House Rules: Nation Building - Leadership Roles

A stable nation has leaders that fill different roles—tending to the economy, defense, and health of its citizens. PCs and NPCs can fill these roles; your fighter may be the kingdom’s Warden, the party cleric its High Priest, and so on. Each role grants the nation different benefits.

A character can only fill one leadership role at a time except for the Heir. For example, your character can’t be both the Ruler and the High Priest. Even if you want the Ruler to be the head of the nation’s religion, she’s too busy ruling to also do the work of a High Priest; she’ll have to appoint someone else to do that work. However, a leader can perform another role's leadership action at double the BP cost with a disadvantage to their leadership check, except for the Heir. Any other leadership role (except for the Ruler) can also occupy the Heir role, which has a special action to act as the Ruler if the Ruler is not present.

The nation must have someone in the Ruler role to function; without a Ruler, the nation cannot perform basic actions and gains Unrest every turn. All other roles are optional, though leaving certain roles vacant gives your nation penalties.

These leadership roles can be a part of any form of government; in some nations they take the form of a formal ruling council, while in others they may be advisers, ministers, relatives of the leader, or simply powerful nobles, merchants, or bureaucrats with access to the seat of power. The names of these roles are game terms and need not correspond to the titles of those roles in the nation—the Ruler of your nation may be called king, queen, chosen one, padishah, overlord, sultan, and so on.

Responsibilities of Leadership: In order to gain the benefits of leadership, you must spend at least 7 days per month attending to your duties; these days need not be consecutive. This can be roleplayed or can be assumed to run in the background without needing to be defined or actively played out. Time spent ruling cannot be used for adventuring, crafting magic items, or completing other downtime activities that require your full attention and participation. Failure to complete your duties during a turn means treating the role as thought it’s vacant.

For most campaigns, it’s best to have the PCs pick the same days of the month for these administrative duties, so everyone is available for adventuring at the same time.

PCs and NPCs as Leaders: These rules include enough important leadership roles that a small group of PCs can’t fill them all. You may have to recruit NPCs to fill out the remaining necessary roles for your nation. Cohorts, followers, and even intelligent familiars or similar companions can fill leadership roles, and you may want to consider inviting allied NPCs to become rulers, such as asking a friendly ranger you rescued to become the nation’s Marshal.

Leadership Skill: Each leadership role has two or more skills to use for their Leadership check. These skills are vital to fulfill role's duties.

Vacancy Penalty: This line explains the penalty to your nation if no character fills this role, or if the leader fails to spend the necessary time fulfilling his responsibilities. Some roles have no vacancy penalty. If a character in a role is killed or permanently incapacitated during a turn and not restored to health by the start of the next nation turn, that role counts as vacant for that next turn, after which a replacement can be appointed to the role.

Like benefits, most vacancy penalties are constant, last as long as that role is vacant, and don't stack with themselves. If a vacant role lists an increase to Unrest, however, that increase does not go away when the role is filled. For example, if the nation doesn't have a ruler for a turn, Unrest increases by 4 and doesn't automatically return to its previous level when you eventually fill the vacant Ruler role.

Abdicating a Role: If you want to step down from a leadership position, you must find a replacement to avoid incurring the appropriate vacancy penalty for your position. Abdicating a position increases Unrest by your nation's size modifier and requires a Loyalty check; if the check fails, the vacancy penalty applies for 1 turn while the new leader transitions into that role. If you are the Ruler, abdicating increases Unrest by double your nation's size modifier, and you take a –4 penalty on the Loyalty check to avoid the vacancy penalty.

If you are not the Ruler and are leaving one leadership role to take a different one in the nation, the Unrest increase does not occur and you gain a +4 bonus on the Loyalty check to avoid the vacancy penalty.

Leadership Actions: If you are in a leadership position, there are certain actions related to your position that you can do that affect your nation. Unless otherwise specified, you can perform the same leadership action repeatedly as long as you have enough BP to pay for them. Any time you spend additional BP beyond the base cost, you gain a +1 bonus on your leadership check for each additional BP spent. A failed check still expends all spent BP.

Leadership Check: In order to succeed your leadership action, you must succeed a leadership check. To make a Leadership check, choose one of your Leadership Skills and roll a check with it. If you have the Leadership feat, add a +1 bonus to your check for every 5 points of your leadership score. Finally, add the modifier of your nation's attribute (Economy, Loyalty, or Stability) that is relevent to the check. The DC of your leadership check is typically equal to your nation's Control DC, but may be modified by the GM depending on the circumstances. You cannot take 10 or take 20 on a nation check. Leadership checks automatically fail on a natural 1 and automatically succeed on a natural 20. Subtract your nation's Unrest from your Leadership check as a penalty.

Expense Coverage: As a leader of a nation, you are grants a monthly stipend to cover your expenses as payment for your public service. This coverage allows you to acquire services and nonmagical items that cost up to a certain limit. Your coverage limit depends on your nation's size and taxation level. You can requisition only one item at a time, and each item requires an hour to be retrieved.

