4 - Attributes

Apriori

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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 physical, mental, and personal abilities while Secondary Attributes reflect skills tied to world systems, administration, or specialized roles. These Attributes will allow you to increase your skills in various ways. Each Attribute has a specific purpose that is important to every build, some offering direct damage increases while some offer unique perks as your skill with them raises.

Certain Regions and Houses give base AP increases that are allocated in specific ways, increasing their Strength, Dexterity and other Primary Attributes while some Feats and special prizes may increase one's Secondary Attributes. It should be noted that in all instances where Attribute Points are gained, the highest collection from one source will be gained and these will not stack together. This means that two different boosts applied to one Attribute will not stack. Members gain more Attributes based on their Character Rank, leveling up when certain checkmarks and EXP requirements are met. In rare occasions, special awards and campaigns may grant members bonus AP.

In War of the Realm, Primary Attributes represent a character’s core physical capabilities. They directly influence combat effectiveness, movement, reflexes, survivability, and tactical skill. These stats form the foundation of all battlefield and narrative actions.

StrengthAgilityDexterity
Governs physical power. Boosts melee damage and carrying capacity.
Used to scale physical actions in character.
Controls movement speed. Affects turn order and distance traveled.
Used to determine speed of the user and swiftness in character.
Affects aim, reaction speed, and ranged accuracy.
Used to determine what the user is tracking and viewing in character..
DurabilityCraftingIntrigue
Measures toughness. Increases HP and reduces received damage.
Used to scale how much damage one endure.
Governs weapon, armor, and structure crafting. Reduces material and Gold costs.Represents cunning and manipulation. Influences secret actions and schemes.
Used to execute Schemes.
StewardshipNavigationPiety
Improves domain management. Speeds up building upgrades and boosts landmark control.Enhances land and sea travel. Reduces encounter risk and speeds journey time.Measures spiritual devotion. Required for religious abilities and temple access.

Secondary Attributes in War of the Realm represent specialized skills beyond combat. Crafting handles gear and structure upgrades, Stewardship boosts building and regional control, Navigation improves travel and encounter avoidance, and Piety unlocks unique religious abilities. These stats shape a character’s strategic and support role in the world.

Secondary Attribute connects to key gameplay systems, going beyond just physical attributes like Primary Attributes. Crafting supports structure upgrades, equipment creation, and economy-building. Stewardship ties into regional management, building efficiency, and control over multiple landmarks. Navigation influences land and sea travel, wild beast encounters, and access to advanced vessels. Piety powers religious abilities and unlocks faith-specific perks. These attributes guide how players grow, manage, and specialize their role in the realm.
 
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Strength Attribute​

Strength measures a character's raw physical power. It determines their ability to deliver powerful melee attacks, wield heavier weapons and armor, carry more supplies or wounded, break down doors, lift debris, or intimidate through sheer presence. In the War of the Realm system, Strength is a core stat used in combat, siege actions, duels, and physical tasks across RP and battlefield scenarios. Unlike Dexterity or Speed, it does not rely on precision or agility - it is force in its purest form. Some ability checks require a roll or comparison of respective Strength stats to perform. Some Combat Feats require minimum Strength levels to unlock (e.g., “Crushing Blow” or “Iron Grasp”), requiring a certain level before they can be obtained or used.

