Non-Regent Actions

Non-regent characters can normally take only one Character Action per turn, but certain conditions can allow them to take additional character actions. Under any circumstance, they are always limited to a maximum of three character actions per turn.

       Example: A lieutenant that is also a general and an administrator, could conceivably be called upon to do 4 actions in one turn command the army, administrate, go on adventure, and provide a bonus regent action (which uses up one of his character actions for that turn). He can only do 3 of those during the course of a single turn.

 

Lieutenants: A lieutenant can perform a single Character Action each turn on behalf of the regent.

The most common tactic is to use an Adventure action to aid to another Regent, Court or Realm action by giving a bonus to the action check. Provided the adventure is successful, a DAC bonus in the +2 to +6 range is the usual outcome.

In addition, one of your lieutenant(s) can provide you with a bonus Regent Actions (see above). This counts as one action for that lieutenant (for purposes of the max three actions rule), but is in addition to the normal single Character Action.

 

Henchmen: Henchmen perform similarly to lieutenants, having one Character Action available each turn (but they do not grant any bonus Regent Action).

 

Followers: Followers (either single name followers or groups of followers, such as your bodyguard) also get one Character Action each turn

Followers rarely have the skills needed to take independent action; they generally only accompany the regent or his lieutenants/henchmen on their adventures (usually acting as a group).

 

Specialists: Specialists get one Character Action. They will only use this action for things relevant to their skills; even going on adventures if that is something for which they qualify.

 

Advisers: Advisers get one Character Action, but will only use Ply Trade: Advise to give a bonus to any Adviser Court Action to which their skills are applicable.

 

Generals and Admirals: Characters, who have been granted the position of either General (army) or Admiral (navy), get 1 additional Adventure action per turn that can only be used to lead a field army or fleet.

 

Commanders: Characters, who have been granted the position of either Commander (army) or Commodore (navy), get 1 additional Adventure action per turn that can only be used to lead a field army or fleet.

       Note: The position of Commander/Commodore is superseded by the General/Admiral position (they do not stack).

 

Administrators: Characters, who have been granted any of the five administrative positions (Castellan, Chamberlain, Chancellor, Purser, and Quartermaster), get 1 additional Administration action per turn to attempt to reduce costs associated with their position. If a character has been granted multiple positions, he gets multiple actions (but is still limited to a maximum of 3 actions per turn).

 

Apprentices, squires and such: Characters, who have been granted a position as apprentice, squire or equivalent, get 1 additional Training action per turn.

 

The following table summarises the potential actions available to each NPC type and position.

 

            NPC ACTIONS

TYPE

LT

CLASS

CHAR

ADMIN

CMND

TRAIN

Admin

0

0

1

1

0

0

Advisor

0

0

1

0

0

0

Comndr

0

0

1

0

1

0

Follower

0

0

1

0

0

0

Gen/Adm

0

0

1

0

1

0

Henchman

0

0

1

0

0

0

Lieutenant

1

0

1

0

0

0

Specialist

0

0

1

0

0

0

Squire,etc.

0

0

0

0

0

1