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Thread: Game Rules Thread (Deus Vult III)

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    Default Game Rules Thread (Deus Vult III)

    Crusading Rules
    La Croisades
    The Crusades. Holy War. Deus Vult. Path to Heaven. Salvation by Pilgrimage.

    On a general level, the crusades were motivated by both pious fervor and material gain. As they began just before the 12th century, they were the most ideal they could get, with the Pope truly calling for knights and men from Frankia to take up arms in service of the Christ - and to head east, and help their fellow Christians at Constantinople against the Turks in Anatolia, and capture the Holy Land. The cities of the Bible and the land of Christ.. should it not be in the hands of his people, the Christians?

    As they progressed further, they became less pious and more political, and by the mid-1200's, the crusading efforts in the Holy Land became mostly about territory and wealth. Frederick II's Sixth Crusade is a fine example of this.

    In the Baltic, the pagan lands of Pomerania, Livonia, and Estonia were conquered by Danes, Continental Saxons, and Swedes in what were essentially little "Northern Crusades." Later, the Teutonic Order conquered a vast swathe of territory in Prussia and Lithuania after it was invited by Poland to deal with the raiding Prussian pagans to the north. The Order later turned to fighting its Christian neighbors to keep hold of its conquests, ironically its main enemy becoming Poland.

    To go on Crusade is a complex topic.
    Let us examine the First Crusade, and it's leaders.
    Godfrey of Bouillon, Lord of Bouillon and Duke of Lower Lorraine, once he heard of the Pope's call to Crusade, sold all of his family's lands and assets to bishops, burghers, and monasteries in order to raise a large army of knights and soldiers. Raymond IV of Toulouse, by contrast, was a well-know and very wealthy count in Toulouse, and so was able to raise a large army just by his own wealth and by his fame alone - his familial lands in southern France remained in his family's hands. Bohemond of Taranto, son of Robert Guiscard in the later Kingdom of Sicily, was fighting Byzantine Romans alongside his father for years, and came from a Norman dynasty known for its lust of power and land (and love of battle). It is said a pious fervor came over him as crusaders passed through Italy, past he and his father in Apulia, to Messina and to the Holy Land. He then convinced his father that he would go on Crusade with an army, and so he did.
    But it is likely that Bohemond was entirely motivated by material gain, as he crossed to Greece just as he did when he had campaigned against the Byzantine Emperor years before, perhaps considering using the Crusade to further those attempts, and his actions in the Holy Land later at Antioch speak much of his motivations.

    But most men give up everything they know and own, and leave.
    Knights take their armor, their horse, and some servants. But they leave all else behind, besides their status.
    A commoner will leave everything behind, in the end, with nothing to lose.
    For most, the crusade is a holy gamble, and who can predict what lies at the end of it?
    Setting the Crusade
    Date
    First, you must pick a year. Best years are from 1096-1230. But up to 1300, there are opportunities still.

    • Method A: Roll a random year from 1096-1300.
    • Method B: Pick a bracket of years, or an earliest year and a latest year, and roll the year within that you start in.

    1096-1125
    1125-1150
    1175-1200
    1200-1225
    1225-1250
    1250-1275
    1275-1300

    • Method C: Decide on a specific year as a group.


    Starting Social Ranks
    Social rank was everything in medieval Europe.
    You were born into a social standing, and you died in that same social standing, with exceptions to this rule serving to create romantic stories of peasants becoming knights, knights becoming dukes, and so forth. But in practice, a European died with the same familial rank they were born with.

    It is argued that the Crusades were, unwittingly, an escape from this system.
    As was stated in a popular film, "A man who, in France, had not a house, is, in the Holy Land, the master of a city. He who was the master of a city begs in the gutter. There, at the end of the world, you are not what you were born, but what you have it in yourself to be."

    However, you are not yet at the end of the world, and the world is not fair. Everything you are and what you own, is due to blood, lineage.
    If you are a knight, you owe your distant ancestors for riding into battle alongside Charles the Great, or to shrewd retainers who made themselves useful to their kings.
    If you are a serf, you know nothing but servitude, and likely know of nothing beyond the few square miles of your home village, just like your forefathers.