One AttributeTwo AttributesThree Attributes
  • Can Lift 50 LBS
  • Projectile Speed is 1 SPM
  • Damage Output is 1 DMG
  • Can Lift 100 LBS
  • Projectile Speed is 2 SPM
  • Damage Output is 2 DMG
  • Can Lift 200 LBS
  • Projectile Speed is 3 SPM
  • Damage Output is 3 DMG
Four AttributesFive AttributesSix Attributes
  • Can Lift 275 LBS
  • Projectile Speed is 4 SPM
  • Damage Output is 4 DMG
  • Can Lift 350 LBS
  • Projectile Speed is 5 SPM
  • Damage Output is 5 DMG
  • Can Lift 425 LBS
  • Projectile Speed is 6 SPM
  • Damage Output is 6 DMG
Seven AttributesEight AttributesNine AttributesTen Attributes
  • Can Lift 500 LBS
  • Projectile Speed is 7 SPM
  • Damage Output is 7 DMG
  • Can Lift 600 LBS
  • Projectile Speed is 8 SPM
  • Damage Output is 8 DMG
  • Can Lift 700 LBS
  • Projectile Speed is 9 SPM
  • Damage Output is 9 DMG
  • Can Lift 800 LBS
  • Projectile Speed is 10 SPM
  • Damage Output is 10 DMG
 
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Apriori

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The Intrigue Attribute​

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 everything from gaining forbidden knowledge to orchestrating betrayals. In War of the Realm, Intrigue governs spying, sabotage, secret actions, infiltrations, blackmail, and disinformation.

Intrigue is not about charisma or battlefield bravery. It’s about seeing the game behind the game, where power isn’t always forged in blood, but in whispers, contracts, and betrayal. Intrigue Schemes are plots and actions designed to push agendas and manipulate others to their whim, scheming and executing behind the scenes. Schemes are separated via Tiers based on their impact and are executed via a D20 roll. Depending on the Tier of the Schemes, the success threshold of the Scheme varies and can be increased by increasing your Influence Attribute or specific Character Feats. Rolls have 4 possible outcomes, ranging from Critical Success to Critical Failures. The GM then reveals the outcome at the end of each Update post.

One AttributeTwo AttributesThree Attributes
  • Allows access to Tier I Schemes
  • Add 1 Success to Intrigue Rolls
  • Add 1 Failure to opposing Intrigue Rolls
  • Grants access to an additional active Scheme
Four AttributesFive AttributesSix Attributes
  • Allows access to Tier II Schemes
  • Add 1 Success to Intrigue Rolls
  • Add 1 Failure to opposing Intrigue Rolls
  • Grants access to an additional active Scheme
  • Add 1 Failure to opposing Intrigue Rolls
Seven AttributesEight AttributesNine AttributesTen Attributes
  • Add 1 Success to Intrigue Rolls
  • Add 1 Failure to opposing Intrigue Rolls
  • Allows access to Tier III Schemes
  • Grants access to an additional active Scheme
  • Allows access to Tier IV Schemes

