For use with Intrigue phases in the MCDM kingdoms & warfare domains intrigue system.
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Skill
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Associated PC skill
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Diplomacy
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Insight, Persuasion
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Espionage
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Investigation, Stealth
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Lore
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Arcana, History, Religion
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Operations
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Athletics, Insight
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1
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d4
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2
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d6
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3
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d8
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4
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d10
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5
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d12
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The GM determines how long a domain turn is. They don't have to be the same over the course of one adventure even.
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a domain turn pr week
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a domain turn pr day
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a domain turn after each combat encounter
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a domain turn pr short rest
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two domain turns everytime XP is awarded
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Domain action
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skills or domain features
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Domain bonus action
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domain features
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Domain reaction
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domain features
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Make a fortification
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Operations
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Muster a unit
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Opertaions - Diplomacy
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Send an envoy to another domain
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Diplomacy
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Find out the details about an enemy officer
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Espionage
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Find out what actions the enemy domain has been taking
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Espionage
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Discover extraplaner creature's statblock, perhaps even truename
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Lore
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build a bridge to allow shorter travel distances to destination X
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Operations
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Drum up political support
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Diplomacy
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Sabotage the enemy domains defenses
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Any skill applicable
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Arcana, Religion check
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Lore
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Send a unit somewhere to do something
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Operations
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Decrypt encoded text
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Espionage
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Get your loot identified
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Lore
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Arrange a feast/party
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Diplomacy
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Secure special invitations
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Diplomacy
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Clear out the dungeon's loot
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Operations
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Find out what units the enemy domain has mustered
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Espionage
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Secure trade agreement
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Diplomacy
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Find something to use as leverage
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Any skill applicable
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Dissuade a domain from helping your enemy domain
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Diplomacy
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Learn other domains plans
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Espionage
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Learn who are allies of a domain
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Espionage
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Learn which allies of the enemy will join the battle
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ESpionage
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Learn if the enemy domain have magical resource for your Lore department to research
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ESpionage
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Identify the skill bonuses of the enemy domain
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Espionage
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Identify the defense levels of the enemy domain
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Espiongae
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Identify the defese scores of the enemy domain
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Espionage
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dig up details of forgotten history
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Lore
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Investigative operations learning new knowledge
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Lore
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Upgrade unit (during intrigue)
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Operations
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Many basic functions of maintaining a domain
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Operations
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Anything that seems to not fit other skills
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Operations
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Improve your domains defenses for an upcoming battle
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Any skill applicable
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3
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Unbreakable
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At the end of the next deployment, this domain chooses any allied infantry or artillery unit on the battlefield, then moves that unit to any unoccupied space on the battlefield.
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2
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Coded
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At the end of the next deployment, this domain chooses two allied units in any rank on the battlefield and swaps those units’ locations
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1
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Secure
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At the end of the next deployment, this domain chooses an allied unit in any rank and moves that unit into any adjacent space
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0
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Normal
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no effect
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-1
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Compromised
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At the end of the next deployment, the opposed domain chooses one of this domain’s units in any rank on the battlefield and moves it into any adjacent space
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-2
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Garbled
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At the end of the next deployment, the opposed domain chooses one of this domain’s cavalry units, which is removed from battle and does not deploy until the end of the first round of battle
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-3
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Broken
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At the end of the next deployment, the opposed domain chooses two of this domain’s infantry units, which are removed from battle and do not deploy until the end of the first round of battle
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3
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Zealous
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During any combat against officers of an opposed domain, each of this domain’s officers has advantage on attack rolls until the end of their first turn
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2
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Fanatic
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As a reaction when an enemy starts their turn during the first round of any combat against officers of an opposed domain, one of this domain’s officers who has not yet acted can cast a spell or make a weapon attack
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1
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Loyal
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The speed of each of this domain’s officers increases by 10 feet during the first round of any combat against officers of an opposed domain
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0
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Normal
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no effect
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-1
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Discontented
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The speed of each of this domain’s officers decreases by 5 feet during the first round of any combat against officers of an opposed domain
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-2
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Rebellious
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During any combat against officers of an opposed domain, the first saving throw made by one of this domain’s officers against a spell or effect directed by an enemy has disadvantage
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-3
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Revolt
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The first attack roll made by each of this domain’s officers during any combat against officers of an opposed domain has disadvantage
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3
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Booming
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During the first round of battle, each of this domain’s artillery units that inflicts casualties inflicts 1 extra casualty
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2
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Abundant
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Each of this domain’s cavalry units has advantage on Power tests until the end of the first round of battle
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1
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Surplus
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Each of this domain’s infantry units has advantage on Power tests until the end of the first round of battle.
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0
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Normal
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no effect
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-1
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Low
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Each of this domain’s artillery units has disadvantage on Morale and Command tests until the end of the first round of battle
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-2
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Poor
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Each of this domain’s cavalry and aerial units has disadvantage on Morale and Command tests until the end of the first round of battle
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-3
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Bankrupt
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Each of the domain’s infantry units has disadvantage on Morale and Command tests until the end of the first round of battle.
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