    Social rank, above all, determines three things in this roleplaying game:
    • Who you are, where you come form, what life you have had until now, what skills you might have, etc.
    • Your power and standing in the crusade. A knight is of the mounted warrior aristocracy, a caste of nobles that have come to dominate society. A bourgeoisie man who brings more men with him than a knight, still does not socially rank above him. To be truthful, all commoners, no matter how rich and gentle-born they are, are by tradition seen as little more than pig farmers and laborers.
    • How many men you bring with you on crusade, how many you personally lead.


    Ranks

    -Noble-
    • Princely: A prince or princess, a child of a previous king, reigning king, or of a previous emperor or reigning emperor. You have essentially given up any claim you may have had to the kingdom or empire, and have joined the crusade, perhaps with the king or emperor's support.
    • Ducal: A duke, duchess, sibling of a duke/duchess, or child of a duke/duchess, from any Catholic European realm. Herzog, Marquis/Margrave/Markgraf and Landgrave/Landgraf also fall under this mechanical rank.
    • Comital: A count, countess, sibling of a count/countess, or child of a count/countess, from any Catholic European realm. Viscounts, Earls, and Grafs also fall under this mechanical rank.
    • Lordly: A feudal lord of the lowest rank. In France, they were often simply known as "seigneurs". In England, they were barons; in Germany, Freiherr.
    • Knightly: A knight/sir/seigneur, lady wife or daughter of a knight, or an esquire/knightly son of a knight. Often have landownership under a count or lord, but sometimes are found without land and master. In some kingdoms, like in the Holy Roman Empire, there are large amounts of unlanded knights who are considered much lesser in rank than landed knights, but are very useful as retainers and loyal soldiers of a lord, king, or emperor. Specifically, the so-called unfree knights, or Ministeriales, of the Holy Roman Empire, though while considered socially commoners, fall under this rank bracket in practice.


    -Common-
    • Bourgeois: A member of the urban mercantile class. You may come from a family of successful artisans, merchants, bankers, or other such tradesmen of the growing middle class. You are considered not a noble, far from, but many among you are often just as wealthy and comfortable as lords in their castles if not more. Your family may even be one of several families who essentially rule the walled city you come from. Literacy is common, but not guaranteed.
    • Free: A free peasant, sometimes a landowner if lucky; he pays his lord and usually provides labor for him, but he owns the house he lives on and can go where he pleases, and holds rights. Rare literacy.
    • Servile: A unfree serf, a tenant on land that is not his, providing harsh labor and payless servitude to a lord or master of the noble class. They hold little rights. Guaranteed illiteracy. The vast majority of serfs in Western Europe had however become free peasants by the 1200's. Chances are if you're of the servile class, you've either be relieved of your fettered status by your master or a higher authority, or you've essentially run away.


    The Knightly, Bourgeois, Free, and Servile ranks may be chosen for free, at will, without cost or roll.
    The Lordly rank and upwards requires a roll:

    1d100
    91-100 = Princely
    81-90 = Ducal
    61-80 = Comital
    41-60 = Lordly
    1-40 = Knightly or Lower

    Clergymen

    The Church is, in one light, another arm of the aristocratic elite. But in another light, the Church virtually allows a child born of humble origins to become a bishop, elected by his peers to guide souls and, sometimes, rule a geographical fief with secular power. But usually, the hierarchy of the Church was filled with men born from noble families, a bishop often a brother to the nearby baron or count.

    To the clergy of the Church, the crusade is a complex concept. The most literate, wise, and elite among them, above all, truly know the purpose of a crusade.
    To some, it is a righteous cause to bring land, specifically holy lands, into the embrace of Christendom. To the observant, it is a way to vent the violent energies of the knights and nobles of the land against a foreign enemy instead of the common people. But does it achieve a truly righteous cause? Is it not a sin a to kill? Though stifled and cautious, it is a topic of quiet debate and discussion in the cells of monasteries, in the naves of cathedrals, and in the halls of the Pope's palace.

    Clergymen often see themselves as spiritual guides of the people, guardians of souls, and arbors of the Church's canon.
    To go on crusade is to shepherd the souls who undertake it, and to aid in the martial effort.