✖ LIST OF SCHEMES?
Tier I - Focused on a single Individual or House. Considered Minor. For Success, one must roll between 11 - 20.
  • Learn Secrets: Eavesdrop, interrogate, or bribe to uncover minor personal or local military information about a minor NPC or a real target in a landmark or region. Requires 1 Intrigue and to be within the Region. Can be triggered via Little Birds Scheme as well.
  • Blackmail: After learning a confirmed secret, the user exploits it against an NPC to gain an advantage over them. Through use of this Scheme, the user blackmails a Minor NPC to do his bidding. Cannot be used to force a target to attack another. Requires 2 Intrigue and Learn Secrets to be used prior.
  • Bribery: Through the use of gold, the user bribes a minor NPC to do an action for them, be it voting for them to lie in their favor. These inconsequential bribes carry moderate power. Requires 2 Intrigue and 100 Gold to use.
  • Smear Campaign: The user begins to slander a target across a region, causing their Influence to decrease amongst the people there. These lies begin to negatively impact the target’s Influence in the chosen region, lowering their Influence there by 100. If cannot drop by 100, Influence drops to a minimum of 25.
    Requires 3 Intrigue
  • Minor Manipulation: Subtly shift a person’s decision or view through whispered words or implied threats. This manipulation allows the user to force minor NPC to change their actions within reason. Requires 2 Intrigue and Successful use of Learn Secrets to prevent aggressive action or use of Tier I Schemes for 2 Updates.
  • Steal Heirlooms: Orchestrate the quiet theft of an artifact, token of power, or family symbol. This theft allows the theft of Tier I Equipment from an NPC in the same landmark of the user. Can be used alongside spies to steal from afar.
    Requires 3 Intrigue
Tier II Schemes - Targets multiple Landmarks or destabilizes an entire Region For a Success, one must roll between 14 to 20.
  • Little Birds: Deploy agents to report troop movements, political changes, or internal disputes across landmarks. These spies can be deployed to up to 3 landmarks to investigate, spread lies, gather information, etc. Use of these agents allows the user to perform multiple Schemes across different landmarks at one time. Requires 4 Intrigue to use and 150 Gold per Little Bird.
  • Fabricate Lies: Forge convincing documents or statements to spark confusion or unrest. These documents cause a loss of 150 Influence from a rival in a region. Requires 4 Intrigue to use.
  • Counterspies: Detect or dismantle rival spy networks and foil future secret actions. If deployed to a region where a Scheme is being used against the user, this increases odds of failure by 50% and if the same landmark, causes the Scheme to fail. Requires 4 Intrigue to use and 175 Gold.
  • Alliances: Quietly influence or mediate new political bonds before they reach public knowledge. This allows for official alliances, allowing members to band together. Grants both sides 150 Influence in their ally’s home Region. Requires 5 Influence to use and does not require a Roll. Number of active House Alliances is determined by Rank.
  • Expose Secrets: Leak or reveal dark truths about a rival to damage trust and cause internal fractures. This can only be used after first gaining incriminating evidence and secrets of a rival, reducing their Influence in a region by 150.
    Requires 6 Intrigue
  • Regional Agitation: Deliberately create unrest among a Region's population, lesser nobles, soldiers, or political factions to weaken its stability.
    Requires 5 Intrigue and 150 Gold.
Tier III Schemes - Realm-impacting plots such as House assassinations, betrayals, etc. For a Success, one must roll between 18 to 20.
  • Poison: Administer a hidden, lethal toxin to weaken or disable a key individual. This poison can be used solo to coat blades in Duels or as part of another Scheme, enabling more damaging effects. This can be used with Assassinations to create a poison assassination attempt, for example. If effective, this reduces the target’s Durability by 3 until healed. If used solo, this grants access to poisoned blades in Duels. Requires 7 in Intrigue and 300 Gold.
  • Infiltration: Plant agents within a rival House, army, or council to influence decisions from within. Allows members to recruit minor House NPC or rival enemies to sow discord. These agents weaken a rival’s Stewardship effectiveness, causing an effective 2 point drop for a phase. Requires 7 Influence and costs 350 Gold.
  • Frame Rival: Falsely implicate a noble in a crime or scandal, leading to exile, arrest, or war. Framing a rival, depending on what they’re being framed for, can cause a loss of Influence of anywhere from 150 to 300. Requires 8 in Influence to use.
  • Secret Alliances: Forge a hidden pact with another faction to betray, invade, or divide a region. This alliance stays hidden and known only to the agreeing parties and the GM until revealed. Requires 8 in Intrigue to use. Can only have 1 Secret Alliance at any given time.
  • Fake Heir: Introduce a forged or manipulated claimant to disrupt succession and cause civil strife. Requires a 9 in Intrigue and can only be used in Campaigns involving the Crownlands.
  • Assassination: Arrange the covert killing of a ruler, commander, or heir with no ties traced to you. Requires at least a 9 to attempt to kill a House Heir, minor to major NPC House Lords, Warden of Regions and a 10 allows for the ability to assassinate the King/Queen, other RPers or the Lord Commander of the Night's Watch ). Executed within reason based on one’s Influence ( i.e. cannot attempt to kill King if Influence is too low to meet him face to face/without Kingsguard ). Costs 400 Gold.
  • Disinformation Campaign
    Description: Spread coordinated false intelligence designed to make a rival House or commander act on deliberately misleading information.
    Requires: 7 Intrigue.
  • Kidnapping: Secretly abduct an important individual to use them as leverage for political, military, or personal demands.
    Requires: 7–9 Intrigue, depending on importance
  • Incite Rebellion: Organize dissatisfied factions into open resistance against their ruler or governing authority.
    Requires: 9 Intrigue and an existing political grievance, faction, or source of unrest capable of supporting a rebellion.
Tier IV Schemes: Plots capable of fundamentally altering the political order of the realm. Success requires Critical Success.
  • Coup d'État: Coordinate a sudden seizure of political power intended to overthrow the existing ruling authority.
    Requires: 10 Intrigue and either 2 Secret Alliances or 1 Realm-Wide Conspiracy.
  • Usurpation: Elevate a claimant over the recognized ruler or heir during a succession crisis and attempt to establish them as the rightful authority.
    Requires: 10 Intrigue, an eligible claimant, and an active succession crisis or comparable dispute over legitimate rule. Fake Heir may satisfy the claimant requirement if successfully completed.
  • Civil War: Escalate existing political divisions into open armed conflict between rival factions within a Kingdom or across multiple Regions.
    Requires: 10 Intrigue and either Incite Rebellion, Usurpation, or another established major political conflict capable of producing armed factions.
  • Realm-Wide Conspiracy: Coordinate multiple Houses, factions, and political actors toward a single secret objective capable of altering the balance of power across the realm.
    Requires 10 Intrigue and multiple established conspirators or factions, including at least two successful Secret Alliance.
  • High-Profile Kidnapping: Abduct an exceptionally powerful political figure, such as a King, Queen, Crown heir, or Lord Commander, for extraordinary political leverage.
    Requires 10 Intrigue and Kidnapping successfully completed against a lesser political target.
  • High-Profile Assassination: Arrange the covert killing of a Head of House or other realm-level political figure whose death could fundamentally alter the balance of power.
    Requires 10 Intrigue and 400 Gold and a successful Infiltration, Secret Alliance, Little Birds, or other established method of gaining access may be required depending on the target's circumstances.
 
