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  1. Apriori

    6 - Feat Information

    ☞ HOW TO RP: CHARACTER FEATS ✖ WHAT ARE FEATS? Feats are special abilities, skills, and traits that characters can acquire to enhance their capabilities across various aspects of gameplay. Each Feat grants specific advantages, from combat boosts to naval command, political intrigue, and more...
  2. Apriori

    4 - Attributes

    The Technique AttributeThe Technique Attribute is unique compared to the others. This attribute represents your technical skill, which means it does not stem from the character’s physical ability. This attribute cannot be interacted with by foreign effects which is the reason it lacks a Human...
  3. Apriori

    4 - Attributes

    The Agility Attribute1. Agility measures a character’s pure movement ability - how quickly they can sprint, reposition, close distance, retreat, or pursue others across the battlefield or terrain. Unlike Dexterity, which governs reaction and precision, Agility is pure physical movement and pace...
  4. Apriori

    4 - Attributes

    The Intrigue Attribute1.Intrigue measures a character’s ability to manipulate, deceive, persuade, and operate behind the scenes. It reflects cunning, social maneuvering, clever lies, political skill, and subtle sabotage - everything from gaining forbidden knowledge to orchestrating betrayals. In...
  5. Apriori

    4 - Attributes

    Attributes define a character’s personal capabilities in War of the Realm. They influence everything from duels and crafting to religious rites, political schemes, and naval travel. Attributes are divided between Primary and Secondary Attributes. Primary Attributes represent your character’s...
  6. Apriori

    3 - Regions and Houses

    Westeros is a vast and varied continent shaped by centuries of war, noble ambition, and ancient power. Stretching from the icy lands beyond the Wall to the sun-scorched coasts of Dorne, its landscape shifts dramatically across its length - offering snow-blanketed forests, verdant river valleys...
  7. Apriori

    3 - Regions and Houses

    The North Regional Perks: First Men’s Legacy – +1 DEF to BNM units if attacked. Only triggers if defending/attacking second. Wild Alliance – May recruit Wildling troops once per campaign if Regional Influence is higher than 100. Wildling allies use Bone/poisoned arrows, dealing +1 DMG per...
  8. Apriori

    3 - Regions and Houses

    The Crownlands Regional Perks: Houses:
  9. Apriori

    5 - Faith Information

    In Westeros, religion deeply influences politics, warfare, alliances, and daily life. Your character’s choice of faith grants unique abilities, significant roleplaying opportunities, and strategic advantages. Players select one religion at character creation, unlocking distinct abilities and...
  10. Apriori

    5 - Faith Information

    ☞ THE OLD GODS ✖ THE OLD GODS - "They do not speak, but they are always watching." Ancient and formless, the Old Gods dwell in the trees, rivers, and stones of the land itself. Worshiped through silent prayer before heart trees, their power is channeled not through priests but through...
  11. Apriori

    The GM's Handbook

    The Game Master (GM) Guidance & Narrative Tools The Game Master, known as the GM, is the beating heart of the game. While players drive the ambitions and conflicts of Westeros, the GM shapes the world, resolves outcomes, controls the up and downs of events, and breathes life into the...
  12. Apriori

    E

    E. Technique Usage Restriction: Each Style Technique contains usage restrictions regarding how expensive they may be to activate or maintain. Remember that to properly use Style Techniques, Battle Cards must be spent. The chart below explains the relationship. Epsilon Rank Delta Rank Gamma...
  13. Apriori

    F

    Vessels ( 容器, Yoki ) are various ships that travel across water. In this heavily oceanic world, vessels are a very common mode of transportation. There are various vessels of different types, ranging from classic sail designs to astonishing islands that serve as the vessel for transportation...
  14. Apriori

    07

    Items are various tools a character can create, purchase, sell, discover, or even steal. Regardless of the method to obtain items, they serve the role of enhancing combat experience or any worldly experience. There amount of value any given item can lend depends on the assigned Grading. There...
  15. Apriori

    G

    Famous Weapons ( 有名な武器, Yūmeina Buki ) are world quality weapons forged by master blacksmiths. These weapons themselves are head and shoulders above their ordinary counterparts, making them highly coveted among everyone in the seas. These weapons are split into Three Grades: Skillful Grade |...
  16. Apriori

    E

    D. Technique Scaling: Each Style Technique must have an establish range that it can travel, consist of, and/or effect. This includes techniques that shroud or take place inside the body of the character, although you just label the range as self in those cases. Epsilon Rank Delta Rank Gamma...
  17. Apriori

    E

    C. Altering Numerical Values: Supportive Style Techniques can Alter ( increase or decrease ) Attribute Points, Damage Magnitude, or Speed Movements. There is a key difference when affecting both. Altering the Attribute Points can either unlock or lock physical feats attached to the Attribute...
  18. Apriori

    E

    B. Stamina Pool: Often referred to as the Exhaustion, this sum of points is dedicated to determining the endurance of the character when utilizing Style Techniques or Free-Form Actions. This physical tax is important to track because the Rank of the Style Techniques will mandate how much...
  19. Apriori

    7 - Rules of Combat

    Battle Disputes, How to Solve Them.If you have reached this far then you have seen the guide mention "void" or "voiding". Void is the term used to indicate that the actions expressed in a post have been erased from the record. There are cases where the entire post can be voided and cases where...
  20. Apriori

    7 - Rules of Combat

    Real Battle Time-Frame BreakdownRemember that the Rounds in a Real Battle are Composed of Turns. All actions are relevant to each other through the Time Frame. Time Frame is the recording of each participant's actions. There are two interactions with Time Frame that can be tricky but the...
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