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Stormlord
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Join date : 2018-07-06
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[OFFICIAL]: Community Rulebook. Empty [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). You can use your character stats as a general guide within 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: AKA "IC" means that you are speaking and acting within the context of your character. This means you are open to any all consequences of whatever events may occur.
  • 4. Out of Character: AKA "OOC" means that you personally are present, but you are communicating to others outside of the roleplay.
  • 5. Voiding: Only staff members have the right to void roleplay scenes and events. As a roleplayer, once you have roleplayed something, it is done -- the ink is dry. If both parties with to undo a roleplay scene that doesn't affect anyone else, please contact staff to discuss the possibilities.



Inactivity:



  • 1. To be rendered inactive, you must have been offline for 7 days and have reports from other roleplayers pointing out your inactivity.
  • 2. If you have been offline for 7 days and have been reported by others members, you will be contacted by a member of staff with some options. You will either have to give reason for your inactivity and reassurance of your return, give your character to another roleplayer to continue, or simply kill your character off so that succession may occur.
  • 3. If you are taking a leap of absence, you should inform us using the necessary forum. This will make you exempt from any activity-checks, biography culling or IC consequences.



Discord:



  • 1. RP is never to be carried out upon Discord.
  • 2. OOC conversations pertaining to the RP may never be used as IC knowledge.
  • 3. OOC conversations may never be used as copy/pasted proof of something. Forum RP or client screenshots, or it didn't happen.
  • 4. OOC plotting amongst friends is fine, as long as there are necessary IC scenes to back it up and correspond with it.



Time / Travel Times:



  • 1. As a general rule, 1 OOC week is 1 IC month - however this does not disable you from roleplaying particular times of the day, or roleplaying "the next morning" or similar within your scenes.
  • 2. If all relevant parties agree, you can "teleport" with up-to 100 men anywhere you like.
  • 3. If you wish to make a Troop Movement, not only must you post this (using template provided) in the appropriate section, but you must also wait 6 OOC hours per region you cross, before that force arrives at their location. For example, if you left Dorne to the Stormlands it would take 6 OOC Hours. If you then went from the Stormlands to the Crownlands, it'd take a further 6 hours. This is to allow the defending party to acknowledge and become alerted to this OOC, so they know where they stand.



Metagame:



  • 1. Metagame is the act of using OOC knowledge to your IC gain. Metagame is not defined by performing an IC action "under the OOC influence" of another. No one puts a gun to someone's head and makes them roleplay certain things.
  • 2. The Staff moderate metagame as it occurs throughout the client and the forum. This does not cover the likes of Discord chats or third-party applications.
  • 3. Those convicted of metagame will be warned, and if it continuously occurs, they will be banned accordingly.
  • 4. If you wish to make a Troop Movement, Send a Raven or anything else that you wish to be hidden from the public eye, from fear of metagame, you can simply PM these to Staff who will respond with confirmation.



Special Items / Abilities:



  • 1. There are a list of Special Items and Abilities pinned in its respective section. Special Items and Abilities outside of this list are not obtainable.  
  • 2. If you have come into possession of a Special Item and/or you wish for your character to have a special abilities, please use the template provided.
  • 3. Staff must approve of said application and then update the player's biography accordingly.



Factions:



  • 1. There is an area on the forum where you can make an application to create your own Faction. Some examples would be Pirates, Sellsword companies, etc.
  • 2. Faction Applications must be accepted before they can be role-played.
  • 3. Once accepted, Factions get their own sub-forum within Independents to store their respective characters.



Houses:



  • 1. There is no limit on the amount of family members.
  • 2. There is no limit on the amount of vassal Houses.
  • 3. If a Great House goes extinct an appropriate vassal must take it place.



Armies / Fleets:



  • 1. Please see the "Map & Fealty Table" topic within our Rules & Information section. This details army and fleet numbers.
  • 2. A ship can hold 100 men. There are currently no particular classes of ships that come into play.






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:


Coming soon.


Characters:



C H A R A C T E R S





  • 1. Each role-player is allowed a maximum of 6 character slots - each with their own conditions.
  • 2. You may only be "Head of House" for a Great House character and an unaffiliated Vassal Lord character.
  • 3. You do not need to necessarily own characters in this order.



  • Character #1 - Lord or Family Member of a Great House.
  • Character #2 - Lord or Family Member of a Vassal House, unaligned and unrelated to the above.
  • Character #3 - Knight-status Family Member (or not) 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.





Conquest System:


Coming soon.


War / Battle System:



LEADING HOUSE VS. LEADING HOUSE

PART 0 - TITLE



P R E - B A T T L E


  • Details.
  • Details.
  • Details.





O V E R V I E W

RED SIDE led by: House with a combined total of x men. They are stationed at: Castle.

They are made up of...

  • x from House...
  • x from House...


Commanding their respective armies are...

  • Character 1.
  • Character 2.
  • Character 3.


BLUE SIDE led by: House with a combined total of x men. They are stationed at: Castle.

They are made up of...

  • x from House...
  • x from House...


Commanding their respective armies are...

  • Character 1.
  • Character 2.
  • Character 3.


DICE FAVOURS:

The RED SIDE have a total of x men, and commanded x men to charge.
The BLUE SIDE have a total of x men, and commanded x men to charge.

Therefore, the BLUE SIDE controls 70% of the Dice Numbers (specifically: 2, 3, 5, 6, 8, 9, 10, 12, 13, 14, 16, 17, 18, 20) and the RED SIDE controls 30% of the Dice Numbers (specifically: 1, 19, 7, 4, 11, 15)
If they do not roll one of their numbers, the outcome will not be in their favour - instead it will be in their opponent's favour.




B A T T L E - B E G I N N I N G S


  • Tactic.
  • Result (See Roll 1): ...
  • Tactic.
  • Result (See Roll 2): ...





R E S U L T S


  • RED SIDE has lost a total of x men. There will be a shared deduction from each of its allied houses.
  • BLUE SIDE has lost a total of x men.
  • Details.





Ravens:



  • 1. To avoid metagame, you can use the PM system to send and receive Ravens.
  • 2. If your Ravens don't carry sensitive information and/or you want to bring this to others attention, feel free to use Forum Roleplay Area.
  • 3. Ravens take 6 OOC hours to arrive at their destination. This is to allow time for others to conduct their actions under other's ignorance for a period of time. Raven's aren't an instant messaging system.



Capture:



  • 1. If you capture another roleplayer and throw them in your cells, you must do whatever you intend to do with them within 2 days. This is so that their roleplay isn't restricted to you and those four walls for literal weeks.
  • 2. Prisoners of war (ie. captured as a result of a battle) can stay captured for a maximum of 3 days. This is to allow their capturers to use them as a bargaining chip if need be.
  • 3. The King can imprison another character in the Black Cells or Ghaston Grey for however long they wish. This is only reserved for those who have committed a criminal offence and would serve a life sentence in this instance. The prisoner is recommended to make a new character whilst that one rots in a cell until furter notice.




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