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Ankaran
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Join date : 2018-07-06
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[OFFICIAL]: Community Rulebook.

on Mon Jul 23, 2018 6:46 pm


R U L E B O O K




Basics:



B A S I C S





  • 1. Death: Death is permanent, with any method of combat. Once dead, your character biography will be moved to the "Deceased Characters" forum. From then on, you will be unable to role-play that character again.

  • 2. Duelling: The default method of combat is Turn-based duelling (aka. Emote). If your opponent disagree's with emote, they must counter-offer with their preferred method. If their preferred method is type-based duelling, you two options: agree to type-based duelling, so you are both in agreement -- or reject type-based duelling. If you reject type-based duelling, it will automatically fall to stat-based duelling to resolve the fight. If their preferred method is in fact stat-based duelling, you can counter-offer also. Conclusively, both opponents have to be in agreement over which method is used.

  • 3. In Character:

  • 4. Out of Character:






Type-based Duelling:



T Y P E - B A S E D




KEY POINTS:


  • 1. Typos: If a line contains more than two typo's or misspelling of any kind, that particular line must be redone.
  • 2. Enclosures: All actions must begin and finish with either * or - .... for example: *stabs down into your head* or -stabs down into your head-
  • 3. Word Count: All offensive lines must be a minimum of 5 words. All defensive lines must be a minimum of 4 words.
  • 4. Death: All deaths are permanent. Once you die, your character biography will be moved to the "Deceased Characters" forum. All duels ultimately result in a Major Injury which then allows the victor to decide whether to deliver a killing blow or allow the victim to just escape.



MELEE OVERVIEW:


  • 1. Major Injury (combo): It takes five lines of undefended and relevant attack to deliver a Major Injury. Major Injury can be considered limb loss, or impalement to a non-fatal organ. Once a Major Injury occurs, the victim is considered defeated. It is then up to the victor as to whether they wish to deliver the killing blow, or allow the victim to barely escape.
  • 1a. Death Blows: Fatal stabs cannot be performed during a duel - all fatal attacks must be reserved for the killing blow that follows a successfuly Major Injury.
  • 2. Wounding (combo): It takes four lines of undefended and relevant attack to wound an opponent. Said wounded limb is then unusable for the rest of the duel -- and if the victim survives, for a further 24 hours also.
  • 3. Breaking Bones (combo): It takes four lines of undefended and relevant attack to break an opponent's bones. Once broken, said limb cannot be used during combat and will require IC medical attention post-duel.
  • 3a. Paralysis: The above excludes back, neck and any breakages that may lead to paralysis. Paralysis is forbidden, considering how unpredictable, vague and consequential it's nature is.
  • 4. Disrupting Balance: Knocking an opponent off-balance can be achieved by performing two relevant, uninterrupted lines of attack. It can be performed in a variety of ways; such as kicking, tripping - mostly martial arts methods. If you find yourself off-balance, you must state (1 line, 4 words) regaining your balance or recovering your stance (perhaps through jumping to your feet, etc) before being able to physically defend or attack.  
  • 5. Blocking / Parrying: Blocking and/or parrying requires only one line of defence. Against an offensive combo, it can be performed at any time prior to the last line.  
  • 6. Dodging / Evading: Dodging and/or evading requires only one line of defence. Against an offensive combo, it can be performed at any time prior to the last line.





MAJOR INJURY (COMBO) EXAMPLE:

Successful:
Attacker: 1. -slashes down into your arm-
Attacker: 2. -rips through into your arm-
Attacker: 3. -slices up into the flesh-
Attacker: 4. -cuts through into the bone-
Attacker: 5. -slices your arm from you-
Defender: 1. -blocks your sword away-
Attacker (+ Killing blow, optional): -slashes your head from your neck as you fall-


Unsuccessful:
Attacker: 1. -slashes down into your arm-
Attacker: 2. -rips through into your arm-
Attacker: 3. -slices up into the flesh-
Defender: 1. -blocks your sword away-
Attacker: 4. -cuts through into the bone-
Attacker: 5. -slices your arm from you-




