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Apriori

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BANNERMEN &FLEET SYSTEM
In War of the Realm, your armies and navies are made up of deployable units known as BNMs (Bannermen) and Fleets. These are not individual characters or commanders, but rather full Platoons and Ships under your House’s banner. Each BNM or Fleet operates as a single mechanical unit in combat, representing dozens (or hundreds) of soldiers or sailors. They are tracked separately from your character and can be recruited, upgraded, or lost in war. NOTE: Named characters may command these units narratively, but the units themselves do not reflect the stats of a specific commander unless paired with one. [/span]BNMs are the backbone of land warfare. Each one is a deployable Platoon with its own stats and battlefield role. Units come in different types (Infantry, Archers, Shieldbearers, etc.) and can be upgraded over time and repaired if they are not fully destroyed.

All BNM and Fleets utilize 4 stats in varying set ups: STR ( strength ), DEF ( defense ), SPD ( speed ), and DEX ( dexterity ). These determine how much damage one can deal, how much one can block, how swift the units move and how far they can attack for. This allows different units to be more relevant from different ranges, adding complexity to these fights. All Units require a cost in gold to obtain, divided by the Tier of the Unit itself. These specific attributes and their meaning as well as gold costs are shown further below. 

Unit Stats are Calculated as Follows:
1 STR = 2 Damage
1 DEF = 2 Damage Blocked
Every 2 SPD = +1 Range Tier Movement
Every 2 DEX = +1 Attack Range Tier

Example: A Basic Archer with 3 STR, 2 DEF, 3 SPD, and 4 DEX deals 6 damage per hit, blocks 4 damage, moves 1 range per turn, and starts one range tier farther away than normal.
Example: A Longship with 2 STR, 1 DEF, 4 SPD, and 3 DEX deals 4 damage, blocks 2, moves 2 sea zones per turn, and gains +1 attack range.
Unit Movement Combat:

• Land battles start at Mid Range and Naval battles start at Long Range
• Each unit may move or attack each turn
• Special abilities (if any) come from Feats or Perks

Bannermen and Fleet Types

BNM
Infantry – Balanced melee fighters
Archers – Long-range but fragile
Shieldbearers – Defensive frontliners
Cavalry – High mobility units

Infantry:
Name: Infantry
Rank: Basic
STR: 4
SPD: 2
DEX: 2
DEF: 2
Skill: N/A

Name: Infantry
Rank: Advanced
STR: 5
SPD: 3
DEX: 4
DEF: 3
Skill: N/A

Name: Infantry
Rank: Apex
STR: 6
SPD: 4
DEX: 6
DEF: 4
Skill: N/A

Archers
Name: Archers
Rank: Basic
STR: 3
SPD: 3
DEX: 3
DEF: 1
Skill: N/A

Name: Archers
Rank: Advanced
STR: 4
SPD: 4
DEX: 5
DEF: 2
Skill: N/A

Name: Archers
Rank: Apex
STR: 5
SPD: 5
DEX: 7
DEF: 3
Skill: N/A

Shieldbearers
Name: Shieldbearers
Rank: Basic
STR: 3
SPD: 2
DEX: 2
DEF: 3
Skills: N/A

Name: Shieldbearers
Rank: Advanced
STR: 4
SPD: 3
DEX: 3
DEF: 5
Skills: N/A

Name: Shieldbearers
Rank: Apex
STR: 5
SPD: 3
DEX: 6
DEF: 6
Skills: N/A

Cavalry:
Name: Cavalry
Rank: Basic
STR: 4
SPD: 3
DEX: 2
DEF: 1
Skill: N/A

Name: Cavalry
Rank: Advanced
STR: 5
SPD: 4
DEX: 3
DEF: 3
Skill: N/A

Name: Cavalry
Rank: Apex
STR: 6
SPD: 5
DEX: 4
DEF: 5
Skill: N/A

Fleets
Lightship – Fast, lightly armored, great for raids
Warship – Balanced attack and defense
Heavyship – High STR and DEF, but slow
Long Ship – Minimal combat power; used to carry troops


