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Basic Battle Rules
➔You must have an approved RP character biography to begin your conquest. If you do not have an approved biography yet, follow the rules within the Player's Handbook and create your character after speaking with your GM.
➔ Before starting a battle, all the participants must agree on these things:
➔ Determined by the user's Agility Attribute, the user can attempt a Free Dodge if fast enough. This means that as long as you have a speed higher than his enemy or an enemy's attack ( as well as suitable distance from the attack ), you are capable of dodging the technique without having to spend an official action. However, you can only use this Free Dodge to avoid ( 1 ) technique per use, and this dodge is limited to 5m and below. Outside of this, you must use a technique that grants some form of movement or enhanced movements to effectively dodge techniques.
➔ All Battles are done in turn based combat, alternating between the opposing sides until a victor is decided. In BNM battles, this is automated using each side's stats to determined damage and health each turn. In Duels, this is handled in cycles where each side uses up to 3 techniques or actions per turn. These offensive actions include movement, dealing damage, healing damage, Piety usage, and similar actions. Each one of these actions is maintained in chronological order, creating a timeline of the battle known as the timeframe. This timeline cannot be broken or interrupted as it is a natural order of actions, unless it is a specific magical skill allowing for one to move backwards in time.
➔ Avoid arguing during a battle. If you have a problem with the usage of a technique or your opponent's move, first talk to the opponent directly to solve it. If you can't come to an agreement, you may seek out the GM to moderate the issue.
➔You must have an approved RP character biography to begin your conquest. If you do not have an approved biography yet, follow the rules within the Player's Handbook and create your character after speaking with your GM.
➔ Before starting a battle, all the participants must agree on these things:
- Terrain: This is usually determined by the landmark you are located on or, if in the Fighting Pits, determined between the combatants.
- Range: This is determined by either starting location ( such as sea or land ) or by the combatants. These can range from Close, ( 0 - 3 meters ), Short ( 4 to 6 meters ) , Medium ( 7 to 10 meters ), Long ( 10 - 15 meters ), or Very Long ( 15+ Meters ). Note that these ranges change for BNM battles ( the same range names but with greater distance for sea battles ).
- Order: This is determined by the combatant's speed, using their Agility and Feats. Whoever has the highest Speed goes first. If tied, a roll is done by a neutral party unless Feats or Titles specify otherwise.
- Type of Battle: Choose the type of battle you want. No restrictions, weapons only, no Magic, etc.
- Wager: This determines how much one is willing to wager on the battle. This can be additional gold, landmark claims or other narrative aspects if done in a Westeros landmark.
➔ All Battles are done in turn based combat, alternating between the opposing sides until a victor is decided. In BNM battles, this is automated using each side's stats to determined damage and health each turn. In Duels, this is handled in cycles where each side uses up to 3 techniques or actions per turn. These offensive actions include movement, dealing damage, healing damage, Piety usage, and similar actions. Each one of these actions is maintained in chronological order, creating a timeline of the battle known as the timeframe. This timeline cannot be broken or interrupted as it is a natural order of actions, unless it is a specific magical skill allowing for one to move backwards in time.
➔ Avoid arguing during a battle. If you have a problem with the usage of a technique or your opponent's move, first talk to the opponent directly to solve it. If you can't come to an agreement, you may seek out the GM to moderate the issue.
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