Regardless of your nation's size, each leader may make their home in the most expensive unoccupied lodging building built in your capital settlement (Tenement, House, Mansion, Noble Villa, Castle, Palace). Otherwise, the leader must make their own living arrangements with their own resources.

Cohorts and Followers: Leaders with the Leadership feat can easily and quickly recruit their followers to form special agents and units than normal. If a character is both a nation leader and her cohort is as well, the cohort can recruit his leader's followers as if they are his own.

Unrest: Any Unrest generated by leadership action are not immediately added to your nation's Total Unrest. instead, the Unrest from all actions is added up and then added to the total at the end the Decision phase, right before the Event phase.

Table: Leadership Expense Coverage

Nation Size Coverage Limit
Fine Aside from your lodging, you do not receive any additional stipend, and must pay for your own food and supplies.
Diminutive 5 sp
Tiny 1 gp
Small 5 gp
Medium 10 gp
Large 25 gp
Huge 50 gp
Gargantuan 100 gp
Colossal 250 gp
(+1) (+150 gp)

Ruler

The Ruler is the highest-ranking person in the nation, above even the other nation leaders, and is expected to embody the values of the nation. The Ruler performs the nation's most important ceremonies (such as knighting royals and signing treaties), is the nation's chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire nation, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).

In a campaign where the leaders are nobles or royals, marrying someone of lesser station means the spouse becomes a Consort rather than a Ruler.

If your nation's rulership edict is set to committee, the nation may have two or more Rulers. Each Ruler may perform Rulership action independently of each other, but each of them receives a -2 penalty to their Leadership checks each Ruler in addition to the first.

If your nation's rulership edict is set to assembly, your Control DC is modified by the number people in the assembly and their attitude towards the Ruler. See Rulership Edicts to determine the modifiers to the Control DC.

  • Leadership Skill: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: A nation without a ruler cannot claim new hexes or purchase terrain or settlement improvements. The nation automatically fails the Loyalty and Stability check during the Upkeep phase. Increase Unrest by twice the nation's size modifier during each Upkeep phase.
  • Actions:
    • Abandon Hex (0 BP; Stability): You may abandon any number of hexes to reduce your nation's Size (which you may wish to do to manage Consumption). The hexes are abandoned during the next Upkeep phase when hexes are claimed. This functions as described in Losing Hexes.
    • Claim Hex (1 BP; Stability): For your nation to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your nation. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement for more details). Then, to claim the hex, spend 1 BP; the hex will be added to your nation during the next Upkeep phase. You may perform this action multiple times per turn. If you claim hexes beyond your nation's expansion limit, the cost is 1 BP higher than the previous claimed hex.
    • Exploit Hex (1 BP; Loyalty): You make it so that hexes occupied by your nation in times of conflict begin producing for your nation instead of your enemy's. At the same time hexes are claimed during next Upkeep phase, the exploited hex, and any improvements or settlements in it, temporarily become part of your nation, counting towards your nation's Size and Control DC. Your nation benefits from the effects of the hex and its improvements and settlement (numerical bonuses are halved to a minimum of 1), but also suffer and generation of Unrest or penalties. For every 10 that you fail the check, you gain 1d4 Unrest as your attempt to exploit the enemy hex provokes resistance from the locals to their occupiers. See House Rules: Mass Combat - Conquering Territory for more details.
    • Garner Support (nation's size modifier in BP; Loyalty): You go on tours or arrange special events to meet with various members of the general population of your nation, or especially influential individuals. You speak with them to improve their morale and support for your government. A successful Leadership check gives your nation a +1d4 bonus to Loyalty until the end of your next Decision Phase, plus an additional +1d4 for every 10 that your check beats the DC. For every 10 that you fail your check, your nation instead receives a -1d4 penalty to Loyalty as you misread the public's mood, and end up insulting them.
    • Improve Settlement (use building's cost; no check): You commission the construction of a building in one of your settlements. You may perform this action multiple times per turn. If you improve settlements beyond your nation's expansion limit, the cost for each following building increases by a number of BP equal to the number over the building expansion limit.
    • Improve Terrain (use improvement's cost; no check): You commission the construction of a terrain improvement in one of your nation's hexes. You may perform this action multiple times per turn. If you improve hexes beyond your nation's expansion limit, the cost for each following improvement increases by a number of BP equal to the number over the terrain improvement expansion limit.
    • Issue Edict (see Edicts): Select or adjust your edict levels for any edict not covered by the other Leadership roles. (see Edicts). You can take this action only once per Decision Phase per different type of edict.
    • Other Leadership Actions (varies): As the nation ultimate authority, you may involve yourself in the affairs of other leadership roles, and perform actions available to them. However, each action costs twice as much, and you receive a penalty equal to your nation's size modifier to your check.
    • Prepare Hex (cost varies): You prepare a claimed hex to place a settlement. You cannot choose a hex that was claimed during this Decision Phase. See the Preparation Cost column on Table: Terrain and Terrain Improvements for the BP cost.
    • Secure Financial Backing (1 BP; Loyalty): You arrange for special meetings with the wealthy and influential people of your nation to convince them to invest funds and resources in government work. A successful Leadership check gives your nation a +1d4+1 bonus to Economy until the start of your next Decision Phase. For every 10 that you beat the DC, your bonus increases by 1. For every 10 that you fail your check, the people are insulted by your request, and your nation instead receives a -1d4 penalty to Loyalty. You can take this action only once per Decision phase.
    • Steward the Realm (nation's size modifier in BP; Stability): You focus your efforts and resources into overseeing your nation's health. A successful Leadership check gives your nation a +1d4+1 bonus to Stability until the start of your next Decision Phase. For every 10 that you beat the check, your bonus increases by 1. For every 10 that you fail your check, your nation instead receives a -1d4 penalty to Stability as you mismanage your nation's operations and resources. You can take this action only once per Decision phase.

