of interest along with specific information on it.
  • Success Your scouts have found valuable resources. Gain 1 of Luxuries, Lumber, Stone, or Ore. Alternatively they discover a place of interest along with vague information on it.
  • Failure Your Scouts find no valuable resources or places of interest.
  • Critical Failure You expended many resources in your failed attempt to scout the area, lose 1 Resource Die, if you do not have a Resource Die to lose increase Unrest by 1.

Hire Adventurers

You spend a Resource Die and attempt to hire adventurers to help in an ongoing event affecting your kingdom.
  • Critical Success The adventurers grant the next check to resolve an event a +2, if this ends the event then reduce Unrest by 1.
  • Success The adventurers grant the next check to resolve an event a +1.
  • Failure The adventurers fail to aid in the event.
  • Critical Failure The adventurers fail horribly in their attempt to aid the event, increase Unrest by 1.

FOLKLORE (CULTURE)

Folklore measures the kingdom’s connection with faiths and customs of all kinds. It also indicates how deeply tradition affects public life and the prominence of faith, worship, and culturally traditional activities.

CELEBRATE HOLIDAY

You declare a day of celebration. Holidays may be religious, historical, martial, or simply festive, but all relieve your citizens from their labors and give them a chance to make merry at the kingdom’s expense. Attempt a basic check, but if your kingdom Celebrated a Holiday the previous turn, the DC increases by 4, as your kingdom hasn’t had a chance to recover from the previous gala.
  • Critical Success Your holidays are a delight to your people. The event is expensive, but incidental income from the celebrants covers the cost. You gain a +2 circumstance bonus to Loyalty-based checks until the end of the Kingdom's turn.
  • Success Your holidays are a success, but they’re also expensive. You gain a +1 circumstance bonus to Loyalty-based checks until the end of the Kingdom's turn. Immediately roll 1 Resource Die and spend RP equal to the result. If you can’t afford this cost, treat this result as a Critical Failure instead.
  • Failure The holiday passes with little enthusiasm, but is still expensive. Immediately roll 1 Resource Die and spend RP equal to the result. If you can’t afford this cost, treat this result as a Critical Failure instead.
  • Critical Failure Your festival days are poorly organized, and the citizens actively mock your failed attempt to celebrate. Lose 4 Resource Die, if you have no Resource Die to lose, instead increase Unrest by 1. The failure also causes you to take a –1 circumstance penalty to Loyalty-based checks until the end of the Kingdom's turn.

INDUSTRY (ECONOMY)

Industry measures the kingdom’s devotion to the business of building and making things, from basic necessities to luxury goods for trade. It puts people to work creating a prosperous future.

TRADE COMMODITIES

There are four different categories of Commodities: Food, Lumber, Luxuries, Ore, and Stone. When you Trade Commodities, select one Commodity that your kingdom currently stockpiles and reduce that Commodity’s stockpile by up to 4. Then attempt a basic check. If you trade with a group that you’ve established diplomatic relations with, you gain a +1 circumstance bonus to the check.
  • Critical Success You gain 2 bonus Resource Dice per point of stockpile expended from your Commodity now.
  • Success You gain 1 bonus Resource Die per point of stockpile expended from your Commodity now.
  • Failure You gain 1 bonus Resource Die.
  • Critical Failure You gain no bonus Resource Dice (though the Commodity remains depleted). If you Traded Commodities the previous turn, gain 1 Unrest.

INTRIGUE (LOYALTY)

Intrigue measures the kingdom’s mastery of the hidden forces of politics. It includes manipulation of factions within a country and espionage beyond its borders, as well as investigations into criminal activities.

