07 - Equipment and Vessels

Apriori

Jōnin Strategist 🧠
Regular
Joined
Dec 27, 2018
Messages
1,206
Reaction score
373
3 different types of Warships with 3 different tiers available at Levels 1, Level 4 and Level 7 for total of 9 types. Ships made for speed, made for combat, made to sustain damage.

Ships should be capable of combat similar to Fleets. Speed, Health, Defense, and Fortifications

Tier 1 - Holds 2-3 Characters and 1-3 Units. Health varies from 20 to 30. Damage dependent on House perks, Region Perks, 2 Wartime Items attached.
Tier 2 - Holds 3-5 Characters and 3-5 Units. Health varies from 40 to 50. Damage dependent on House perks, Region Perks, 3 Wartime Items attached.
Tier 3 - Holds 4-6 Characters and up to 5-8 Units. Health varies from 45 to 65. Damage dependent on House perks, Region Perks, 4 Wartime Items attached.

Warships in War of the Realm are vessels used to travel and hold naval combat directly, allowing these warships to transport Player Characters directly across seas and rivers. Warships exist in different types as well as tiers, ranging from the quick and smaller longships compared to the massive but slower dromonds. Depending on the ship's tier, it's speed, health, and structure slots increases and allows for more Player Characters and units to be housed. This allows for ships and fleets to vary drastically amongst even members from the same Region.

There are 4 current Types of Warships, each with it's own advantages over the others. In addition to this,


• What are ships
• Ship perks
• Types of ships (Longship, Galleys, War Galleys, Dromonds)
• Differences between ship tiers (how much they can carry, how many units, PCs, etc)
• Naval combat cycle (define combat by range)
• Region and House benefits





ITEMS:
Name:
Type:
Damage:
Description:
Effects:






WARSHIPS
Name: Queens Gamble
Type: Longship
Class:
Description:
Effects:


TECHNIQUES:
Name:
Fighting Style:
EXP:
Range:
Damage:
Description:

Greyjoy ( 25% more gold via raid), Westerlands ( 100 Gold per Structure ), Lannisters ( Exchange 100 Influence for Gold ), Redwyne ( Transport Ships may carry goods in addition to troops, allowing House Redwyne to gain 50 Gold per successful trade voyage ), Dayne ( Weapons cost 20% less Gold )


→ The Racer Type Reduces the Number of Occupants by 50% But Doubles the Base Movement Speed Value.
→ The Tanker Type Reduces the Movement Speed Value by 50% But Grants the Armored Keyword to the Vessel
→ The Assault Type Reduces the Health Pool Value by 50% But Grants the Penetrate Keyword to All Attached Gear Slots


Naval Combat Loop: Ranged fire → Incendiaries → Ramming → Boarding



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 are Four [4] Standard Grades an Item can be assigned. There are Generic Regulations Regarding Items:

→ Delta Grade Items Inherently Possess One [1] Perk
→ Each Grade Above Delta Inherently Possess One [1] Additional Perk
→ Each Character Begins with Three [3] Item Slots | One [1] Slot is Dedicated to Vessels
→ Item Slots Refers to the Number of Items the Character Can Be Equipped w/ at Once
→ All Excess Items and Objects are Automatically Stored On Your Vessel Until Stated Otherwise ( At the Beginning of the Plot Point )

→ All Items Can Allow the Wielder to Perform Free-Form Actions with Said Items via Spending Battle Cards
→ Only Items that Requires the Wielder's Attributes to Determine the Damage Magnitude will Drain Stamina
→ Items that Deal Damage Magnitude Will Continue in Theoretical Rank ( Per Usual ) and Not Drain Additional Stamina
→ Bladed Weaponry | Spiked Weaponry | Piercing Ammunition will Inherently Induce the Bleeding Status Effect
→ Explosive Based Deal Impact ( If Released at Targets ) and Deal Explosion Damage: 1/3 of the Blast Zone is Instant​