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The Durability Attribute​

Durability represents a character’s toughness, stamina, and pain resistance. It determines how much physical punishment a character can take either from direct injury or exhaustion from weather effects. High Durability determines how much health one has as well as allows resistance to injuries, critical effects, and penalties.

One AttributeTwo AttributesThree Attributes
  • User has 2 HP
  • Gains 2 Additional HP
  • Resist effects of poison for 1 turn
  • Gains 2 Additional HP
Four AttributesFive AttributesSix Attributes
  • Gains 2 Additional HP
  • Reduce Extreme Weather effects by 25%
  • Gains 2 Additional HP
  • Gains 2 Additional HP
  • Resist effects of poison for 2 turns
Seven AttributesEight AttributesNine AttributesTen Attributes
  • Gains 2 Additional HP
  • Gains 2 Additional HP
  • Reduce Extreme weather effects by 50%
  • Gains 2 Additional HP
  • Gains 2 Additional HP
  • Resist effects of poison for 4 turns
 
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The Agility Attribute

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. In War of the Realm, Agility defines turn order, world travel distance, and combat mobility - crucial for striking first, escaping danger, or launching surprise attacks. Characters with higher Agility act earlier during each combat phase.

Special Movement Note

Movement is defined using different metrics depending on the system used. Player Character's movement speed is determined via points in their Agility attribute while Warships and Bannermen use SPD to determine their movement speed across landmarks. These two metrics allow for ships and players to be capable of having varying speeds.