Consort

The Consort is usually the spouse of the Ruler, and spends time attending court, speaking with and advising nobles, touring the nation to lift the spirits of the people, and so on. In most nations, you cannot have two married Rulers and a Consort at the same time.

The Consort represents the Ruler when the Ruler is occupied or otherwise unable to act. With the Ruler's permission, the Consort may perform any of the Ruler's duties, allowing the Ruler to effectively act in two places at once. If the Ruler dies, the Consort may act as Ruler until the Heir comes of age and can take over as Ruler. If the Consort is acting as Ruler for the turn, the Consort suffers disadvantage on the Loyalty check during the Upkeep phase.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: None.
  • Actions: Same as Ruler, except you have disadvantage to your Leadership checks.

Councilor

The Councilor acts as a liaison between the citizenry and the other nation leaders, parsing requests from the commonwealth and presenting the leaders' proclamations to the people in understandable ways. It is the Councilor's responsibility to make sure the Ruler is making decisions that benefit the nation's communities and its citizens.

  • Leadership Skills: Diplomacy, Knowledge (local), Sense Motive.
  • Vacancy Penalty: Loyalty decreases by the nation's size modifier. The nation gains no benefits from the Holiday edict. Increase Unrest by the nation's size modifier during each Upkeep phase.
  • Actions:
    • Calm Public (nation's size modifier in BP; Loyalty): Through public assemblies and a network of speakers, you listen to and speak with your nation's people, easing their concerns. On a successful check, reduce Total Unrest by 1d4+1 when updating it during your next Upkeep phase, and reduce it further by 1 for every 10 above the DC. You can perform this action only once per Decision phase.
    • Cultivate Settlement (1 BP per district; Loyalty): You enact a campaign to promote your nation's culture in one of your settlements, bringing its people closer in line with your nation's point-of-view. Select one of your nation's settlements that has an alignment that does not match your nation's alignment. To change the settlement's alignment by one step, you must succeed at the Cultivate Settlement action once per month for 7 months. These months need not be consecutive, but every month you do not use this action, make a Loyalty check at no cost to see if the settlement continues practicing your customs; failure undoes one of your successes as the people slide back into their old habits. A failed Cultivate Settlement check automatically undoes one of your successes. Each School in the settlement grants you a +1 bonus to your check, Academies grant +5, and Universities grant +10.
    • Festival Edict (see Festival Edicts): You issue a festival edict. You can take this action only once per Decision Phase.
    • Holiday edict (see Holiday Edicts): You issue or adjust your holiday edict levels. You can take this action only once per Decision Phase.
    • Social edict (see Social Edicts): You issue or adjust your nation's social edicts. You can take this action only once per Decision Phase.
    • Supply Settlement (varies; Economy): You supply a settlement with an amount of BP of your choosing. Failing the check by 9 or less results in the settlement receiving 1 BP less than the amount that you initially sent as unscrupulous servants skim off some of the supplies for themselves. For every 10 that you fail your check, the amount of BP is reduced by an additional 1d4 (minimum 0). A settlement is fully stocked when its supplies reach an amount of BP equal to the number of its districts plus 2 per Granary, Stockyard, and Warehouse.
    • Support or Suppress Faction (target faction size modifier; Loyalty): You may choose to support or suppress particular factions during the next Faction Turn. Upon success, you may may choose to increase (if supporting) or decrease (if suppressing) a single faction’s checks by 1 during the Operation phase. For every 10 you beat the DC, increase or decrease by 1. Every faction beyond the first affected this way causes a -1 penalty to Loyalty checks until the start of the next Decision phase. You can take this action only once per faction per Decision phase.

Enforcer

The Enforcer deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Enforcer may grant civilians the authority to kill in the name of the law.