    -Ecclesiastic-
    • Princely-Episcopal: Bishops and Archbishops, known as Prince-Bishops and Prince-Archbishops respectively, who have temporal power over their diocese as well as ecclesiastical, ruling temporal/secular realms like the counts and dukes around them and are usually highly autonomous from their secular liege. They are common in the Holy Roman Empire.
    • Episcopal: Bishops (and Archbishops) whose ecclesiastical authority spans over an episcopal see, known as a bishopric or a diocese. Bishops are the leaders of the Church on a regional level, and are seen as having "full priesthood", descended in theory from the Apostles of Christ. The framework of bishops is what makes Christianity into an organized Church under the Pope in Rome. They do not have temporal/secular power like the counts and dukes around them, and only have religious authority as a pillar beside the secular feudal authority of their diocese's area.
    • Clerical: Priests and deacons, coming from a local parish of a village or town, subordinate in the Church hierarchy to the authority of the Bishop, who is subordinate to the Pope in Rome.
    • Monastic: An abbot, prior, or monk belonging to a monastery or monastic order, an abbess, prioress, or nun belonging to an abbey or monastic order, or a friar/sister of a mendicant order. Monastic life is full of contemplation, prayer, reading, and writing, while mendicant expands upon that into the territory of alms-giving, helping the common folk in their travels, and spreading the word of God.


    Episcopal and Princely ranks must be rolled. Clerical and Monastic are free.

    1d100
    81-100 = Princely-Episcopal
    61-80 = Episcopal
    1-60 = Clerical or Monastic
    Starting Manpower
    Manpower Rolls

    Servile, Clerical, and Monastic ranks cannot start with any men behind them.

    Princely .. Troops: 1d50x90 +1000 (1,090-5,500)
    Ducal .. Troops: 1d50x80 +1500 (1,580-5,500)
    Comital .. Troops: 1d50x80 +1000 (1,080-5,000)
    Lordly .. Troops: 1d50x50 +800 (850-3,300)
    Knightly .. Troops: 1d10x100 +100 (200-1,200)
    Bourgeois .. Troops: 1d10x50 +50 (100-550)
    Free .. Troops: 1d25 +25 (25-50)
    Servile .. Troops: 0

    Princely-Episcopal .. Troops: 1d50x80 +1000 (1,080-5,000)
    Episcopal .. Troops: 1d50x50 +200 (250-2,700)
    Clerical .. Troops: 0
    Monastic .. Troops: 0

    When you are rolled your manpower, you should use that to consider your character's background and origin.
    Are their lands wealthy, or were they wealthy otherwise? A wealthy count can be stronger than a poor duke.
    Likewise, different generations along a same dynasty of a county or duchy can be varied in wealth and power and prestige, often depending on the ability and actions of the title holder of that generation. Try to avoid being the vassal of a another player if you are rolled more crusaders than they, just out of player courtesy (unless they say it's fine). Beyond that, an army brought on crusade doesn't actually reflect the power of that character back home; A rich duke may not necessarily bring everything to bear, feeling it better to preserve the majority of his family's assets, while a small lord from Flandres might sell off his castle to a bishop or a burgher and amass an impressive following knights and soldiers.

    Composition

    Princely .. 15% Footmen, 15% Spearmen, 15% Bowmen, 25% Men-at-Arms, 30% Knights.
    Ducal .. 15% Footmen, 15% Spearmen, 15% Bowmen, 25% Men-at-Arms, 30% Knights.
    Comital .. 15% Footmen, 15% Spearmen, 15% Bowmen, 25% Men-at-Arms, 30% Knights.
    Lordly .. 20% Footmen, 20% Spearmen, 15% Bowmen, 20% Men-at-Arms, 25% Knights.
    Knightly .. 20% Footmen, 20% Spearmen, 15% Bowmen, 20% Men-at-Arms, 25% Knights.
    Bourgeois .. 25% Footmen, 40% Spearmen, 15% Bowmen, 20% Men-at-Arms
    Free .. 40% Footmen, 40% Spearmen, 20% Bowmen

    Princely-Episcopal .. 20% Footmen, 20% Spearmen, 15% Bowmen, 25% Men-at-Arms, 20% Knights.
    Episcopal .. 20% Footmen, 20% Spearmen, 15% Bowmen, 25% Men-at-Arms, 20% Knights.