WOUNDING (COMBO) EXAMPLE:

Successful:
Attacker: 1. -slashes down into your arm-
Attacker: 2. -rips through into your arm-
Attacker: 3. -cuts into the arm's flesh-
Attacker: 4. -leaves a gaping wound there-
Defender: 1. -blocks your sword away-

Unsuccessful:
Attacker: 1. -slashes down into your arm-
Attacker: 2. -rips through into your arm-
Attacker: 3. -cuts into the arm's flesh-
Defender: 1. -blocks your sword away-
Attacker: 4. -leaves a gaping wound there-




BREAKING BONES (COMBO) EXAMPLE:

Successful:
Attacker: 1. -grips onto your right arm-
Attacker: 2. -then twists your arm back-
Attacker: 3. -applies force to it there-
Attacker: 4. -snaps the bone within it-
Defender: 1. -dodges away from you-

Unsuccessful:
Attacker: 1. -grips onto your right arm-
Attacker: 2. -then twists your arm back-
Defender: 1. -dodges away from you-
Attacker: 3. -applies force to it there-
Attacker: 4. -snaps the bone within it-




DISRUPTING BALANCE EXAMPLE:

Successful:
Attacker: 1. -kicks you in your chest-
Attacker: 2. -sends your body off balance-
Defender: 1. -dodges away from it-

Unsuccessful:
Attacker: 1. -kicks you in your chest-
Defender: 1. -dodges away from it-
Attacker: 2. -sends your body off balance-


Turn-based Duelling (default):



T U R N - B A S E D




Turn-based combat (aka. Emote) is the default method of combat. Both players take it in turns to produce a single line of combat.
Said lines can either contain an offensive action, or a defensive action - never both. As circumstances ensue, it is up to the maturity of the respective individuals to decide on the outcome.
Participants must obey the laws of logic and physics - whilst applying some common sense. If the outcome is death, death is still permanent.


Stat-based Duelling:



S T A T - B A S E D




When it comes to duelling in any form, whether it be jousting, melee, one v one, one v two, etc - Character Statistics come into play.
Character Statistics are located in your Character Biography. These should be clearly outlined and/or bullet-pointed as: Endurance, Defence, Combat and Cunning.
When you first create your character, you will start with 4 numbers: 14, 12, 10 and 8. You must choose which field you wish to apply which number to.

For Example:


  • Endurance: 10.
  • Defence: 12.
  • Combat: 14.
  • Cunning: 8.


Endurance is rolled first and decides on how many rolls you get to play against your opponent. That number is then halved into attack rolls (combat) and defence rolls (defence).
So, if for example your Endurance is 10, you'd get 5 attack rolls and 5 defence rolls.

Defence is the number that gets multiplied by your total defence score. So, following the Endurance example above, based on 5 attack rolls, you roll: 8, 5, 10, 14, and 1.
The mathematical equation would be: 8 + 5 + 10 + 14 + 1 = 38. That number, 38, then gets multiplied by your Defence Stat. So then 38 x 12 = 456. Therefore, 456 is your total defence score.

Combat is the number that gets multiplied by your total attack score. So, following the Endurance example above, based on 5 attacks rolls, you roll: 3, 20, 10, 7 and 4.
The mathematical equation would be: 3 + 20 + 10 + 7 + 4 = 44. That number, 44, then gets multiplied by your Combat Stat. So then 44 x 14 = 616. Therefore, 616 is your total attack score.

Cunning only ever gets rolled once. That number is then times'd by the Cunning Stat to give a total. That total is then deducted from your opponent's defence score.
So if for example you rolled a 10... 10 x 8 = 80. Therefore 80 would be deducted from your opponent's defence score.

D E M O

Eddard Stark vs. Jaime Lannister

Eddard Stark's Stats: 10 Endurance, 14 Defence, 8 Combat, 12 Cunning.