  • Leadership Skills: Intimidate, Survival.
  • Vacancy Penalty: None.
  • Actions:
    • Assassination (cost equals target's CR; Stability): Using subtlety or brute force, you assassinate your target. Select an NPC present in your nation as your target, and add his CR to the Leadership DC. A successful check results in the target being killed. If you fail by 9 or less, your nation's Unrest increases by your nation's size modifier, and the target survives but does not know that you were behind the attack. For every 10 that you fail your check, your nation's Unrest increases by your nation's size modifier, and the target survives and knows that you were behind the attack.
    • Reduce Strife (1 BP; Loyalty): You make a few discreet encounters with vocal dissidents in the middle of the night, or make several notable public appearance to remind the population the ultimate penalty. On a successful check, reduce Total Unrest by 1d4+1 when updating it during your next Upkeep phase, and reduce it further by 1 for every 10 above the DC. For every 10 that you fail your check, your nation's Unrest increases by 1d4. You can take this action only once per Decision phase.

General

The General is the highest-ranking member of the nation's military. If the nation has an army and a navy, the heads of those organizations report to the nation's General. The General is responsible for looking after the needs of the military and directing the nation's armies in times of war. Most citizens see the General as a protector and patriot. The General makes all nation checks for the nation's armies (see House Rules: Mass Combat)

  • Leadership Skills: Intimidate, Knowledge (martial), Profession (soldier).
  • Vacancy Penalty: Loyalty decreases by twice the nation's size modifier.
  • Special Unit—Army: An army is the primary unit to wage war on behalf of the nation. An army unit can be freely transferred to the Marshal as a scout team or to the Warden as a guard unit.
  • Actions:
    • Equip Army (see army resource cost): You purchase a resource for an army unit. The unit must be garrisoned or a unit-in-training. The unit will acquire the resource at the start of your next nation turn. See House Rules: Mass Combat - Equipping Your Army.
    • Military Edicts (see Military Edicts): You adjust your nation's Military Edicts. You can take this action only once per Decision phase.
    • Raise Morale (army's size modifier in BP; Loyalty): You tour one of your nation's armies, speaking with the soldiers and raising their morale. Select one of your nation's armies. If you succeed your check, you increase the army's morale and the morale of all units in that army by 1, plus an additional 1 for every 10 that you beat the check. You can use this action only once per Decision phase per army.
    • Recruit Army Unit (see description; Loyalty): Select a settlement. You must pay 1 BP per 5 recruits; this number of recruits per BP increases if you have certain military buildings in that settlement. These new recruits arrive at the start of your next Decision phase, but are not yet an army until they are trained (see Train Army Unit action). See House Rules: Mass Combat - Recruiting an Army.
    • Resupply Army (varies; Economy): Select an army that is in a hex claimed or occupied by your nation during this Decision phase. That army is supplied by an amount of BP of your choosing as long as it does not exceed your treasury. For every 10 that you fail your check, the amount of BP is reduced by an 1d4 (minimum 0) as the supplies are lost in transit through accidents or stolen by unscrupulous soldiers. You can use this action only once per Decision phase per army.
    • Train Army Unit (see description; Loyalty): You form a new army unit from a pool of recruits. You pay an amount of BP equal to the desired unit's UCR and make a Loyalty check. If you succeed, the unit will be ready for deployment at the start of the next Decision phase. If the check fails, the unit is not ready, and you will need to spend the same amount of BP again and make another Loyalty check to see if the unit will be ready on the following Decision phase. See House Rules: Mass Combat - Recruiting an Army.
      • Another option is to train a unit to learn one new tactic, up to half of its UCR. You pay an amount of BP equal to half of the unit's UCR (minimum 1) and make a Loyalty check. Add the unit's current UCR to the Control DC. If you succeed, the unit takes one month to learn one new tactic of your choice that it meets the prerequisites, ready at the beginning of the next Decision phase.
      • Alternatively, you can improve an existing unit through training to increase its level by 1. While training, the unit must be garrisoned, and cannot take any other action. To train a unit up to the next level, use the Leveling Up NPC Downtime action. Multiply the cost to level up a single NPC by the number of troops in the unit. Divide the total cost by your nation's current BP value to calculate how much BP to spend (round up). The number of days spent training is the same for all troops and they all start and finish at the same time. However, they expect regular time off, so the number of days before they complete their training is increased by 25% (these extra days are not spent training, thus do not increase the training cost).

Grand Diplomat

The Grand Diplomat is in charge of the nation's foreign policy—how it interacts with other nations and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the nation's diplomats, envoys, and ambassadors. It is the Grand Diplomat's responsibility to represent and protect the interests of the nation with regard to foreign powers.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: Stability decreases by the nation's size modifier. The nation cannot issue Diplomatic or Exploration edicts.
  • Actions:
    • Diplomatic edicts (see Diplomatic Edicts): You issue or adjust your diplomatic edicts. You can take this action only once per Decision Phase per target nation.
    • Improve Foreign Relations (1 BP; Stability): You begin a dialog with representatives of another nation to forge better relations with them. Select another nation.
    • Increase Immigration (nation's size modifier in BP; Loyalty): You temporarily provide aid to foreigners to make it easier for them to immigrate and settle in your nation. A successful check reduces your nation's casualties by your nation's size modifier, and additional 1d4+1 for every 10 above the DC. You can take this action only once per Decision phase.