One AttributeTwo AttributesThree Attributes
  • Movement Speed is 1 SPM
  • Attack Speed is 1 SPM
  • Movement Speed is 2 SPM
  • Attack Speed is 2 SPM
  • Movement Speed is 3 SPM
  • Attack Speed is 3 SPM
Four AttributesFive AttributesSix Attributes
  • Movement Speed is 4 SPM
  • Attack Speed is 4 SPM
  • Movement Speed is 5 SPM
  • Attack Speed is 5 SPM
  • Movement Speed is 6 SPM
  • Attack Speed is 6 SPM
Seven AttributesEight AttributesNine AttributesTen Attributes
  • Movement SPD is 7 SPM
  • Attack Speed is 7 SPM
  • Movement SPD is 8 SPM
  • Attack Speed is 8 SPM
  • Movement SPD is 9 SPM
  • Attack Speed is 9 SPM
  • Movement SPD is 10 SPM
  • Attack Speed is 10 SPM
 
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The Dexterity Attribute​

Dexterity measures a character’s coordination, reflexes, precision, and battlefield awareness. It reflects how well a player can track, and predict enemy movement, as well as strike with critical precision when opportunities arise. This also allows one to increase the odds of a critical attack. If your Dexterity equals or exceeds an enemy’s Speed, you can track and react to their movements without penalty (whether in a duel, skirmish, or battlefield chase).

Critical Damage occurs when a target is either hit with a head strike or lands a critical success roll. This deals 1.5x the damage it originally dealt, increasing 10 DMG to 15 DMG, for example.

One AttributeTwo AttributesThree Attributes
  • Tracking Ability Extends to 2 SPM
  • Can Accurately Shoot 5 Meters Away
  • Tracking Ability Extends to 3 SPM
  • Can Accurately Shoot 10 Meters Away
  • 5% Chance of Critical Damage
  • Tracking Ability Extends to 4 SPM
  • Can Accurately Shoot 15 Meters Away
Four AttributesFive AttributesSix Attributes
  • Tracking Ability Extends to 5 SPM
  • Can Accurately Shoot 20 Meters Away
  • 10% Chance of Critical Damage
  • Tracking Ability Extends to 6 SPM
  • Can Accurately Shoot 25 Meters Away
  • Tracking Ability Extends to 7 SPM
  • Can Accurately Shoot 30 Meters Away
  • 15% Chance of Critical Damage
Seven AttributesEight AttributesNine AttributesTen Attributes
  • Tracking Extends to 8 SPM
  • Can Accurately Shoot 30 Meters Away
  • Tracking Extends to 9 SPM
  • Can Accurately Shoot 40 Meters Away
  • 20% Chance of Critical Damage
  • Tracking Extend to 10 SPM
  • Can Accurately Shoot 45 Meters Away
  • Tracking Extend to 11 SPM
  • Can Accurately Shoot 45 Meters Away
  • 25% Chance of Critical Damage
 
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The Crafting Attribute​

Crafting is a Secondary Attribute used by player characters in War of the Realm to build, enhance, and repair the tools of power. From castle walls to siege weapons to elite weaponry, Crafting governs how efficiently you shape the world around you. Crafting measures a character’s skill in creating, improving, and repairing weapons, armor, siege engines, and structures.

Crafting enables one to create Structures and Equipment of varying tiers, each stronger than the previous with their own perks and requirements. Equipment exists in different tier, scaling from leather and bronze up to Valyrian Alloy and Valyrian Steel. Subequent Tiers gain additional perks as they scale upwards, dealing more damage or blocking more of it. Structures have 3 tiers: Tier I ( Basic ), Tier II ( Improved ), Tier III ( Apex ). Each structure is unlocked individually depending on your Crafting Attribute. Weapon and armor crafting ( Tier I–V ) remains staggered to preserve gameplay depth. These Tiers and information can be seen in more detail below the Attribute layout.

