Action Modifiers

For the most part, you will rarely be satisfied with your base chance of success. Instead you will try to gather as many Action modifiers as you can, and then perhaps augment the result further using Influence, until hopefully the success chance is acceptable actions represent large investments of time and resources, so you want to succeed!

Action modifiers are gained in several ways:

-         Each action description lists which Action modifiers are applicable to that action. Bonuses of the same type do NOT stack, only the HIGHER bonus is applied.

-         The DM can also give you a Miscellaneous bonus to represent factors that enhance your ability to succeed, such as giving you a +6 bonus to you Adventure DAC is he thinks you have role-played well and been highly creative.

-         The DM can impose an action penalty to represent factors that reduce your chances of success, such as giving you a 2 penalty if he thinks you are acting out of character.

-         You can use Influence (RP/GB) to give yourself an additional bonus to the DAC.

You MUST apply all the modifiers listed in the action description, even if it does not work to your advantage (i.e. you cannot opt to ignore the Court modifier just because you have a poor court.)

The following table lists the various factors that can modify the DAC. Each modifier is explained in the sections below.

TABLE: Commonly Used Action Modifiers

Modifier

Abbreviation

Advantage

Adv

Court

Crt

Prosperity

Prsp

Stability

Sta

Skill

Skl

Supportive

Sup

Synergy

Syn

Special

Spc

Miscellaneous

Misc

   

 

 

Advantage (Adv [Law, Temple, Manor, Guild, Trade, or Source]).

Some actions are easier to accomplish if you have a certain type of holding in the province, above and beyond the fact that it generates RP and GB for you to use.

If you rule a holding of the type specified, you get an Advantage bonus of +2 to your DAC provided you rule at least half the holding levels of that type. If you control all holdings of one type, the bonus is +4 instead (except a level 1 holding in a level 1 province). Level 0 holdings never qualify for advantage.

       Example: When using the Espionage action, you can use your Law or Guild holdings in that province to give yourself a +2 bonus to the DAC.

Advantage modifiers do NOT stack even if you have multiple holdings that would qualify for advantage; only apply the modifier from the highest-level holding.

       Example: The Paramount Lord of the Chuo-do has a Law [7] and a Guild [6] in Matsusaka, a Province [7]. When applying advantage to his espionage actions in Matsusaka, he only gets a +4 bonus from controlling all the Law. The lesser bonus from controlling the majority of the Guild is ignored.

You can arrange for other domains to add their holding levels to yours (through a diplomatic treaty) for the purposes of determining advantage. You cannot combine holdings of different types.

       Example: The Lord of Sasaguri can arrange for his vassals to add their levels of Law holdings to his own for the purposes of advantage, but he cannot add their Guild to his Law.

 

Court (Crt).

The amount of money you spend on your court decides how efficient and impressive it is. The Action modifier (found in the table below) is applied to all applicable actions, regardless of what province they take place in.

TABLE: Court Modifiers to DAC

Expenditure

DAC mod

0 GB

-20

0.5 GB

-5

1 GB

-4

2 GB

-3

3 GB

-2

4 GB

-1

5 GB

0

6 GB

+1

7 GB

+2

8 GB

+3

9 GB

+4

10 GB

+5

11 GB+

+5

 

Having a court expenditure of more than 10 GB does not give any additional action bonuses, but will provide more court actions. Having a court expenditure of only 0 GB or 0.5 GB allows one court action per turn.

Having as large and opulent a court as possible is a matter of great prestige, especially among nobles. If you maintain a court beneath your station, you should expect negative events related to this fact.

       Example: When using decree: set taxes you must apply the Court modifier to the DAC for actions taken in ALL your provinces, not only the province where the court is located.

The DAC modifier for Court is not applied to Realm Actions, unless the base action already has the Court modifier listed.

        Example: Just because you decide to use Rule Holding as a Realm action does not mean that you have to take the Court modifier into account.

 

Prosperity (Prsp).

The prosperity of your provinces affects your ability to govern them. Apply the Action modifier found in table below to the DAC of actions taken in the province.

TABLE: Prosperity Modifiers to DAC/DDC.

Prosperity

Description

Modifier

7

Utopian

+5

6

Ideal

+5

5

Thriving

+5

4

Prosperous

+4

3

Healthy

+3

2

Content

+2

1

Steady

+1

0

Average

+0

-1

Guarded

-1

-2

Unsteady

-2

-3

Poor

-3

-4

 Turbulent

-4

-5

Defiant

-5

-6

Rebellious

-20

                The Prosperity modifier is usually applied to any domain taking action, but in certain cases it only applies to the province ruler (and possibly his allies the State Faith, Royal Guild, and Court Mage for example). The Prosperity modifier can also be inverted in cases where an enemy of the province ruler is trying to take action.

       Example: The Prosperity in Miyazu is Poor (-3). Lord Oshiro, the sworn enemy of the Ogawa, conducts, an Espionage action here. The DM decides to invert the modifier (to +3) because the people of Mayazu really do not like their Lord!

 

Stability (Stab).

High stability means you have an effective means of government. Stability affects the DAC of all your actions, except those with N/A in the Difficulty Modifiers column. The following table gives the DAC modifiers of each level of Stability.

TABLE: Stability Modifiers to DAC/DDC

Stability

Description

Modifier

-3

Dedicated

+3

-2

Efficient

+2

-1

Loyal

+1

0

Average

+0

1

Disloyal

-1

2

Corrupt

-2

3

Dysfunctional

-3

 

Skill (Skl).

Certain actions are directly affected by the personal skills of the Regent or one of his Able Assistants, in which case you get a bonus to your DAC according to his skill level. For example, the Administration action is dependent on the Administrate skill of the character who is attempting the action.

In addition, there may be times when a skill can be used indirectly to support an action (for example Knowledge Law can influence the success of a Hold Justice Session). In such cases simply make a skill check, and consult the following table.

SKILL ROLL

MODIFIER

0-4

-2

5-9

-1

10-14

0

15-19

+1

20-24

+2

25-29

+3

30-39

+4

40+

+5

 

Supportive Adventures (Sup)

The use of Adventure actions to support other actions can, if successful, give a +2 Supportive bonus. Very successful adventure, or adventures undertaken by High-Level (or higher) characters, can provide greater bonuses. If an adventure fails badly the modifier can be negative. All actions are potentially subject to Supportive modifiers, except those with NA in the Difficulty Modifiers column, though the player must provide a short explanation of how the character's actions could influence the outcome of the action.

 

Synergy (Syn).

If you manage to make several actions work together as a coherent whole, that might warrant a +2 Synergy bonus (or more rarely higher bonus). All actions are potentially subject to Synergy modifiers, except those with NA in the Difficulty Modifiers column.

       Example: The Kurowasi Domei launches a Create Holding action on Tsaigoshima. They support the action with a Decree and several Adventures. In addition to other bonuses, the DM decides to hand out a +2 Synergy bonus to the Create Holding action.

 

Special (Spec).

There are often some special modifiers that apply to the specific action being attempted. Refer to the action description for a thorough explanation.

        Example: Adventure is an action who is heavily influence by the special modifiers such as the level of those participating.

 

Miscellaneous (Misc).

These are other modifiers, imposed by the DM to take into account special circumstances. It is possible for there to be several Misc effects related to a single action; if so the DM will assign the action a total modifier (positive or negative). All actions are subject to Miscellaneous modifiers, except those with NA in the Difficulty Modifiers column.

 

 To Difficulty Modifiers

 

 To Influence