INFILTRATION

You send spies out to gather intelligence on a neighboring nation, a cult or thieves’ guild within your borders, an unclaimed Freehold, or even an unexplored adventure site. Alternately, you can simply send your spies out to investigate the current health of your kingdom. Attempt a basic check.
  • Critical Success You learn something valuable or helpful. If you were infiltrating a specific target, the GM decides what is learned, but the information is exact and precise. For example, if you were infiltrating an unexplored ruin, you might learn that the site is infested with web lurkers and spider swarms. If you were investigating your kingdom’s health, your spies reveal easy methods to address citizen dissatisfaction, allowing you to choose one of the following: reduce Unrest by 1d4 or reduce a Ruin of your choice by 1.
  • Success You learn something helpful about the target, but the information is vague and imprecise. For example, if you were infiltrating the same ruin mentioned in the critical success above, you might learn that some sort of aberration uses the ruins as its lair. If you were investigating your kingdom’s health, your spies learn enough that you can take action. Reduce your kingdom’s Unrest by 1.
  • Failure Your spies fail to learn anything of import, but they are not themselves compromised.
  • Critical Failure You never hear from your spies again, but someone certainly does! You take a –2 circumstance penalty on all kingdom checks until the end of the Kingdom's turn as counter-infiltration from an unknown enemy tampers with your kingdom’s inner workings.

CLANDESTINE BUSINESS (TRAINED)

You know there are criminals in your kingdom, and they know you know. You encourage them to send kickbacks in the form of resources and Commodities to the government, but the common citizens will be more than upset if they find out! This starts as a basic check against your Control DC, but every consecutive Kingdom turn you pursue Clandestine Business, the DC increases by 2.
  • Critical Success Immediately gain 2 Resource Dice. In addition, you gain 1d4 Luxury Commodities. The public is none the wiser.
  • Success Either immediately gain 2 Resource Dice or gain 1d4 Luxury Commodities. Regardless of your choice, rumors spread about where the government is getting these “gifts.” Increase Unrest by 1.
  • Failure Immediately gain 1 Resource Die. Rumors are backed up with eyewitness accounts. Increase Unrest by 1 and Ruin (Corruption) by 1.
  • Critical Failure You gain nothing from the Clandestine Business but angry citizens. Increase Unrest by 1d6, Ruin (Corruption) by 2, and one other Ruin of your choice by 1.

MAGIC (CULTURE)

Magic measures the kingdom’s affinity for the mystic arts, whether arcane, divine, occult, or primal. It may reflect the breadth of natural magical talent among the people or it may represent the study of ancient secrets and magical theory.

SUPERNATURAL SOLUTION

Your spellcasters try to resolve issues when mundane solutions just aren’t enough. Attempt a basic check.
  • Critical Success You can call upon your spellcasters’ supernatural solution to aid in resolving any Kingdom skill check made during the remainder of this Kingdom turn. Do so just before a Kingdom skill check is rolled (by yourself or any other PC). Attempt a Magic check against the same DC in addition to the Kingdom skill check, and take whichever of the two results you prefer. If you don’t use your Supernatural Solution by the end of this Kingdom turn, this benefit ends and you gain 10 kingdom XP instead.
  • Success As critical success, but the solution costs the kingdom 1 Resource Die to research. This cost is paid now, whether or not you use your supernatural solution.
  • Failure Your attempt at researching a supernatural solution costs the kingdom 2 Resource Die, but is ultimately a failure, providing no advantage.
  • Critical Failure As failure, but your spellcasters’ resources and morale are impacted such that you cannot attempt a Supernatural Solution again for 2 Kingdom turns.

PROGNOSTICATION (TRAINED)

Your kingdom’s spellcasters read the omens and provide advice on how best to prepare for near-future events. Attempt a basic check.
  • Critical Success If you have a random kingdom event this turn, roll twice to determine the event that takes place. The players choose which of the two results occurs, and the kingdom gains a +2 circumstance bonus to the check to resolve the event.
  • Success Gain a +1 circumstance bonus to checks made to resolve random kingdom events this turn.
  • Failure Your spellcasters divine no aid.
  • Critical Failure Your spellcasters provide inaccurate readings of the future. You automatically have a random kingdom event this turn. Roll twice to determine the event that takes place; the GM decides which of the two results occurs.