One AttributeTwo AttributesThree Attributes
  • Start with a House Keep
  • Craft Tier I Equipment
  • Gains access to another Building.
  • N/A
  • Gains access to another Building.
  • Craft Tier II Equipment
Four AttributesFive AttributesSix Attributes
  • Gains access to another Building.
  • N/A
  • Gains access to another Building
  • Craft Tier II Buildings and Tier III Equipment
  • Gains access to another Building
  • N/A
Seven AttributesEight AttributesNine Attributes
  • Gains access to another Building
  • Craft Tier IV Equipment[/B]
  • Gains access to another Building
  • Craft Tier III Buildings
  • Gains access to another Building
  • Craft Tier V Equipment
Ten Attributes
  • Gains access to another Building

✖EQUIPMENT TIERS?
  • Tier I: Leather // Bronze
  • Tier II: Hardened Plate (+1 Durability) // Iron ( +1 DMG )
  • Tier III: Reinforced Ancestral Plate (+1 Durability, -1 DMG ) // Steel ( Breaks Tier I weapons/armor )
  • Tier IV: Unique Armor Sets (1 Custom Perk ) // Ancestral Steel ( +1 Additional DMG/Breaks Tier II Weapons/Armors )
  • Tier V: Valyrian Alloy (1 Custom Perk/+2 DUR ) // Valyrian Steel ( Breaks Tier III weapons/Armors +1 Custom Perk )

✖ LIST OF STRUCTURES AND SIEGE ITEMS
1. Keep
Description: Your House’s central seat of power and control. By default, every member has a shared Keep with other House members. Due to this, this Structure requires significantly more to advance than others.
Perks:
• Level I: Acts as your primary HQ; stores BNM logs and enables basic recruitment
• Level II: +1 to Loyalty for all BNM units stationed here
• Level III: Counts as a Tier II fortification in all siege actions
Structure HP: 20 / 30 / 40

2. Training Yard
Description: Advances the rank and training of your BNM squads.
Perks:
• Level I: Enables use of Bannermen Armies
• Level II: Enables promotion of units to Advanced tier
• Level III: Enables promotion to Apex tier.
Structure HP: 10 / 15 / 20

3. Port
Description: Enables naval movement and delpoyment of Fleets ( Bannermen ).
Perks:
• Level I: Allows recruitment of basic Bannermen Fleets (Longship, Warship, Heavyship) and use of Battleships
• Level II: Enables Fleet upgrades to Advanced
• Level III: Unlocks Apex Fleets
Structure HP: 15 / 25 / 35

4. Religious Site
Description: Site of faith; enables Piety regeneration, Conversion and more. Only one Site can be constructed per landmark.
Perks:
• Level I: Reduces Piety skill costs by 1 PU for actions taken at this location.
• Level II: Allows Conversion. Create another religious site in a Region to convert those within the landmark. Can be used once every Phase.
Structure HP: 15 / 30

5. Forge
Description: Crafts weapons, armor, and siege tools; empowers the Crafting Attribute.
Perks:
• Level I: Enables crafting of Equipment + warfare items
Structure HP: 10

6. Watchtower
Description: Observes nearby landmarks and detects incoming enemies.
Perks:
• Level I: Reveals all movement up to 2 landmarks away from tower.
• Level II: Increases detection range by another 3 landmarks.
Structure HP: 10 / 20

7. Walls
Description: Fortifies your landmark with physical defenses against siege and assault. These can be placed in every landmark under the user's control, taking 5 turns to complete.
Perks:
• Level I: Walls have 15 HP and prevent easy entry into territory.
• Level II: Walls are fortified, having an additional 15 Structure HP and Ranged BNM units stationed on top of Walls gain +1 Dex when attacking invaders.
• Level III: Walls now contain 50 Structure HP each segment and Invaders lose 1 HP climbing walls. Negated if destroyed. and attackers suffer –1 STR on first round of assault
Structure HP (Wall segment): 15 / 30 / 50

8. Great Hall
Description: The political heart of a holding where a lord manages affairs, hosts important figures, and builds Influence.
Level I: Allows for hosting of Feasts, Dances, etc
Level II: Allows for hosting of Tournaments and Jousts
Structure HP: 25 / 50

9. Market
Description: A center of trade that generates Gold and strengthens the economic power of the holding.
Level I: Generates 25 Gold every week
Level II: Generates 50 Gold every week
Structure HP: 30 / 60