    Soldiers and Field Battles
    Types


    • Bowmen: Archers, crossbowmen. These lightly-armed men are the hunters of Europe's forests, as well as the militiamen of towns and cities. They'll pepper your enemy with wide volleys of inaccurate but deadly projectiles, but they won't charge a line of infantry let alone hold against a charge of cavalry.
    • Footmen: Axe and sword-armed infantry. These are typically men born of common backgrounds, born on farms, in villages and towns, and in the rebellious confines of burghs and communes. However, they are not here on crusade as levied peasants, but as soldiers of the cross.
    • Spearmen: Spear-armed infantry, these soldiers are like their footmen counterparts, but specialized to stop a cavalry charge. However, they are lighter armed than Footmen.
    • Men-at-Arms: Homo Armorum, Scutifer, Armiger, Homme d'Armes, Lance. Mounted on horseback, these men are moderately to well armed, some comparable to true knights. They serve as light cavalry. Their horses are not armored, and so they are greatly faster than knights. If dismounted, they serve as heavy infantry.
    • Knights: Miles. Chevalier. The mounted warrior caste of nobility, these are the prime of any Christian host. They serve as heavy cavalry. Their horses are armored, and so they are slower than men-at-arms. If dismounted, they serve as elite infantry.


    Melee Values

    An infantry melee engagement is valued along these lines, if in the context of a theoretically equal battle (lesser < greater)
    Bowmen < Spearmen < Footmen < Dismounted Men-at-Arms < Dismounted Knights

    In frontal cavalry charges:

    • Mounted Men-at-Arms: Good against Footmen, Equal with Dismounted Knights, Poor against Mounted Knights, Bad against Spearmen
    • Mounted Knights: Excellent against Footmen, Great against Dismounted Men-at-Arms, Good against Mounted Men-at-Arms, Very Poor against Spearmen


    Footmen sitting on a sizable hill will greatly diminish the power of a charge of mounted knights, and footmen sitting across a river ford or at the end of a bottlenecked bridge will actually nullify the mounted knight's advantage. Use this information as reference for the other units in respective situations.

    Bowmen
    Ranged combat is hard to assess in the middle ages before the rise of gunpowder weapons.
    But, the best analysis, when speaking of the average self-bow and the average crossbow, is that it hampered infantry and cavalry advances.
    They weren't particularly effective at killing in a typical feudal army before the 1300's, but their cost effectiveness likely came out of hampering enemy advances on the battle field.
    With both sides raining down projectiles on each other before (and sometimes during) the clash, both sides of a battle hoped to weaken each other while also keeping them pinned down by constant projectiles.

    The problem comes from trying to pin down a percentage or average of missiles that "hit" or essentially cause a casualty.
    1 out of every 4 at first glance sounds fair, but when you do the math, not so much.
    Instead, the advantage and effect from Bowmen should mostly come out when one side has significantly more of them than the opposing force, or if those bowmen are on a hill, raining down on an advancing force that does not have supporting Bowmen of its own (leaving the former side's bowmen to shoot without fear of projectiles coming back at them), and other such scenarios.

    The mail armor of Knights and Men-at-Arms will give them more protection against arrows and bolts than Footmen and Spearmen, but they still find them a threat.

    Terrain and Weather Effects
    Terrain is everything in battle, sometimes. By much of military thinking, it is preparation and positioning that decides battles, with the fighting within a battle only potentially shifting the course of the flowing river by a few yards.

    Hills, river fords, and treelines are supreme defensible positions. On a relatively flat plain, even slight slope is preferable to completely even ground.
    It is considered best to take a hill before your enemy does.
    Battles
    Battles will commence in the following way:

    When two armies come face to face across the field of battle, both armies will be divided into three parts, the left, center, and right. For each section of the army, generals will send in strategies of attack or defense to the battle moderator. Once all of these orders have been sent, read, and understood, moderators may form the basis for how the engagement will be carried out. Generals may be as creative as they want in their strategies, but should contain only realistic directives.

    In the event that an army consists of multiple commanders, the overall highest ranking nobleman will have the highest authority in the army, but lesser lords or knights do not necessarily have to follow the orders they are given.

    Once orders have been given, a system of rolls will determine the overall effectiveness of each action. A D20 roll will determine effectiveness. The lower the number rolled, the less successful the action. To use a simple example, if two bodies of massed infantry simply charge into one another, and Body A rolls a 15 while Body B rolls a 5, Body A's charge is considered more devastating by a factor of 2. Casualties should be noted accordingly.

    However, modifiers will exist based on the traits, terrain, situations, or any extra factors moderators deem appropriate. In fact, modifiers should be added in our revised example event. Suppose Body A is composed of heavy infantry, while Body B consists of light infantry. The charge effectiveness of heavy infantry should give them a considerable advantage against light infantry.