POLITICS (LOYALTY)

Politics measures a kingdom’s embrace of civic life of all kinds, from deeply rooted local traditions to cosmopolitan cross-cultural connections. It also reflects the importance of the citizenry’s shared values, whether they are dedicated to freedom and justice or to more unsavory ethics.

IMPROVE LIFESTYLE

Attempt a basic check to draw upon your kingdom’s treasury to enhance the quality of life for your citizens.
  • Critical Success Your push to Improve Lifestyles affords your citizens significant free time to pursue recreational activities. For the remainder of the Kingdom turn, you gain a +2 circumstance bonus to Culture-based checks.
  • Success Your push to Improve Lifestyles helps your citizens enjoy life. For the remainder of the Kingdom turn, you gain a +1 circumstance bonus to Culture-based checks.
  • Failure As success, but you’ve strained your treasury. Take a –1 circumstance penalty to Economy-based checks for the remainder of this Kingdom turn.
  • Critical Failure Your attempt to Improve Lifestyles backfires horribly as criminal elements in your kingdom abuse your generosity. You take a –1 circumstance penalty to Economy-based checks for the remainder of the Kingdom turn, gain 1 Unrest, and add 1 to a Ruin of your choice.

PLEDGE OF FEALTY (TRAINED)

When your representatives encounter freeholders, refugees, independent groups, or other bands of individuals gathered in the wilderness who aren’t already part of a nation, you can offer them a place in your kingdom, granting them the benefits of protection, security, and prosperity in exchange for their fealty. The benefits granted to your kingdom can vary wildly, but often manifest as one-time boons to your commodities or unique bonuses against certain types of events.
  • Critical Success The group becomes part of your kingdom, granting the specific boon or advantage listed in that group’s entry. Your Kingdom then gains 10 XP.
  • Success As success, but you lose 1 Resource Die to integrate the group into your kingdom.
  • Failure The group refuses to pledge to you at this time. You can attempt to get them to Pledge Fealty next turn. Increase Unrest by 1.
  • Critical Failure The group refuses to pledge to you— furthermore, it will never Pledge Fealty to your kingdom, barring significant in-play changes or actions by the PCs (subject to the GM’s approval). The group’s potentially violent rebuff of your offer increases Unrest by 2 and increases a Ruin of your choice by 1.

SCHOLARSHIP (CULTURE)

Scholarship measures the kingdom’s interest in teaching and training its citizens to learn about the world around them. It also includes researching answers to problems in every field, from history and medicine to alchemy and philosophy.

CREATIVE SOLUTION

You work with your kingdom’s scholars, thinkers, and practitioners of magical and mundane experimentation to come up with new ways to resolve issues when business as usual is just not working. Attempt a basic check.
  • Critical Success You can call upon the solution to aid in resolving any Kingdom skill check made during the remainder of this Kingdom turn. Do so when a Kingdom skill check is rolled, but before you learn the result. Immediately reroll that check with a +2 circumstance bonus; you must take the new result. If you don’t use your Creative Solution by the end of this turn, you lose this benefit and gain 10 kingdom XP instead.
  • Success As critical success, but the Creative Solution costs the kingdom 1 Resource Die to research. This cost is paid now, whether or not you use your Creative Solution.
  • Failure Your attempt at researching a Creative Solution costs the kingdom 2 Resource Die but is ultimately a failure. It provides no advantage.
  • Critical Failure As failure, but your scholars and thinkers are so frustrated that you take a –1 circumstance penalty to Culture-based checks until the end of the Kingdom's turn.

STATECRAFT (LOYALTY)

Statecraft measures the kingdom’s ability to engage and interact with other nations, Freeholds, and political powers in above-the board political manners, including its trustworthiness in the eyes of other nations and its own citizens.