10. Court
Description: A gathering place for nobles, petitioners, and dignitaries that strengthens a lord’s political influence.
Level I: Generates 25 Influence every week
Level II: Generates 50 Influence every week
Level III:
Structure HP: 30 / 60

Wargear Items

1. Battering Ram
Description: A reinforced ramming device used to break through gates and walls.
Perks:
• Level I: Can damage Level I Walls; deals 5 damage per round
• Level II: Ignores gate-based DEF; deals 10 damage per round
• Level III: Reduces defender STR by –1 during breaches; deals 15 damage per round
Structure HP: 20 / 30 / 40

2. Siege Tower
Description: A mobile tower allowing attackers to scale walls safely.
Perks:
• Level I: Grants +1 DEF to units during wall assaults
• Level II: Allows 2 units to ascend per round; +1 SPD to those units
• Level III: Units ignore Wall-based STR penalties when assaulting
Structure HP: 25 / 35 / 45

3. Trebuchet
Description: A powerful, slow-firing engine that hurls massive projectiles at great distances.
Perks:
• Level I: Deals 8 SH damage to structures at Extra Long Range
• Level II: Deals 12 SH damage; ignores movement penalties
• Level III: Has a 50% chance to reduce Wall DEF by –1 for the battle
Structure HP: 20 / 30 / 40

4. Ballista
Description: A powerful bolt fired from a gigantic crossbow to pierce targets from a distance.
Levels:
• Level I: Deals 10 DMG to structures at Extra Long Range
• Level II: Deals 15 DMG and Pierces Structures
• Level III: Deals 20 DMG and Pierces
Structure HP: 15 / 25 / 30

5. Mantlet
Description: A portable wooden shield used to protect soldiers and siege crews from enemy fire.
Level I: Blocks arrows and 5 DMG per turn. Ineffective against Firepots and Scorpions.
Level II: Stronger, metal shields. Capable of deflecting Firepots but repeated Scorpion attacks will bypass defenses. Shields 10 DMG per turn
Level III: Fortified shields, block up to 15 DMG per turn. Only the elite of weapons may bypass these shields.

6. Firepot
Description: Incendiary vessels thrown or launched to ignite enemy troops, equipment, ships, or structures.
Level I: Explosive jars that deal 5 DMG in 5 meter radius and burns for 3 DMG per turn until doused.
Level II: Multiple explosive jars launched at once, increasing the radius to 10 meters and deals 6 DMG per turn.

7. Wildfire
Description: A volatile alchemical substance that burns with extraordinary intensity and is extremely difficult to extinguish.
Level III: Explodes in a 3 meter radius and deals 12 DMG per turn until extinguished or 4 turns pass, whichever is shorter.
Requirements: Requires Wildfire Scheme to utilize.
 
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The Navigation Attribute​

Navigation measures a character’s skill in traveling efficiently across land and sea, finding safe paths, avoiding natural dangers, and reading the world around them. It reflects survival instincts, knowledge of geography, understanding of sea currents, and an ability to minimize risk during journeys. In War of the Realm, Navigation controls how quickly you travel, whether you avoid dangerous beast encounters, and whether you gain access to superior traveling vessels for faster, safer movement across the map.

Navigation reduces the time needed to travel between landmarks or across seas. Skilled navigators can cross dangerous or difficult terrain much faster than average travelers. During land and sea travel, there is a chance of encountering dangerous beasts (wolves, krakens, wyverns, etc.). Higher Navigation reduces the chance of random beast encounters. At certain Navigation milestones (Levels 1, 4, and 8), players unlock access to faster, sturdier, or better-supplied ships. This reduces dangers at sea and allows for longer expeditions with fewer risks.