  • Eddard Stark has 10 Endurance.
  • Eddard Stark therefore gets 5 attack rolls and 5 defence rolls.
  • Eddard Stark rolls 5 times for his defence rolls: 1, 6, 14, 7 and 10.
  • Eddard Stark's defence rolls get added up. 1 + 6 + 14 + 7 + 10 = 38.
  • Eddard Stark's score of 38 gets multiplied by his Defence Stat. 38 x 14 = 532.
  • Eddard Stark rolls 5 times for his attack rolls: 3, 1, 20, 3, and 15.
  • Eddard Stark's attack rolls get added up. 3 + 1 + 20 + 3 + 15 = 42.
  • Eddard Stark's score of 42 gets multiplied by his Combat Stat. 42 x 8 = 336.
  • Eddard Stark performs a cunning role. He rolls a 5.
  • Eddard Stark's cunning role of 5 is then multiplied by his Cunning Stat. 5 x 12 = 60.
  • 60 points will be removed from Jaime Lannister's defence score.


Jaime Lannister's Stats: 8 Endurance, 12 Defence, 14 Combat, 10 Cunning.


  • Jaime Lannister has 8 Endurance.
  • Jaime Lannister therefore gets 4 attack rolls and 4 defence rolls.
  • Jaime Lannister rolls 4 times for his defence rolls: 5, 3, 17 and 10.
  • Jaime Lannister's defence rolls get added up. 5 + 3 + 17 + 10 = 35.
  • Jaime Lannister's score of 35 gets multiplied by his Defence Stat. 35 x 12 = 420.
  • Jaime Lannister rolls 4 times for his attack rolls: 7, 9, 20 and 2.
  • Jaime Lannister's attack rolls get added up. 7 + 9 + 20 + 2 = 38.
  • Jaime Lannister's score of 38 gets multiplied by his Combat Stat. 38 x 14 = 532.
  • Jaime Lannister performs a cunning role. He rolls a 16.
  • Jaime Lannister's cunning role of 16 is then multiplied by his Cunning Stat. 16 x 10 = 160.
  • 160 points will be removed from Eddard Stark's defence score.


Final Results:


  • Eddard scored 532 defence and 336 attack. However, minus Jaime's cunning score of 160, therefore making his defence 372.
  • Jaime scored 420 defence and 532 attack. However, minus Eddard's cunning score of 60, therefore making his defence 360.
  • Eddard's attack score of 336 fails to penetrate the defence of Jaime's score of 360, as it is a lower number.
  • Jaime's attack score of 532 successfully penetrates the defence of Eddard's score of 372.
  • Jaime Lannister is victorious, and Eddard Stark dies.


In this demo, Jaime Lannister kills Eddard Stark - but you as the roleplayer and victor in this instance, can decide whether to kill your opponent with your victory, or make them yield.




E N H A N C E M E N T S




Enhancing Stats:

To enhance your stats, you must apply via the Stat Enhancements Application forum.
Please note that your character must be over 20 years old to receive Stat Enhancements and that Character Histories will not suffice as validly earned.
As a general guide, here's some conditions that will ensure you some permanent Stat Increases....


  • Becoming a Knight, Sellsword or Kingsguard: + 2 Combat, + 2 Defence.
  • Becoming a vassal House Lord: + 2 Endurance, + 1 Cunning.
  • Becoming a Great House Lord: + 1 Combat, + 1 Defence,  + 2 Endurance, + 1 Cunning.
  • Taking a Castle: + 2 Combat,  + 2 Defence, + 2 Endurance, + 2 Cunning.
  • Acquiring a Valyrian Steel Sword: + 2 Combat.
  • Buying and wearing Premium Armour: + 1 Defence.
  • Buying and wielding a Premium Sword: + 1 Combat.
  • Defeating an enemy (they yield, you let them live): + 2 Combat, + 1 Defence.
  • Defeating an enemy (you kill them): + 3 Combat, + 2 Defence.
  • Winning a Trial by Combat (as a Champion): + 2 Combat, + 1 Defence, + 1 Cunning.


