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Foreign InvasionEdit

The rolls and results for using magic against the fleet vary depending on how many people are working with you.


If you are trying to sink the enemy fleet with magic, and there are 3 Lumen in your circle, test Wield Magic ≥ 100:

Success: You fight at a distance, test Lumen ≥ 300:
Failure (< 200): You blow yourself up and die.
Partial Success (> 200 < 300): You damage the enemy fleet and proceed to a naval battle. A sea monster will rise next week.
Success: The enemy fleet is annihilated. A sea monster will rise next week.
Failure: You have to get close, test Lumen ≥ 200:
Failure: You blow yourself up and die.
Success: You damage the enemy fleet and proceed to a naval battle. A sea monster will rise next week.


If you are trying to sink the enemy fleet with magic, and there are 4 Lumen in your circle, test Wield Magic > 100:

Success: You fight at a distance, test Lumen ≥ 200:
Failure (< 120): You blow yourself up and die.
Partial Success(> 120 < 200): You damage the enemy fleet and proceed to a naval battle. A sea monster will rise next week.
Success: The enemy fleet is annihilated. A sea monster will rise next week.
Failure: You have to get close, test Lumen ≥ 200:
Failure (< 120): You blow yourself up and die.
Partial Success (> 120 < 200): You damage the enemy fleet and proceed to a naval battle. A sea monster will rise next week.
Success: You blow the enemy to bits, but are overtaken by a freak wave and drown at sea.

Naval battle after trying to sink the enemy with magic:

Test Wield Magic ≥ 60 to inflict some additional damage to the enemy. The final outcome now depends on your Military skills and the number of troops and ships. +3 Cheerful if you win.


Naval battle without the magical ritual:

If you ceded control of your territory during week 10, test Court Manners ≥ 60 to receive foreign aid.

If you chose to direct the fleet in person there are now some skillchecks to see what bonuses you add to the battle.

Test Climbing ≥ 60 to climb to the crow's nest for a better view of the battlefield. This boosts the bonus to combat granted by Naval Strategy, and also enhances the range of the Wield Magic check below.
Test Wield Magic ≥ 60 to act as a cannon and inflict some damage to the enemy.
Your Military skills are automatically added as a bonus, unless you have 0 naval strategy, in which case your skills become a penalty instead. Your amount of skill DOES make a difference here because the bonus added depends on how much skill you have, but there's not a specific check for it that comes up. It just adds as much as you have.
None of these options is individually required, but it affects the bonus you receive, so if you don't have any of these skills you may not be able to win the fight unless you have every possible secret soldier bonus.

The outcome now depends on the number of troops and ships on your side, plus any relevant bonuses. +3 Cheerful if you win.

If you lose, test Strategy + Naval Strategy ≥ 150

Success: You escape, but your fleet is lost.
Failure: Test Swimming ≥ 100
Failure (< 50): You drown at sea. Test Cruelty > 10
Success: You escape, but your fleet is lost. +5 Afraid
Partial success (> 50 < 100): Test Composure ≥ 70
Success: You escape, but your fleet is lost. +5 Afraid
Failure: Test Meditation ≥ 70
Success: You escape, but your fleet is lost. +5 Afraid
Failure: You drown at sea.
Success: You escape, but your fleet is lost.

To win the naval battle without magic, you need to pass your tests, have many soldiers (Hiring them when prompted and not losing any) AND have enough ships (pass Logistics & Trade checks on Week 25, or else have directed your agents to seek foreign threats on Week 18, and choosing to build more ships). Receiving aid from a foreign nation is a valid substitute for building ships. If you don't have enough ships, you will always lose.


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