Lightship
Name: Lightship
Rank: Basic
STR: 2
SPD: 4
DEX: 3
DEF: 1
Skill: N/A

Name: Lightship
Rank: Advanced
STR: 3
SPD: 5
DEX: 4
DEF: 3
Skill: N/A

Name: Lightship
Rank: Apex
STR: 4
SPD: 6
DEX: 5
DEF: 5
Skill: N/A

Warship
Name: Warship
Rank: Basic
STR: 3
SPD: 3
DEX: 2
DEF: 2
Skill: N/A

Name: Warship
Rank: Advanced
STR: 4
SPD: 4
DEX: 3
DEF: 4
Skill: N/A

Name: Warship
Rank: Apex
STR: 5
SPD: 5
DEX: 4
DEF: 6
Skill: N/A

Heavyship
Name: Heavyship
Rank: Basic
STR: 2
SPD: 2
DEX: 1
DEF: 5
Skill: N/A

Name: Heavyship
Rank: Advanced
STR: 3
SPD: 3
DEX: 2
DEF: 7
Skill: N/A

Name: Heavyship
Rank: Apex
STR: 4
SPD: 3
DEX: 3
DEF: 10
Skill: N/A

Longship
Name: Longship
Rank: Basic
STR: 2
SPD: 4
DEX: 2
DEF: 2
Skill: N/A

Name: Longship
Rank: Advanced
STR: 3
SPD: 5
DEX: 3
DEF: 3
Skill: N/A

Name: Longship
Rank: Apex
STR: 4
SPD: 6
DEX: 4
DEF: 4
Skill: N/A

Travel and Transport Rules
BNM and Fleets are capable of traveling across landmarks after they have been purchased. This allows them to traverse the world for combat, moving from landmark to landmark to allow for easier combat. For every 2 SPD that a unit has, it is able to cross a battle range in battle. Outside of battle, this allows a BNM unit to travel 1 landmark every 12 hours. For every 1 SPD they have, an additional landmark is added to this. This means 1 SPD = 1 landmark every 12 hours, 2 SPD = 2 landmarks, 3 SPD = 3 landmark, etc. This creates a simple and effective travel system for BNM units to manuever easily.

While BNM are able to move across land easily, naval units cannot. These units are only capable of traversing the seas. However, they can be used to transport BNM across seas if needed. To move BNMs across oceanic landmarks, you must own at least one Transport Ship. Each Transport can carry:

2 Basic BNMs Units
1 Advanced or Apex BNM Units

Fleet composition and Transport use must be declared before moving troops across sea zones.

BNM & Fleet Combat Rules
Combat in War of the Realm is resolved through structured turn-based actions using the unit’s statline. Each BNM or Fleet operates as a single entity in combat, regardless of how many troops or ships are narratively represented. Each round, a unit may take one action: either move or attack. Their movement, as described earlier, depends on their SPD attribute and dictates how far they can move in the actual battle. Because there are multiple ranges in battle ( these are Close, Short, Mid, Long and Extra Long ), BNM battles have pre-determined start ranges. Land Battles start at Mid Range while Naval battles start at Long Range. When moving in battle, the unit is able to move 1 range for every 2 SPD. If an odd number is held, round down instead of up. For example, 3 SPD is rounded down to 2 SPD, allowing movement of 1 range per turn. Note that this movement consumes the user's action that turn. In addition to this, ranged BNM units and ships are able to battle outside of short range. For every 2 DEX, the ranged units are able to attack from one additional range. For example, 4 DEX allows one to fight from Mid range instead of close range. Archer units have the unique ability to retreat 1 range for free at the start of a battle. Any additional movement consumes the 1 move per turn.

All Units have ranged health from 10 ( Basic ), 15 ( Advanced ), or 20 Health ( Apex ). This health is reduces in combat against combatting units. Units are generally pitted as evenly as possible based on their tiers, meaning Tier I units are pitted against other Tier I units and so on. This changes if similar tiers are not present, allowing Tier IIs to fight Tier I or Tier III units if available. After units are paired, combat is conducted in 2 turn cycles where members either attack or retreat. If retreating, the fleeing unit must exit the target's attack range from this to be considered valid. If not, they are still considered within the battle. Should they choose to fight, first turn is determined by the SPD of the unit. If same, first turn is determined by whoever is attacking the other.

Damage is calculated by subtracting the user's damage ( based on their STR attribute ) from the target's health ( based on their DEF attribute ). Units have a chance to deal critical damage should the user have a Bonus Feat or Skill that allows for it. Critical Damage is 50% of the original damage, added on to the attack. After this is done, the second Player decides if he is attacking or fleeing and conducts his turn similarly. This then concludes one cycle, reverting back to the first user's turn again. This cycle continues until either one side retreats or is defeated. Should a unit retreat with damage, the user must pay gold to recruit more BNM ( this is treated as repairing the unit ). If the unit is completely defeated, then full price must be paid to gain another unit back.