Caps:


  • Endurance caps at 20.
  • Defence caps at 30.
  • Attack caps at 30.
  • Cunning caps at 30.








Economy & Trade:



P O I N T S




Food:

Food Points are vital to the survival of your House. If your Food Bank runs down to 0, your entire House starves to death.
2 Food Points are deducted from each House every OOC month. To keep your Food Bank topped up, organise trades with other Houses, or plea your liege lord for some support.
Food Points organically generate differently for each House - for example, a House in the Reach will generate Food Points quicker than a House in the North, because their lands are more fertile.
Houses within the Riverlands, Crownlands and the Reach can construct farms (see Market) that'll even increase their Food Point generator.

Wealth:

Wealth Points are vital for purchasing any other points from other Houses, or certain things from the Market.
Wealth Points do generate a small bit from your House's basic lands and civilisation, but never at an increasing rate.
That is unless of course, you decide to trade some of your natural resources for Wealth from other Houses.
For example, House Forrester has 5 Lumber in their Bank - they offer to trade 2 Lumber for 1 Wealth from House Lannister, and are successful in doing so.
If you are a House situated within the Westerlands, it is possible to gamble upon discovering a Mine, which will generate Wealth to some extent (see Market).

Lumber:

Lumber Points are organically generated by Forests. Regions such as the North, the Riverlands and the Stormlands have better Lumber generation than other regions.
Lumber is required to build certain things in the Market. Trading Lumber to regions that suffer from a lack of it, such as Dorne, could bring in a bit of Wealth.

Stone:

Stone Points are organically generated by Mountains. Regions such as the Stormlands, the North and Dorne have better Stone generation than other regions.
Stone is required to build certain things in the Market. Trading Stone to regions that suffer from a lack of it, such as the Reach, the Riverlands and the Crownlands, could bring in a bit of Wealth.




M A R K E T




Farms: 2 Wealth, 1 Lumber, 1 Food.
Constructing a new farm on your land generates 1 Food Point for your House every OOC week.
Note: Restricted to the Riverlands, Crownlands and the Reach.

Villages: 1 Wealth, 1 Stone, 1 Lumber.
Constructing a new village on your land (to collect tax from) generates 1 Wealth Point for your House every OOC week.

Training Camps: 1 Wealth, 1 Stone, 1 Lumber, 1 Food.
Constructing a new Military Training Camp to train fresh soldiers on your land instantly generates 1,000 extra soldiers for your House.
Note: This can only be done twice every OOC week.

Sellswords: 1 Wealth, 1 Food.
Hire a mercenary group of 1,000 sellsword warriors to add to your army.
Note: These will only last for 1 battle.

Mines: 2 Wealth, 1 Stone, 1 Lumber.
Dig a mine and discover an abundance of gold. d20 Dice Roll: 1 - 17 = failure, 18 - 20 = success. If successful, the mine will generate 1 Wealth Point for your House every OOC week.
Note: Restricted to the Westerlands.

Premium Armour: 1 Wealth.
Commission the finest quality armour to be made for you. This will permanently grant you a Stat Enhancement.

Premium Sword: 1 Wealth.
Commission the finest quality sword to be made for you. This will permanently grant you a Stat Enhancement.




Characters:



C H A R A C T E R S




Each role-player is allowed a maximum of 6 character slots - each with their own conditions. You may only be "Head of House" with one character. You do not need to necessarily own characters in this order.


  • Character #1 - Family Member of a Great House.
  • Character #2 - Family Member of a Vassal House, unaligned and unrelated to the above.
  • Character #3 - Knight-status of either a Great House or a Vassal House, unaligned and unrelated to the above. This includes the Kingsguard.
  • Character #4 - Strictly a Brother of the Night's Watch.
  • Character #5 - Strictly Essosi-related, be it a banker, priest, nobleman, etc.
  • Character #6 - A Westerosi independent, be it a farmer, blacksmith, tavern wench, etc.




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