    Sieges
    Siege Equipment costs no money, but takes some time to construct.
    Ladders/Rams = 1 day (24 hours)
    Towers/Ballista = 2 days (48 hours)
    Catapults = 3 days (62 hours)

    Any territory or land without a castle specifically within it cannot upgrade defenses, but is assumed to have a single walled tower which grants a +1 siege defense roll. This tower only has enough provisions to last for a single year before starving out.

    When a leader participates in battle, rolls will take place.

    Killed In Action – 1-2/20 (if a 1 is rolled your character is killed and a 2 is mortally wounded)
    Wounded - 3-7/20 (there will be a further roll to see what type of wound)
    Captured - 8-12/20 (you are captured by the other side and must be ransomed or escape)
    Free - 13-20/20 (you get through the battle without being captured or wounded)

    - Wounded
    If it is rolled and you are wounded during a battle there shall be another roll under this category to see where the wound is. This roll will only give you a general area, after that it is up to you to RP it.

    Head wound - 1-5/20 (you have taken some sort of wound to the face or head)
    Arm wound - 6-10/20 (you have taken some sort of wound to the arms or hands)
    Leg wound - 11-15/20 (you have taken some sort of wound to the legs or feet)
    Torso wound - 16-20/20 (you have taken some sot of wound to the back, stomach, chest area.)

    In the event that the overall leader in command, or one of the section commanders is killed, a negative modifier may be added to the army/army section who losses a commander. The size of the modifier will be determined by moderator discretion. A more central, militarily accomplished character will be more of a loss and blow to morale than an incompetent commander.

    - Pillage and Loot
    Castles and Cities are delegated by the moderation team as one of four different types of settlement.

    Village: A small village or town with no walls. No Pillage.

    Minor settlement: A small town surrounded by a pallisade including a small garrison (usually with a maximum of 2+ fortifications). Pillaging and looting this settlement yields a -1 in Economic Points for that location that shall require 1 year (1 week) to recuperate.

    Minor City: A Large town surrounded by a stone wall, keep and moat, including a large Garrsion (usually with a minimun of 4+ fortifications). Pillaging and looting this settlement yields -1 to -2 in Economic Points for that location that shall require 1 - 2 years (1 - 2 weeks) to recuperate.

    Capital City: A very large and extensively fortified city, with an equally large Garrison (8+ fortifications). Pillaging and looting this settlement yields -2 to -3 in Economic Points for that location that shall require 2 - 3 years (2 - 3 weeks) to recuperate.


    Settled Rules
    Character Rules
    - Players may have up to four mains and have unlimited aux characters
    - Players may have three provinces (or holdings). The capital of these provinces is to be ruled by the player's main while the rest are controlled by auxes of their choosing.
    - Death rolls begin at age 50 at 4/20 chance with a +1 modifier each year thereafter.
    Economic Rules
    Wealth will be determined by a point system in which locations yield a certain number each IG game (1 week in RL).
    Each player may have up to three provinces in total, but can have no less than one.
    Each player may have only one Rich (+3) province or Bankrupt (-3) province.

    The prosperity of provinces are as follows: Rich (+3), Wealthy (+2), Affluent (+1), Adequate (0), Humble (-1), Poor (-2), and Bankrupt (-3).
    Most major locations such as Tarsus, Antioch, Jerusalem, Edessa and Acre will be Rich and Wealthy, while other locations will be below Wealthy.

    Prosperity can be increased for provinces by saving up points and dedicating them to one location, which will yield a +1 increase for that location.
    Prosperity increase will only be achieved if you have double the points that you make. Example: If one location yields 3 points per week, you will need 6 to increase the prosperity of one of your locations.
    You can only increase the prosperity of one location every two weeks and has a 50% of being successful or not.

    Another way to increase prosperity is by forced migrations. You make subtract 1 prosperity from a location to increase the prosperity of another location. This can have several drawbacks.
    First, there will be the 50% chance of success that the prosperity goes up. Then another 50% chance of rebellion risk due to the forceful movement. And lastly, a 25% that, instead of a prosperity increase, there will be a decrease in the intended locations prosperity as a result of this action. Force migrations can only be done once every two weeks.

    Each location will have a limit on how high they can go for prosperity increase. This will depend on the actions of the players and events with both negative and positive outcomes.
    - Rich (+3) can be decreased to Affluent (+1) or Adequate (0).
    - Wealthy (+2) can be decreased to Affluent (+1) or Adequate (0).
    - Affluent (+1) can be decreased to Adequate (0) or Humble (-1).
    - Adequate (0) can be increased to Affluent (+1) or be decreased to Humble (-1).
    - Humble (-1) can be increased to Adequate (0) or Affluent (+1).
    - Poor (-2) can be increased to Adequate (0) or Affluent (+1).
    - Bankrupt (-3) can be increased to Adequate (0) or Affluent (+1).