Unit Costs
Recruitment Costs:
• Basic BNM/Fleet: 200 Gold
• Advanced BNM/Fleet: 400 Gold
• Apex BNM/Fleet: 800 Gold
Each Tier upgrade doubles the Gold cost and grants +1 to all stats. HP also scales (10/15/20).
Repair Costs:
80% of the original unit cost if not fully destroyed
 
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Apriori

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Special Units

Name: Wildlings Marauders
Rank: Advanced
STR: 5
SPD: 4
DEX: 3
DEF: 3
Skill: Wildlings have Poisoned Weapons, causing a loss of 1 HP for 4 turns or until defeated, whichever is sooner.

Name: Mercenary Units
Rank: Advanced
STR: 5
SPD: 5
DEX: 3
DEF: 2
Skill: When attacking from a Naval landing or amphibious strike, deal +4 bonus damage and cause -1 DEF to target for 1 round.

Name: Children of the Forest
Rank: Advanced
STR: 2
SPD: 4
DEX: 5
DEF: 4
Skill: Once per battle, may become untargetable by ranged or melee attacks for two turns unless directly revealed via fire or magic.

Name: Drowned Men
Rank: Advanced
STR: 4
SPD: 2
DEX: 2
DEF: 7
Skill: Immune to Fear and Weather penalties. If killed in battle, may be revived once per campaign phase as a free unit (GM discretion on timing).

Name: Rivercallers
Rank: Advanced
STR: 3
SPD: 3
DEX: 5
DEF: 4
Skill: Once per battle, may reverse terrain penalties or reroute an enemy’s movement path by 1 range tier (rivers, canals, or flooded terrain only).
 
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Loyalty System

Loyalty governs how willing your Bannermen are to follow you into danger. Loyalty is influenced by:

Wins & Glory: Victories raise Loyalty across your ranks.
Losses & Casualties: Multiple defeats without progress drop Loyalty.
Tactical Brilliance: Low losses and decisive tactics earn respect.
Neglect or Betrayal: Ignoring BNM, sacrificing them for personal gain, or poor treatment lowers morale.

Defection Mechanics:

If Loyalty falls too low, a Loyalty Check is triggered:

Roll D100.
Compare to GM-assigned Loyalty Rating (e.g., 60%).
Failure: BNM may refuse orders or defect.
GM rolls to determine percentage of troops lost (5%–35%).
 
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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 Benchmarks. Altering the Speed or Damage Magnitudes, which are determined by the Attribute Benchmarks, will not have the same affect. The amount of alteration depends on the Technique Ranks.​

Epsilon RankDelta RankGamma Rank
Can Alter One Attribute or Speed Movement or Damage by One Point For Three Turns.Can Alter One Attribute or Speed Movement or Damage by One Point For the Entire Battle.Can Alter Two Attributes or Speed Movement or Damage by Two Points For Three Turns.
Beta RankAlpha RankZeta Rank
Can Alter Two Attributes or Speed Movement or Damage by Two Points For the Entire Battle.Can Alter Three Attributes or Speed Movement or Damage by Three Points For Three Turns.Can Alter Three Attributes or Speed Movement or Damage by Three Points For the Entire Battle.
Theta RankSigma RankOmega Rank
Can Alter Four Attributes or Speed Movement or Damage by Four Points For Three Turns.Can Alter Four Attributes or Speed Movement or Damage by Four Points For the Entire Battle.Can Alter Five Attributes or Speed Movement or Damage by Five Points For Three Turns.

Special Scenario #1: Style Techniques or Free-Form Actions that are Activated ( Performed ) and Maintained For More Than One [1] Time-Frame Slot are Considered Passive. There is a Three [3] Passive Limit, Which Means the Character Cannot have more than Three [3] Passive Effects Simultaneously Ongoing.

Special Scenario #2: Style Techniques or Free-Form Actions that are Activated ( Performed ) and Maintained For More Than One [1] Turn Require a Support Card is Spent ( Unless Damage Magnitude is Applied, Which then the Appropriate Card Type is Required ). This Refers to the Concept of Occupied Which means the Battle Card is Essentially Locked Until the Technique or Action is Cancelled or Defeated. During the Occupied Process, the Battle Card will Not Refresh Upon the Battle Deck Refresh Cycle. When Damage Magnitude is Assigned, the Entire Move Slot is Locked Until Released.