TAP TREASURY

You tap into the cash reserves of your kingdom for the PCs’ personal use or to provide emergency funding for an event. This is a basic check, but after you succeed or critically succeed at this activity, all consecutive attempts to Tap Treasury have their results worsened.
  • Critical Success You withdraw funds that are directly given to the party or you successfully fund the unexpected event that required you to Tap your Treasury.
  • Success As critical success, but you overdraw your treasury in the attempt. You take a –1 circumstance penalty to all Economy-based checks until the end of your Kingdom's turn.
  • Failure You fail to secure the funds you need, and rumors about the kingdom’s potential shortfall of cash cause you to take a –1 circumstance penalty to all Loyalty- and Economy-based checks until the end of your Kingdom's turn.
  • Critical Failure As failure, but the rumors spiral out of control. Increase Unrest by 1 and add 1 to a Ruin of your choice.

REQUEST FOREIGN AID (TRAINED)

When disaster strikes, you send out a call for help to another nation with whom you have diplomatic relations.
  • Critical Success Your ally’s aid grants a +4 circumstance bonus to any one Kingdom skill check attempted during the remainder of this Kingdom turn. You can choose to apply this bonus to any Kingdom skill check after the die is rolled, but must do so before the result is known. In addition, immediately gain 2 Resource Die.
  • Success As success, but choose the benefit given by the aid: either gain 1 Resource Die or gain a +2 circumstance bonus to a check.
  • Failure Your ally doesnt have extra resources and cannot give aid to you to deal with your current situation.
  • Critical Failure Your ally is tangled up in its own problems and is unable to assist you, is insulted by your request for aid, or might even have an interest in seeing your kingdom struggle against one of your ongoing events. Whatever the case, your pleas for aid make your kingdom look desperate. You gain no aid, but you do increase Unrest by 1d4.

SEND DIPLOMATIC ENVOY (TRAINED)

You send emissaries to another group to foster positive relations and communication. At the GM’s option, some wars might be so heated that this activity has no chance of success.
  • Critical Success Your envoys are received quite warmly and make a good first impression. You establish diplomatic relations with the group and gain a +2 circumstance bonus to all checks made with that group until the next Kingdom turn.
  • Success You establish diplomatic relations.
  • Failure Your envoys are received, but the target organization isn’t ready to engage in diplomatic relations. If you attempt to Send a Diplomatic Envoy to the group next Kingdom turn, you gain a +2 circumstance bonus to that check.
  • Critical Failure Disaster! Your envoy fails to reach their destination, is turned back at the border, or is taken prisoner or executed, at the GM’s discretion. The repercussions on your kingdom’s morale and reputation are significant. Choose one of the following results: gain 1d4 Unrest, add 1 to a Ruin of your choice, or immediately lose 2 Resource Die. In any event, you cannot attempt to Send a Diplomatic Envoy to this same target for the next 3 Kingdom turns.

TRADE (ECONOMY)

Trade measures a kingdom’s involvement in commerce of every kind, but especially in moving goods from one place to another and in the health of its market.

CAPITAL INVESTMENT

You must be within the influence of a settlement that contains at least one Bank. You contribute funds from your personal wealth for the good of the kingdom, including coinage, gems, jewelry, weapons and armor salvaged from enemies, magical or alchemical items, and so on.
  • Critical Success Your kingdom reaps the benefits of your investment. Immediately gain 4 Resource Dice.
  • Success Your investment helps the economy. Immediately gain 2 Resource Dice.
  • Failure Your investment ends up being used to shore up shortfalls elsewhere. Gain 1 Resource Die.
  • Critical Failure Your investment is embezzled, lost, or otherwise misappropriated. Choose one of the following: either gain 1 Resource Die and also increase your Ruin (Crime) by 2, or gain 0 Resource Die and increase Crime by 1.

ESTABLISH TRADE AGREEMENT

You send a band of merchants out to establish a trade agreement between your kingdom and a group with whom you’ve established diplomatic relations. If a navigable river connects your kingdom with the other group’s territory, you can attempt a Boating check to Establish the Trade Agreement. If your kingdom’s proficiency rank in Magic is Master or higher, you can attempt a Magic check. Otherwise, attempt a Trade check.
  • Critical Success You successfully establish a trade agreement with your target, and your merchants return with gifts! Immediately gain 2 Resource Dice
  • Success You successfully establish a trade agreement.
  • Failure Your traders reach their destination but need to sweeten the deal to secure the trade agreement. Immediately lose 2 Resource Dice. If you do so, you successfully establish a trade agreement, otherwise the attempt fails.
  • Critical Failure Your trade agreement is a total loss and your traders do not return. Gain 1 Unrest, and until the end of the Kingdom's turn, take a –1 circumstance penalty to all Economy-related checks.