One AttributeTwo AttributesThree Attributes
  • Gain 1 traveling vessel
  • Reduces Beast Encounter by 1.
  • Reduce traveling by 10%
Four AttributesFive AttributesSix Attributes
  • Reduces Beast Encounter by 1
  • Gains access to Advanced Warships
  • Reduce traveling by 15%
  • Reduces Beast Encounter by 1
Seven AttributesEight AttributesNine Attributes
  • Reduces travel time by 20%
  • Reduces Beast Encounter by 1.
  • Gains access to Apex Warships
  • Reduce travel time by 25%
Ten Attributes
  • Reduces Beast Encounter by 1.

✖ RANDOM ENCOUNTERS
Whenever a player travels by land or sea, they may face random encounters with wild creatures, predators, or roaming monstrosities. These are separate from BNM mechanics and only apply to traveling on land or sea. When traveling through unclaimed landmarks or across the sea, members roll a 1D20 dice to determine if they will have safe travel. Should they fail their roll, the GM then determines the tier of the beast. Specific animals are found in very specific regions and landmarks.

Roll 1d20 when passing through untamed territory or dangerous sea zones
  • 1–10 = Beast Encounter
  • 11–20 = Safe passage
 
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The Piety Attribute​

Piety measures a character’s spiritual strength, devotion to the divine, and ability to channel the blessings or miracles of their chosen faith. It reflects a mix of personal belief, ritual mastery, and the favor of higher powers. In War of the Realm, Piety determines whether you can access religious abilities, how many abilities you can unlock, and how much Piety Energy (Piety Units) you have available to spend activating miracles, blessings, or divine powers. Every 1 point of Piety Attribute grants 2 Piety Units (a resource pool). Piety Units are spent to activate religious abilities tied to your chosen faith. Certain religious skills require a minimum Piety Attribute score to unlock. For example, some passive abilities might require 2 Piety, while major miracles might require 6+.

There are several religions in the War of the Realms, each with there own features and skill trees unique to their lore and usage. The Faith of the Seven, the Old Gods, R'hllor, Rhoynar and the Drowned Gods are the religions one can choose from when starting. There's a mix between passive and active skills that one can choose and use from in different set ups depending on the religion. Religions allow followers to conduct religious rites and even command Faith Units such as the Faith Militant or Children of the Forest. Not all religions offer Faith Units but

One AttributeTwo AttributesThree Attributes
  • Gain 2 Piety Units
  • Gain 2 Piety Units
  • Gain 1 Piety Feat
  • Gain 2 Piety Units
Four AttributesFive AttributesSix Attributes
  • Gain 2 Piety Units
  • Gain 1 Faith Aspect
  • Gain 2 Piety Units
  • Gain 2 Piety Units
Seven AttributesEight AttributesNine Attributes
  • Gain 2 Piety Units
  • Gain 2 Piety Units
  • Gain Faith Unit
  • Gain 2 Piety Units
Ten Attributes
  • Gain 2 Piety Units
 
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Apriori

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The Stewardship Attribute​

Stewardship measures a character’s ability to effectively manage land, resources, construction projects, and political domains. In War of the Realm, Stewardship directly affects how many landmarks you can control, how many Structures and Alliances you can hold, and how effectively you maintain your holdings against the grind of time, war, and politics. Each player can oversee a number of Landmarks based on their Stewardship.

One AttributeTwo AttributesThree Attributes
  • Can hold up to 1 Landmark.
  • Can hold up to 2 Landmarks.
  • Can have 1 Alliance.
  • Can hold up to 3 Landmarks.
  • Increases Unit Loyalty by 5.
Four AttributesFive AttributesSix Attributes
  • Can hold up to 4 Landmarks
  • Can have 2 Alliances.
  • Can hold up to 6 Landmarks
  • Can hold up to 8 Landmarks.
Seven AttributesEight AttributesNine Attributes
  • Can hold an entire Region
  • Can hold 3 Alliances.
  • Can hold two Regions
  • Can hold three Regions
Ten Attributes
  • Can hold four Regions
  • Can have up to 4 Alliances.
 
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