    Points may be spent upon hiring troops or construction as well as increasing prosperity.

    Another detail to note is that locations may decrease in prosperity due to sieges and battles. Example: A Rich province may lose between 2 to 3 prosperity during a siege, but this can be regained depending on how much prosperity is lost. If the location loses 2 points, it will take 2 weeks for the prosperity to be restored to its original state. No points will be needed for this, only time.
    Duels

    Duels may be conducted between individuals or groups of individuals.

    Two factors are considered in duels, defensive and offensive ratings. On a basic level, age and experience affects fighting ability. The base stats are as follows:

    20-29 years old: 6 offense, 6 defense
    30-39 years old: 7 offense, 7 defense
    40-50 years old: 5 offense, 5 defense
    55+: 4 offense, 4 defense

    Additional factors such as weapons and armor are also taken into consideration. NPC leaders will receive random rolls to determine their extra modifiers. General wealth and resources of each nation will impact these rolls by modifiers.

    The largest defensive rating any individual can hold is 13, and the largest offensive rating is 13. A random number range of 1-13 (or whatever designated offensive or defensive rating) will occur. Whenever the offensive rating exceeds the defensive rating, a chance for death or injury occurs. This chance is contingent upon the discrepancy. If the difference in the numbers is over 5, there is a 50% chance of death. If the difference is over 7, there is a 70% chance of death. If the difference is over 9, there is a 90% chance of death. Anything under 5 is a guaranteed injury, the gravity of which will depend on the difference between the numbers. Ratings may be temporarily or permanently reduced based on injury
    Raiding

    Raiding is simple and works as follows.

    1. First a detection roll is made to see what resistance(if any) the raiders will face
    2. The raiders face the resistance(if any is rolled) on the battle field
    3. If the resistance is beaten(or no resistance was faced) a second roll is made(d20) and multiplied by the set modifier for that region, and that number is what the raiders make off with(that number is also deducted from the regions income for that turn)

    Raid rolls
    1-5: The target turns out to be undefended. (5/20 chance)
    6-10: Raid runs into some trouble and despite initial success, the guards are able to organize a militia and prepare to do their best against the raiders while the local lord's response will still be too slow. 1d20*100 Light Infantry + 1d6*100 Archers will mobilize to oppose the raiders. (6-12/20 chance)
    10-18: Raid is substantially opposed initially, but perhaps more pressing is the fact that the merchants identified you and it is know known who conducted the raids. Initially, however, 1d20*100 Light Infantry + 1d6*100 Archers will mobilize to oppose the raiders. (13-17/20 chance)
    18-20: Raid gets spotted well beforehand, the local Sultan is able to mobilize the province's strength and oppose the raiders on landing. (18/20 chance)
    Scouting

    Scouting:
    When scouting is requested, the mods do one D20 roll with the following possible results:

    1-4/20 - Scouts captured by the enemy -The scouts are captured and may now be tortured for information.
    5-10/20 - Scouts fail to return with any information
    11-12/20 - Scouts return with 20% accurate range - Mods post back a wide range of possible army numbers (20% accuracy)
    13-14/20 - Scouts return with 40% accurate range - Mods post back a narrower range of possible army numbers (40% accuracy)
    15-16/20 - Scouts return with 60% accurate range - Mods post back a small range of possible army numbers (60% accuracy)
    17-18/20 - Scouts return with 80% accurate range - Mods post back a ting range of possible army numbers (80% accuracy)
    19-20/20 - Scouts return with exact enemy numbers

    When posting back results, mods do not post the actual roll they performed just the random range of numbers based on the accuracy of said roll outcome. When deciding the range, mods simply take the actual troop numbers x inaccuracy (opposite of accuracy) which will give them their interval, which they can apply into a range any way they like (as long as the actual army numbers fall within the range).

    For example: The interval of 20% accuracy on 1000 troops is worked by 1000x0.8=800, thus the range is 800 wide. Now the mod can post back any range of 800 hundred that they like as long as 1000 is within that range. For example 800-1600 range, or 950-1750 or even 1000-1800.
    Spying

    Assassins may be hired to do more than just kill.