MANAGE TRADE AGREEMENTS

You send agents out to attend to established trade agreements. Spend 1 Resource Dice per Trade Agreement you wish to manage. Then attempt a basic check. If you Managed Trade Agreements on the previous turn, increase this DC by 5.
  • Critical Success You gain 2 Commodity (Food, Luxury, Lumber, Ore, or Stone) of your choice per trade agreement.
  • Success As critical success, but you choose to only gain 1 Commodities per trade agreement.
  • Failure Your agents fail to attend to the trade route.
  • Critical Failure You gain no benefit, as your traders and merchants met with bad luck on the road. You can’t Manage Trade Agreements for 1 Kingdom turn.

PURCHASE COMMODITIES

You can spend RP to Purchase Commodities, but doing so is more expensive than gathering them or relying upon trade agreements. When you Purchase Commodities, select the Commodity you wish to purchase (Food, Lumber, Luxuries, Ore, or Stone). Expend 4 Resource Die if you’re purchasing Luxuries or 2 Resource Die if you’re purchasing any other Commodity. Then attempt a basic check.
  • Critical Success You immediately gain 4 Commodities of the chosen type and 2 Commodities of any other type.
  • Success You gain 2 Commodities of the chosen type.
  • Failure You gain 1 Commodity of the chosen type.
  • Critical Failure You gain no Commodities

COLLECT TAXES (TRAINED)

Tax collectors travel through the lands to collect funds for the betterment of the kingdom. Attempt a basic check.
  • Critical Success Your tax collectors are wildly successful! For the remainder of the Kingdom turn, gain a +2 circumstance bonus to Economy-based checks.
  • Success Your tax collectors gather enough to grant you a +1 circumstance bonus to Economy-based checks for the remainder of the Kingdom turn. If you attempted to Collect Taxes during the previous turn, increase Unrest by 1.
  • Failure As success, but the people are unhappy about taxes—increase Unrest by 1 (or by 2 if you attempted to Collect Taxes the previous turn).
  • Critical Failure Your tax collectors encounter resistance from the citizens and their attempts to gather taxes are rebuffed. While the tax collectors still manage to gather enough taxes to support essential government needs, they have angered the kingdom’s citizens and encouraged rebellious acts. Increase Unrest by 2, and choose one Ruin to increase by 1.

WARFARE (STABILITY)

Warfare reflects a kingdom’s readiness to mobilize its military forces against its enemies—be they lone rampaging monsters or entire armies bent on invasion

Battle

This activity is used during battles with other forces. The amount of successes and failures determines if your army wins and how hurt your army is. At the end of a battle your army loses HP equal to the number of failures you accumulated. If your army has less than half of its maximum HP then it is Broken and makes all Warfare checks at disadvantage. If your army has no HP then it is completely destroyed. The DC of this activity is determined by enemy armies' control DC.
  • Critical Success Your army gets 2 successes.
  • Success Your army gets a success.
  • Failure Your army gets a failure.
  • Critical Success Your army gets 2 failures.

Deploy Army

If your army are traveling via waterways you may instead use Boating to determine the outcome of this activity. If your army is crossing your border, increase the DC by 5. If your army is crossing an enemy border, increase the DC by 10.
  • Critical Success The army moves much more quickly than you anticipated; it has arrived at its destination and you may make another warfare activity.
  • Success The army arrives at its destination.
  • Failure Like Success but ran into some sort of trouble along the way. Attempt a DC 6 flat check; on a failure, reduce the army’s HP by 1.
  • Critical Failure Rather than arriving at its destination, the army becomes lost until the end of this Kingdom's turn. Increase Unrest by 1d4, and attempt a DC 11 flat check; on a failure, reduce the army’s HP by 1.