Heir

The Heir is the person next in line to become Ruler. The Heir's time is mostly spent learning to become a ruler—pursuing academic and martial training, touring the nation to get to the know the land and its people, experiencing the intrigues of courtly life, and so on. Unlike other leadership roles, the Heir position can be occupied simultaneously by another nation leader, except for the Ruler, with no additional penalty or cost. The lack of a designated Heir causes worry among the population if there is no clear line of succession in case of emergencies.

Because the Heir carries the potential of being the next Ruler, the Heir may act on behalf of the Ruler. If the Heir is acting as Ruler for the turn, the Heir suffers disadvantage on the Loyalty check during the Upkeep phase.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: Stability decreases by the nation's size modifier. Increase Unrest by the nation's size modifier during each Upkeep phase.
  • Actions:
    • Act as Ruler (no cost; Loyalty): In the event that the Ruler is not present during the nation building turn, you can act in her place, allowing you to perform Ruler actions. However, every Ruler action after the first has its cost increased by 1 BP and Control DC increased by 2. The higher cost and DC persist to the following Decision phases when the Heir acts as the Ruler. The cost and DC decrease by 1 and 2 respectively every month the true Ruler is present and the Heir does not use the Act as Ruler action.

High Priest

The High Priest tends to the nation's religious needs and guides its growth. If the nation has an official religion, the High Priest may also be the highest-ranking member of that religion in the nation, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the nation's ambassadors and diplomats. If the nation has no official religion, the High Priest may be a representative of the most popular religion in the nation or a neutral party representing the interests of all religions allowed by the nation.

  • Leadership Skills: Diplomacy, Knowledge (religion), Sense Motive.
  • Vacancy Penalty: Stability and Loyalty decrease by the nation's size modifier. Increase Unrest by the nation's size modifier during each Upkeep phase.
  • Actions:
    • National Blessing (nation's size modifier in BP; Stability): You organize the nation's clergymen to beseech the gods to provide their blessing upon your nation. Select one of your nation's leaders. You provide a +1d4+1 bonus to their Leadership checks until the start of your nation's next Decision Phase. For every 10 above the DC, the bonus increases by 1. You can only perform this action once per nation leader per Decision phase.
    • National Succor (nation's size modifier in BP; Loyalty): You organize the nation's clergymen to provide relief and comfort to your nation's populace. On a successful check, reduce Total Unrest by 1d4+1 when updating it during your next Upkeep phase, and reduce it further by 1 for every 10 above the DC. You can take this action only once per Decision phase.
    • Religious Festival (see Festival Edicts) You call organize a religious festival. You can take this action only once per Decision phase.

Magister

The Magister guides the nation's higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most nations, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.

  • Leadership Skills: Knowledge (arcana), Knowledge (planes), Profession (scribe), Spellcraft, Use Magic Device.
  • Vacancy Penalty: Economy decreases by twice the nation's size modifier.
  • Actions:
    • Commission Edict (see Commission Edict): You have the magical practioners of your nation work on crafting magical items. You can take this action multiple times per Decision phase, however there is a risk of Unrest of taking it more than once.
    • Curse Nation (nation's size modifier in BP; Economy): You organize the magical forces of your nation to cast a widespread curse upon the target nation. Select a nation and choose one of the following attributes: Economy, Loyalty, Stability. Add the target nation's size modifier to your DC. A success incurs a -2 penalty on the chosen attribute of the target nation throughout the next month. The penalty increases by 1 for every 10 your check's result is above the DC. You can take this action only once per attribute per target nation per Decision phase.
    • Divert Magical Resources (1 BP; Economy): You divert your nation's magical resources of medium and major item slots for one month, reducing construction cost for buildings in the same city or terrain improvements in adjacent hexes by 3 BP for each major slot commissioned, 2 BP for each medium slot, and 1 BP for each minor slot. You can take this action multiple times per Decision phase, but each time after the first adds 1 point of Unrest, representing the anger and resentment of other customers from having their own requests being superseded by those of the country’s rulers, and of the crafters themselves for being forced to work on demand.
    • Enchant Nation (nation's size modifier in BP; Economy): You organize the magical forces of your nation to cast a nation wide enchantment. Select one of your nation's leaders. You provide a +1d4+1 bonus to their Leadership checks until the start of your next Decision Phase. For every 10 above the DC, the bonus increases by 1. You can only perform this action once per nation leader per Decision phase.
    • Vacate Magic Item Slot (1 BP; Economy): You manipulate your nation's economy to encourage an NPC to purchase a magical item currently occupying a settlement's magic item slot. The check's DC increases by 1 for every 1,000 gol of the item's value. Every time you make this check, your nation's Economy suffers a cumulative -1 penalty until the start of the next Decision Phase.