Special Scenario #3: Passive Effects that are Redundant in their Effects Will Not Stack Effects. The Concept of Redundancy Refers to the Situation Where Two [2] Passive Effects Grant the Same Outcome ( Such as Increasing or Decreasing SPM and Increasing AGL or Increasing Power / Intelligent and Increasing Damage ). In that Situation, Only One Passive Effect will be Successful. The Redundancy Rule Applies to Identical Sources of the Passives, Meaning For Example that Two [2] Techniques Cannot Boost or Debuff Speed Magnitude But a Technique and Trait Can.​
 

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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 RankDelta RankGamma Rank
A Maximum of 15 Meters in Volume.
Projectiles Travel Fifteen [15] Meters
A Maximum of 18 Meters in Volume
Projectiles Travel Twenty [20] Meters
A Maximum of 21 Meters in Volume
Projectiles Travel Twenty-Five [25] Meters
Beta RankAlpha RankZeta Rank
A Maximum of 24 Meters in Volume
Projectiles Travel Thirty [30] Meters
A Maximum of 27 Meters in Volume
Projectiles Travel Thirty-Five [35] Meters
A Maximum of 30 Meters in Volume
Projectiles Travel Forty [40] Meters
Theta RankSigma RankOmega Rank
A Maximum of 33 Meters in Volume
Projectiles Travel Forty-Five [45] Meters
A Maximum of 36 Meters in Volume
Projectiles Travel Fifty [50] Meters
A Maximum of 39 Meters in Volume
Projectiles Travel Fifty-Five [55] Meters

Special Scenario #1: Style Techniques or Free-Form Actions Cannot Consist of Multiple Tactics. This Means the Technique or Action Can Only Deal Damage | Increase Any Value | Decrease Any Value. Even When Style Techniques are Approved with the Potential of Multiple Tactics, Only One [1] Tactic Can be Used ( at a time ) During Battles

Special Scenario #2: Style Techniques or Free-Form Actions Cannot Spawn within Three [3] Meters From the Opponent ( This Includes Spawning Under the Opponent and in that Situation no Distance will Allow It ). The Exception to the Rule is When the Character has Established Physical Contact with their Opponent or Abilities that Originate from their Body.

Special Scenario #3: Whenever Free-From Actions are in Play, the Scaling of Actions are Often Unmentioned. This Rule Serves as the Guideline to Determine the Scaling Whenever the Parameters are Not Mentioned. Based On the Rank of the Theoretical Rank, the Size of the Projectile or AoE Cannot Exceed that Rank’s Scaling.

For Example: The Theoretical Rank of the Free-Form Action is Epsilon Which Means the Max Scaling is Fifteen [15] Meters in Volume. This Means the Projectile or AoE Cannot Fifteen [15] Meters ( Cumulatively ) in Length | Width | Height. Whenever the Dimensions are Not Mentioned, the Scaling of the Projectile or AoE will Split the Max Scaling as Evenly as Possible. Certain Descriptive Words like "Beam" will Lend the Belief that the Length is Supposed to have the Most Numerical Share of the Scaling.

The Scaling of the Projectile Can Negatively Impact the Distance of Travel, Regardless of the Rank or Distance of Accuracy the Character Possesses. Every One [1] Meter in Width and Height in Totality will Reduce the Maximum Travel of the Projectile by Two [2] Meters. This Rule Does Not Pertain to Style Techniques or Free-Form Actions Where a Map Card was Spent to Perform Them. It is Important the Community Interpret Length | Width | Height the same way.

In this Game: Height is Referring to the Scaling of a Projectile or AoE from the Bottom Up or Vice-Versa | Width is Referring to the Scaling of a Projectile or AoE from the Left to Right or Vice-Versa | Length is Referring to the Scaling of a Projectile or AoE from the Back to Front or Vice-Versa. Remember that these Dimensions are Details Pertaining to the Projectile or Aoe, Not the Distance of Travel.​

Special Scenario #4: When the Scaling of Solid, Liquid, or Aqueous Based Targets Does Not Possess a Declared Weight, this Determines the Weight of the Target: Every Three [3] Meters of Volume, Regardless of the Dimension, will Equal Fifty [50] LBs.​

 

Apriori

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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 RankDelta RankGamma Rank
Requires One Battle Card.Requires One Battle Card.Requires One Battle Cards.
Beta RankAlpha RankZeta Rank
Requires Two Battle Cards.Requires Two Battle Cards.Requires Two Battle Cards.
Theta RankSigma RankOmega Rank
Requires Three Battle Cards.Requires Three Battle Cards.Requires Three Battle Cards.

Special Scenario #1: A Style Technique Can Be Approved with Multiple Rank Versions. Do Not Mistake For Having Multiple Custom Style Techniques. Submitting a Style Technique with Multiple Ranks ( Whether You Can Perform Them or Not ) is Declaring that the Technique has Multiple Versions of Varying Strength. Fundamentally and Functionally, the Different Rank Versions are the Same Single Style Technique.​
 
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