Divide Army

You split your armies HP and divide them into two separate forces called Battalions.
  • Critical Success The army divides itself gaining efficiently, one battalion may immediately take part in another warfare activity.
  • Success The army divides itself.
  • Failure Like Success but ran into some sort of trouble along the way. Attempt a DC 6 flat check; on a failure, reduce both battalion’s HP by 1.
  • Critical Failure Like Success but ran into some sort of trouble along the way. Attempt a DC 11 flat check; on a failure, reduce both battalion’s HP by 1.

Garrison Army

Your army attempts to set up a defensive position.
  • Critical Success The army heavily fortifies itself gaining a +2 to all Battle checks that were not initiated by them.
  • Success The army fortifies itself gaining a +1 to all Battle checks that were not initiated by them.
  • Failure Like Success but ran into some sort of trouble along the way. Attempt a DC 6 flat check; on a failure, reduce the army’s HP by 1.
  • Critical Failure Failure Like Success but ran into some sort of trouble along the way. Attempt a DC 11 flat check; on a failure, reduce the army’s HP by 1.

Outfit Army

You attempt to outfit your army with better gear. Look at the army gear on the Kingdom Armies page, pay the RP cost, and make this check.
  • Critical Success The army is efficiently outfitted, refund half the RP spent.
  • Success The army is outfitted.
  • Failure The army is not outfitted but the RP is refunded.
  • Critical Failure Same as Failure except the RP is not refunded.

Recruit Army

This attempts at recruiting an army. You may not have any more armies than equal to 1/4 your Kingdom's level (ex: a level 12 Kingdom may have 3 armies). Your army has HP equal to your Kingdom's level + your Stability modifier.
  • Critical Success You recruit the army and you may take 1 additional Warfare activity this turn if it involves this army.
  • Success You recruit the army.
  • Failure You fail to recruit the army.
  • Critical Failure Many of the individuals in the army you attempted to recruit took offense at the attempt. Gain 1 Unrest, and you cannot attempt to recruit an army again until the next Kingdom turn.

Recover Army

This attempts at recovering an army who has been dealt damage.
  • Critical Success Your army recovers all of its HP.
  • Success Your army recovers half of its total HP.
  • Failure Your army does not recover.
  • Critical Failure Your army does not recover and their morale is lowered, increase Unrest by 1.

Train Army

You attempt to train your armies in new military tactics. Choose a tactic on the Kingdom Armies page and attempt to learn it.
  • Critical Success The army learns a new tactic and gains a +1 to all battle checks until the end of the next Kingdom turn.
  • Success The army learns a new tactic.
  • Failure The army fails to learn a new tactic
  • Critical Failure Same as Failure except your army gets a -1 to all battle checks until the end of the next Kingdom turn.

WILDERNESS (STABILITY)

Wilderness measures how well the kingdom manages its natural resources, integrates with the natural ecosystem, and handles dangerous wildlife. It also reflects the kingdom’s ability to anticipate, prevent, and recover from natural disasters, in much the same way the Defense skill protects against other threats.

GATHER LIVESTOCK

Attempt a basic check to gather excess livestock from local wildlife, ranches, and farms.
  • Critical Success Roll a Resource Die, your Kingdom gains that many Food commodities.
  • Success Your Kingdom gains 1d4 Food commodities.
  • Failure Your Kingdom gains no Food commodities.
  • Critical Failure Lose 1d4 Food commodities to spoilage; if you have no Food to lose, you instead gain 1 Unrest.

GO HUNTING

Your hunters attempt to brave out into the wildreness and hunt some game.
  • Critical Success Your hunters come back with some rare game, gain 1d4 Luxuries.
  • Success Your hunters come back with standard game, gain 1 Luxury.
  • Failure Your hunters fail to properly hunt any game.
  • Critical Failure Your hunters do not return from the wilds, increase Unrest by 1.

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