    Assassin: 1 Economic Point
    Skilled Assassin (+1 to rolls): 2 Economic Points
    Master Assassin (+2 to rolls): 3 Economic Points

    To spy, a player must PM a moderator explaining which spy the are hiring, and which thread they wish to target. The mod will then perform the rolls, and depending on the result disclose a certain amount of information on any 'secrets' the thread may contain. This allows previously OOC only knowledge to become IC knowledge.

    1-5 - The spy is captured and may be tortured for information.
    6-7 - The spy fails to gain any information, though remains undetected.
    8-10 - The spy happens upon a small amount of information, revealing the brief outline of a hidden plan.
    11-15 The spy happens upon a medium amount of information, revealing some details of a hidden plan.
    16-19 The spy happens upon a large amount of information, revealing an in depth plan.
    20 - The spy happens upon the jackpot, revealing all aspects of a hidden plan.
    Assassinations

    Anonymous Assassination
    1. Pick your target
    2. Be sure to have a good reason for the assassination. This reason must be relevant and not OOC based. Moderators reserve the right to reject any assassination request if there is no valid reason that you wish to kill the target.
    3. PM a moderator stating: The Reason, The Location, The Target and the Items you wish to use. Any character traits aiding assassinations should also be detailed.
    4. The mod will post the rest, detailing the attempt, whether it succeeded or failed (and if so, whether you got captured). Your identity will not be released.
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.


    Open Assassination
    1. Pick your target and get in the same thread as them
    2. Post requesting an assassination on your target. Ensure you post what equipment and traits regarding assassinations you have.
    3. If possible and time permits, notify a moderator with your reason for the assassination.
    4. The mod will post the rest (success/failure, whether escaped)
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.


    Secret Open Assassination
    1. Pick your target and get in the same thread as them. They must acknowledge that they are alone.
    2. From here, follow standard open assassination steps.
    3. If possible and time permits, notify a moderator with your reason for the assassination.
    4. A mod will post the result. If successful, you are free to leave. If not, an escape roll is done, in this case a simple 10/20.
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.

    The Rolls and Chances
    Depending on your rank and location, the chances of being assassinated differ. Below, players are split into either Noble or Yoeman. A noble here is defined as anyone who holds an official title.
    A yoeman is any man who isn't one of the above ranks.

    At your Home (the thread you use to receive visitors)
    Nobles: 2/20
    Yoemen: 5/20

    In a neutral house (any other home thread except yours and the assassins)
    Nobles: 4/20
    Yoemen: 8/20

    In the assassins home (the thread he uses to receive visitors)
    Nobles: 15/20
    Yoemen: 17/20

    Any other indoor situation (ie a RP that takes place inside, like a wedding)
    Both: 10/20

    An outside situation
    Both: 13/20
    Purchase List

    Units for Hire

    Bowmen
    : Archers, crossbowmen. These lightly-armed men are the hunters of Europe's forests, as well as the militiamen of towns and cities. They'll pepper your enemy with wide volleys of inaccurate but deadly projectiles, but they won't charge a line of infantry let alone hold against a charge of cavalry. Cost: 1 Economic Point, 200 per unit
    Footmen
    : Axe and sword-armed infantry. These are typically men born of common backgrounds, born on farms, in villages and towns, and in the rebellious confines of burghs and communes. However, they are not here on crusade as levied peasants, but as soldiers of the cross. Cost: 1 Economic Point, 400 per unit
    Spearmen
    : Spear-armed infantry, these soldiers are like their footmen counterparts, but specialized to stop a cavalry charge. However, they are lighter armed than Footmen. Cost: 2 Economic Points, 200 per unit
    Men-at-Arms
    : Homo Armorum, Scutifer, Armiger, Homme d'Armes, Lance. Mounted on horseback, these men are moderately to well armed, some comparable to true knights. They serve as light cavalry. Their horses are not armored, and so they are greatly faster than knights. If dismounted, they serve as heavy infantry. Cost: 2 Economic Points, 100 per unit
    Knights
    : Miles. Chevalier. The mounted warrior caste of nobility, these are the prime of any Christian host. They serve as heavy cavalry. Their horses are armored, and so they are slower than men-at-arms. If dismounted, they serve as elite infantry. Cost: 3 Economic Points, 100 per unit

    Armed Pilgrims: These armed zealots come to the holy lands shortly after the success of the Crusades. They are enthralled by preachers back in Europe and come to the Levant seeking riches and to fulfill their zealous duty to God and Christendom. These pilgrims come in typical sack cloth, bearing pitchforks, knives, staves and wooden clubs. Available for Clergy, once landed, by default or Church required! Cost: 0 Economic Points, 600 per unit
    European Mercenaries: Soldiers of fortune and swords for hire, they come for gold and riches, caring not for religion nor status. They seek only to advance their pockets and purses. Tavern required! Come as either a company of Bowmen, Footmen or Spearmen. Cost: 2 Economic Points, 200 per unit.