Marshal

The Marshal ensures that the nation's laws are being enforced in the remote parts of the nation as well as in the vicinity of the capital. The Marshal is also responsible for securing the nation's borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can't deal with alone.

  • Leadership Skills: Knowledge (geography), Knowledge (nature), Survival.
  • Vacancy Penalty: Economy decreases by twice the nation's size modifier.
  • Special Unit—Scout Team: Scout teams behave exactly like army units, with additional benefits when used with the Marshal's actions. When a Marshal action requires you to use a scout team, that tean becomes occupied until the end of the next Decision phase (where it becomes available again), and cannot be used for any other actions. A scout team can be freely transferred to the General as an army or to the Warden as a guard unit.
  • Actions:
    • Assign Scouts (no cost or check): You may assign a scout team to a new home base (any hex with a settlement, Fort, or Watchtower that may house the team's size). The scout team must already be garrisoned at their current home base. You may perform this action once per available scout team per Decision Phase.
    • Equip Scouts (use army resource cost): You purchase and equip an army resource for a scout team. The team must be garrisoned. See House Rules: Mass Combat - Equipping Your Army.
    • Explore Hexes (no cost; see text): You send a scout team to explore hexes. You can assign any number of unassigned hexes for the scout team to explore, and the time to travel and explore those hexes follow the standard rules for House Rules: Exploration and Movement. The exploration time is divided by the scout team's size modifier (minimum 1 hour).
      • If there is an encounter in one of the assigned hexes, the scout team can identify what it is, and then decide to engage with it or not. If they decide not to engage it, the scouts return to their previous hex with no time spent in the new hex (although travel time to return does pass), and the hex remains unexplored.
      • If they do decide to engage the encounter, roll a 1d20 and add the scout team's OM to the check. If the result equals or exceeds 10 + the encounter's CR, your scout team overcame the encounter in the hex, earned XP for the encounter's CR, and you gain full knowledge of that hex's contents. Even upon success, the scout team receives damage equal to how much the encounter's CR exceed's the team's UCR (minimum 0). A natural 1 is not an automatic failure, but the amount of damage is doubled (minimum 1). A natural 20 is not an automatic success, but the amount of damage is halved (minimum 0). Failure represents that the scout team was lost, the hex remains unexplored, and Unrest increases by 1 as rumours of danger spread or whatever killed your scouts becomes agitated. You may performed this action once per available scout team per Decision Phase.
    • Recruit Scouts (see description; Loyalty): You recruit a team of scouts who are needed for many of your Leadership actions. A scout team is recruited and behaves as an army unit (see House Rules: Mass Combat - Recruiting an Army rules). When a scout team is created, you must assign it a home base with enough capacity to garrison it.
    • Scout Armies (see description; Stability): You have your scouts report to you the positions of every army they can find in your nation. For each day of scouting, spend 1 BP per assigned scout team and make a leadership check. Your check is calculated against each foreign army on any of your nation's hexes. Each army's Camouflage modifier is added to the DC to beat in order to scout that army. You gain a bonus to your check equal to each assigned scout team's size modifier, and receive a penalty equal to your nation's size modifier. A successful check allows you to know the position, size, and heading of the target army.
    • Train Scouts (see description; Loyalty): You train recruits into a new scout team or improve the skills of an existing scout team in the same manner as an army unit. See the General leadership action Train Army for details.

Spymaster

The Spymaster observes the nation's criminal elements and underworld and spies on other nations. The Spymaster always has a finger on the pulse of the nation's underbelly, and uses acquired information to protect the interests of the nation at home and elsewhere. The Spymaster must recruit agents and contacts to execute Counter-Espionage, Espionage Edict and Influence Target actions. Without them, the Spymaster is able to execute only one of the three aforementioned actions once per Decision Phase.