Grade DGrade CGrade BGrade A
→ Six [6] Health Points
→ Deals Two [2] DMG Points
→ Shaves Two [2] DMG Points
→ Projectile SPD is Two [2] Pts
→ 5 to 10 Stock Count
→ D-Rank Scaling ( Max )
† Buffs 1 Stat ( 1 Pt Total )
† Debuffs 1-2 Stats ( 2 Pts Total )
† Restore Three [3] Health Pts
† Restore Ten [10] Stamina Pts
→ Eight [8] Health Points
→ Deals Three [3] DMG Points
→ Shaves Three [3] DMG Points
→ Projectile SPD is Four [4] Pts
→ 10 to 20 Stock Count
→ G-Rank Scaling ( Max )
† Buffs 1-2 Stats ( 2 Pts Total )
† Debuffs 1-2 Stats ( 3 Pts Total )
† Restore Four [4] Health Pts
† Restore Fifteen [15] Stamina Pts
→ Ten [10] Health Points
→ Deals Four [4] DMG Points
→ Shaves Four [4] DMG Points
→ Projectile SPD is Six [6] Pts
→ 15 to 30 Stock Count
→ B-Rank Scaling ( Max )
† Buffs 2-3 Stats ( 3 Pts Total )
† Debuffs 2-3 Stats ( 4 Pts Total )
† Restore Five [5] Health Pts
† Restore Twenty [20] Stamina Pts
→ Twenty [20] Health Points
→ Deals Five [5] DMG Points
→ Shaves Five [5] DMG Points
→ Projectile SPD is Eight [8] Pts
→ 20 to 40 Stock Count
→ A-Rank Scaling ( Max )
† Buffs 3-4 Stats ( 4 Pts Total )
† Debuffs 2-3 Stats ( 5 Pts Total )
† Restore Six [6] Health Pts
† Restore Twenty-Five [25] Stamina Pts

Keynotes: An Item May Not Possess All the Generic Perks Discussed Above. Any Perk Prefixed with † Requires an Appropriate Skill Profession to Acquire those Perks.

X Amount of Damage Dealing / Damage Shaving / Speed Magnitude is Determined by X Amount of Perks Invested, Where One [1] Perk Equals One [1] Point for Damage / Damage Shaving and 0.5 Point for Speed Magnitude.


Island Shops
Each Island Thread will feature market places, which is serves as neutral territory for players that choose to forsake grouping up or skill professions. Despite this availability, crews can access these same market places so plotting your purchases will require priority if you do not want to be a loser in race. In these market places, all sorts of items will be made available, however do keep in mind that each island may be a little different. Information on what is being sold can be sought in any Information On “Fill in the Blank” Island Thread.
 
Last edited by a moderator:

Apriori

Jōnin Strategist 🧠
Regular
Joined
Dec 27, 2018
Messages
1,206
Reaction score
373
Custom Rules


Customs are techniques members create to battle with in PvP Duels. While Faiths grant some specific abilities that can be used, Customs compose the bulk of fighting methods that a member is capable of. Without any customs, members are unable to deal damage in battle as freeform attacks are more limited in battles. This means that members must put great thought into their custom arsenal in order to be capable of having effective ( and successful ) fights.

Customs are divided into 2 main categories, Equipment and Techniques. Equipments refer to the user's weapons as well as their armors, only being capable of being one of these two categories. The types of weapons members are able to submit is related to their Fighting Style. This means should a member wish to create a bow for archery, it must be a weapon that their respective Fighting Style specializes in. If not, the only other way this can occur is via Feats that grant access to additional weapons. Each available weapon type can be found within multiple Fighting Styles, allowing one many options based on what exactly they wish to do.

Once a member's weaponry and equipment is approved, they are capable of submitting Techniques. These techniques use the aforementioned weapon ( or even one's own body ) to deal damage based on their weapon's perks, their House/Regional benefits, and their Strength Attribute. Unlike other games, this means that techniques do not have direct ranks - they scale differently based solely on the user's physical capabilities and their passive/active abilities in play. This means a Squire, with sufficient enough Strength, could overpower and defeat a Knight should they land direct blows. In order to submit any fighting techniques that utilize weapons or hand to hand, one must have a Fighting Style as it is not allowed to submit techniques without them. However, if one does not wish to deal damage in any way, they are capable of forgoing a Fighting Style in favor for 1 bonus Intrigue Feat or Scheme ( the Feat must be either an Intrigue or Social Feat ).

There are a few restrictions associated with techniques. Piety techniques cannot be created nor any techniques utilizing magic/Faith perks. Members can only have 3 Equipment slots, though these can be divided however a member wishes ( 2 armor + 1 weapon, 3 weapons, etc ). EXP is used to create techniques and equipment at differing levels. Techniques cost 15 EXP to submit while Equipment EXP starts at 10 for Tier 1 and increases by 5 EXP per Tier.

Items are able to have up to 3 perks, starting with 1 at Tier I gaining an additional perk at Tier II and Tier IV. One perk all weapons have is it's damage dealing or blocking capabilities, depending on it's type. For example, a Tier I Greatsword will deal damage based on the user's Strength AP + his House/Regional Perks. At Tier II, it can gain another perk in additional to it's damage and at Tier IV, a third perk is gained. Should one have a Valyrian Armor or Weapon, they will have the ability to submit an additional custom perk as well. Weapons and armors cannot be shared as only one of each weapon exists.

TEMPLATES

ITEMS:

Name:
Exp:
Type:
Range:
Damage:
Description:

TECHNIQUES:

Name:
EXP:
Fighting Style:
Range:
Damage:
Description:
 
Last edited by a moderator:
Top