    Buildings List

    Each player may buy buildings for each of their three provinces that they directly control. Each province, depending on their prosperity, will have a certain number of building slots.
    - Rich (+3) Eight slots
    - Wealthy (+2) Seven slots
    - Affluent (+1) Six slots
    - Adequate (0) Five slots
    - Humble (-1) Four slots
    - Poor (-2) Three slots
    - Bankrupt (-3) Two slots

    Villages may not have defensive fortifications such as walls, but may have guard towers and barracks. Yet minor settlements, minor cities and major cities (including major port cities) may have walls, ranging from wooden palisades up to stone. Players may have only one Elite building that is located in their main/capital holding.

    Small Buildings will cost 1 economic point
    Medium Buildings will cost 2 economic points
    Elite Buildings cost 3 economic points (unless specified otherwise)

    You can only construct two buildings every week and will take one year (one week) to build.

    Economic Buildings
    Small Caravan Stops: +1 Economic Points to prosperity, grants ability to trade with neighboring settlements
    Medium Caravan Stops: +2 Economic Points to prosperity (requirements: Small Caravan Stops)
    Small Bazaar: +1 Economic Points to prosperity, grants ability to trade with neighboring settlements
    Medium Bazaar: +2 Economic Points to prosperity (requirements: Small Bazaar)
    Mining Site: +1 Economic Points to prosperity
    Small Well: +1 Economic Points to prosperity and +1 to defensive siege rolls
    Medium Well: +2 Economic Points to prosperity and +2 to defensive siege rolls
    Tavern: +1 to Economic Points and +1 to Assassination Rolls, and grants ability to hire mercenaries

    Military Buildings
    Guard Towers: -1 to opposing scouting rolls and +1 to defensive detection rolls
    Small Keep: +1 to defensive rolls, +100 Footmen and +50 Bowmen
    Medium Keep: +2 to defensive rolls, +200 Footmen and +100 Bowmen
    Wooden Palisades: +1 to defensive rolls in sieges
    Wooden Walls: +2 to defensive rolls in sieges (Requirements: Wooden Palisades; not available for some Minor Settlements and all Villages)
    Stone Walls: +3 to defensive rolls in sieges (Available for only Major Cities)
    Stables: +250 Knights to force limit
    Minor Knightly Order House: +200 Footmen
    Medium Knightly Order House: +200 Spearmen (Requirements: Minor Knightly Order House)
    Small Military Port: +10 Galleys (Requirements: Direct access to water)
    Medium Military Port: +20 Galleys (Requirements: Direct access to water)
    Blacksmith: +100 Footmen and +1 to duel rolls
    Weaponsmith: +1 to attack rolls in battle (Requirement: Blacksmith, can only choose Weaponsmith or Armorsmith)
    Armorsmith: +1 to defensive rolls in battle (Requirement: Blacksmith, can only choose Weaponsmith or Armorsmith)


    Elite Buildings (Players may only have 2 buildings per person)
    Land Clearance: +1 to building slots
    Major Knightly Order House: +500 Knights (Requirements: Medium Knightly Order House)
    Merchant's Guildhouse: +3 to Economic Prosperity (Requirements: Medium Bazaar or Medium Caravan Stop and access to Port; whether by trade or directly)
    Dockyard: +30 Galleys and +2 to Economic Prosperity (Requirements: Medium Military Port)
    Large Keep: +3 to defensive rolls, +300 Footmen and +150 Bowmen
    Siege Works: Halves the time needed to construct siege equipment (Rams/Ladders are 12 hours, Towers/Ballista are 24 hours, and Catapults are 36 hours)

    Last edited by Lucius Malfoy; November 08, 2015 at 08:45 PM.
    Gaming Director for the Gaming Staff
    Gaming Director for the Play-by-Post Subforum and the RPG Shed


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