  • Leadership Skills: Bluff, Disguise, Knowledge (local), Perception, Sense Motive, Stealth.
  • Vacancy Penalty: Economy decreases by twice the nation's size modifier. Increase Unrest by the nation's size modifier during each Upkeep phase.
  • Special Unit—Agent: An agent can be used to execute Counter-Espionage, Espionage Edict, and Influence Target actions. When an agent is assigned to execute one of those actions, they cannot be assigned any other action until the next Decision Phase. The Spymaster can only executes a number of those actions per Decision Phase as she has agents. An agent's CR is added as a bonus to leadership checks made for the action. An agent can be equipped as an NPC. The agent adds increase their bonus to leadership checks by 1 for every 1,000 gol worth of equipment. An agent's Consumption and Morale is calculated as a solo army unit, and will leave your employ in the same manner as an army unit disbanding.
  • Special Unit—Contact: A contact is an individual who can help an agent in their task in a specific settlement or hex. Contacts are not employed or loyal to your nation; their aid is provided in exchange for rewards or coercion by your Spymaster. Each contact increases the nation's Consumption by 1. If the contact's Consumption is not paid, then the contact no longer works for you. Each contact provides a +1 bonus to leadership checks made for Spymaster actions in that settlement or hex.
  • Actions:
    • Counter-Espionage (varies; Stability): You task your spy network to focus on uncovering and halting covert foreign operations within your nation. Increase the DC for all Spymaster actions made by another nation targeting your nation by 2 for every BP spent until your next the beginning of your next Decision phase. This BP is your action's cost and do not grant a bonus to your check; additional BP spent after this cost does grant the bonus, but does not increase the DC. For every 10 that you beat the DC, the DC increase increases by 1. For every 10 that you fail the check, the DC decreases by 1. This action does not require an agent. You can take this action only once per Decision phase.
    • Espionage Edict (see Espionage Edicts): You task your agents on espionage missions. You may take this action once per available agent per Decision Phase.
    • Influence Target (1 BP; Loyalty): Through bribery or blackmail, you improve the relationship between your agents and characters outside of your spy network. Select one of your agents and a target character to influence. Add your agent's CR to your leadership check, and the target's CR to the DC. Upon making a successful check, choose one aspect of the relationship to improve by one step: relationship, attitude, trust, sway. You can only take this action once per Decision phase for the same pair of agent and target. If you fail your check by 10 or more, one aspect of the relationship worsens by 1 step, selected at random (1d4: 1 = relationship, 2 = attitude, 3 = trust, 4 = sway); if the selected aspect is already at its lowest level, another aspect is selected at random until all aspects are at their lowest level. See House Rules: Personal Interactions for more details on relationships and how your agent can exploit them.
    • Recruit Agent (see description; Loyalty): You recruit an agent to carry out espionage mission on behalf of the nation. Recruiting an agent costs BP equal to the agent's CR squared, and succeeding a Loyalty check with the agent's CR added to the DC. A failed check results in the agent refusing to be employed in your service, and the BP spent is lost. Recruiting an agent requires a Military Academy in the settlement where the recruitment is performed. The agent requires a number of months equal to his CR to be recruited, becoming available at the beginning of the Decision phase of the last month.
    • Support or Suppress Faction (target faction size modifier; Loyalty): You may choose to support or suppress particular factions during the next Faction Turn. Upon success, you may may choose to increase (if supporting) or decrease (if suppressing) a single faction’s checks by 1 during the Operation phase. For every 10 you beat the DC, increase or decrease by 1. Every faction beyond the first affected this way causes a -1 penalty to Loyalty checks until the start of the next Decision phase. You can take this action only once per faction per Decision phase.
    • Train Agent (see description; Loyalty): You put one of your agents through an intense training regimen to improve his skills. To train a unit up to the next level, use the Leveling Up NPC Downtime action. The agent must be in a settlement with a Military Academy, and cannot be assigned any action until their training is complete.

Treasurer

The Treasurer monitors the state of the nation's Treasury and citizens' confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.

  • Leadership Skills: Appraise, Bluff, Diplomacy, Knowledge (local), Profession (merchant), Sense Motive.
  • Vacancy Penalty: Economy decreases by twice the nation's size modifier. The nation cannot collect taxes—during the Edict Phase, when you would normally collect taxes, the nation does not collect taxes at all and the taxation level is considered "none."
  • Actions:
    • Accelerate Construction (1 BP; Economy): You reduce the remaining construction time of a hex or settlement improvement by 1 month. If the remaining months reaches 0, then the improvement is completed at the end of the Decision Phase. For every 10 that your Leadership check beats the DC, you reduce the remaining time by another month. For every 10 that you fail your check, the improvement construction is halted for 1 month as mismanagement of resources causes confusion and delays. You can only perform this action once per building during your Decision phase.
    • Business Investment (cost varies; Economy): Choose an amount of BP up to your nation's size modifier to invest in local businesses, and make an Economy check. Success rewards you with a 1d4+1 bonus to Economy for each BP invested until the start of your next Decision phase. For every 10 that your check beats the DC, your bonus increases by 1. Failure indicates that you have lost your investment. You can only take this action once per Decision phase. You can invest more BP than your nation's size modifier, but the bonus gained is decreased. The bonus for every BP invested beyond your nation's size modifier up to twice your nation's size modifier is halved, the bonus for every BP invested beyond that up to three times your nation's size modifier is divided by 3, and so on.
    • Delay Debt Payment (1 BP; Loyalty): During the Upkeep phase, you may attempt to not pay some or all of your nation's Consumption. Make a Loyalty check, and add twice the amount of Consumption you refuse to pay to the check's DC. Success means that you do not have to pay that amount for this month, however Total Unrest immediately increases by the amount of debt BP. For every 10 that your check beats the DC, reduce the amount of Unrest gained by 1 (minimum 1). A failed check results increases Unrest by 1d4, plus another 1d4 for every 10 below the DC. You can take this action only once per Decision phase.
    • Issue taxation edicts (see Taxation Edicts): You issue or adjust your taxation edict levels. You can take this action only once per Decision Phase.
    • Request Loan (no cost; Economy): Your government requests funds from your nation's moneylenders. Make a Loyalty check. The Control DC increases by the amount of BP requested. If you succeed, your treasury increases by the amount requested, but your nation gains a debt which increases Consumption by 1/10 of the amount of BP gained for a number of months equal to the amount of BP requested. For every 10 that your check beats the DC, reduce the duration of the debt by 1 month (minimum 1 month). Failure means your loan was denied and no BP is gained.
    • Trade Edicts (see Trade Edicts): You issue or adjust your trade edict levels.
    • Withdraw Funds (no cost; Loyalty): Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds. You can reduce the amount of Unrest by 1 with a successful Loyalty check, reducing it further by another 1 Unrest for every 10 that you beat the DC (to a minimum of 1). A failed check increases the unrest by 1d4, plus another 1d4 for every 10 below the DC.

Viceroy

The Viceroy represents the Ruler's interests on an ongoing basis in a specific location such as a colony or vassal state (see the optional Vassalage edict). The Viceroy is in effect the Ruler for that territory; her orders are superseded only by direct commands from the Ruler.

  • Leadership Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Sense Motive.
  • Vacancy Penalty: If you have no Viceroy for your vassal state, treat it as if it had the Ruler vacancy penalty.
  • Actions: Same as Ruler, but only for your vassal state.

Warden

The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the nation leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats. The Warden relies on police units (also known as city guards, sheriffs, and constabulary) to perform some of their actions. If you use a police unit for an action, you can add their UCR to your check.

  • Leadership Skills: Intimidate, Knowledge (local), Profession (barrister), Profession (soldier), Sense Motive.
  • Vacancy Penalty: Loyalty and Stability decrease by the nation's size modifier. Increase Unrest by the nation's size modifier during each Upkeep phase.
  • Special Unit—Guard Unit: Guard units behave exactly like army units, with additional benefits when used with the Warden's actions. When a Warden action requires you to use a guard unit, that unit becomes occupied until the end of the next Decision phase (where it becomes available again), and cannot be used for any other actions. When you make a Warden leadership check for a specific settlement, you can add the UCR of all of your unoccupied guard units in that settlement. Guard units require at least one Guard Station in their assigned settlement, and each Guard Station can garrison 50 guards. A guard unit can be freely transferred to the General as an army unit or to the Marshal as a scout team.
  • Actions:
    • Community Outreach (nation's size modifier in BP; Loyalty): You provide the resources to your law enforcement agencies need to reach out to the public and engender good will between them. Select an available guard unit and one of your nation's leader. The selected leader gains a 1d4+1 bonus to Loyalty checks until the start of the next Decision Phase, and an additional 1 for every 10 that your check beats the DC. For every 10 that you fail the check, Unrest increases by 1, as your guards cause misunderstandings with the public, inciting their anger. You can take this action only once per nation leader per Decision phase.
    • Crackdown (nation's size modifier in BP; Stability): You provide additional resources to your law enforcement agencies to come down harder on crime. Select an available guard unit. On a successful check, reduce Total Unrest by 1d4+1 when updating it during your next Upkeep phase, and reduce it further by 1 for every 10 above the DC. For every 10 that you fail the check, Total Unrest immediately increases by 1d4 as your guards bungle the operation so badly or go overboard that your citizens view this action as a tyrannical act. You can take this action only once per Decision phase.
    • Equip Guard (use army resource cost): You purchase and equip an army resource for a guard unit. The unit will acquire the resource at the start of your next nation turn. See House Rules: Mass Combat - Equipping Your Army.
    • Police Operation (nation's size modifier in BP; Stability): You conduct a temporary special police operation to prevent crime and protect the peace. Select an available guard unit and one of your nation's leaders. The selected leader gains a 1d4+1 bonus to Stability checks until the start of the next Decision Phase, and an additional 1 for every 10 that your check beats the DC. If your check fails, the nation's Unrest increases by 1, and an additional 1 for every 10 below the DC, as the operation disrupts the lives of your citizens and angers them. You can take this action only once per nation leader per Decision phase.
    • Recruit Guard Unit (see description; Loyalty): You recruit your own units to provide security and enforce the law in settlements. A guard unit is recruited and behaves as an army (see House Rules: Mass Combat - Recruiting an Army rules). In order to recruit a guard unit, you must have a Guard Station already present in the settlement.
    • Train Guard Unit (see description; Loyalty): You train recruits into a new guard unit or improve the skills of an existing guard unit in the same manner as an army unit. See the General leadership action Train Army for details.
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