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  1. #1
    m_1512's Avatar Quomodo vales?
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    Default Game Rules

    General Rules
    Main Characters
    You can create only one main character in the game. After the main character dies, the heir or protégée will take over as the next main character. The scope of your character is better explained in the player guides.

    Stats
    Skill Point based Stats The basic unit in the game is skill points. Skill points are earned through events and role plays. 50 skill points can be invested to increase any of the stats by 1 point. Sometimes, for exceptional role plays, moderators can award players both in skill points and stats.
    Example: +30 Skill Points, +1 Command.
    Strength:Includes the physical toughness of the player. The stronger the player, the more likely he/she is to win duels and fights, and less likely to be killed by assassination. This would also keep your character alive as long as realistically practical.

    Intelligence: Includes the mental prowess of the player. It is essential for research, learning new skills, strategies, and increased trade profits. It is also required for making new advances in any field. For merchants, intelligence is their trading prowess.

    Command:It is the military competency of the player. It is required for military strategy. The more the command, the more successful the military maneuvers would be. Also, troops fight better under a good commander, and are better adaptive to innovations.
    Action based Stats These are stats which are determined by a player’s actions/decisions rather than skill points. However, for the start of game or new players, these stats can be increased by skill points. This is for the New Players only. Afterwards, these stats will be determined by actions/decisions.

    Piety:Piety shows a player’s loyalty, devotion, and dedication to the Catholic Church. Piety is useful for the following important reasons.
    • Clergymen have the power to denounce other people from the church. However, if they themselves are found lacking in piety, the papacy might not allow the person to do so. More importantly, if the target person to be denounced has higher piety than that clergyman, he could find himself in a papal inquiry.
    • Players would find their characters safer with higher piety against Inquisition rolls.
    • Inquisitions can also be ordered by the clergy too. However, should the clergyman be lacking in piety, he would himself fall victim to inquisition.

    Chivalry/Dread:Again, the name suggests it all. Chivalry or Dread is affected by how a player treats his/her fellows, subjects, and enemies. In battle, Chivalry inspires troops, and Dread scares enemy troops. This is now extended to all players. Although, this would not work with other players, it would still work in rolls and mod controlled characters. This trait works the best in battle when leading troops.


    Auxiliary Characters
    These are characters you can play from time to time for a more in-depth and creative RP, they may not collect income, be appointed to leadership positions, hold non-duplicate offices, help main characters do anything to unduly advance, or in any way threaten a main character - they are solely for RP purposes. Auxiliary characters will be subject to the same rules and death rolls as main characters, although they may become main characters if your main character dies without any heirs or protégées. Main auxiliary characters have to be registered in the auxiliary registration thread in the Registration forum. However, auxiliary characters for the purpose of short duration role-plays need not be registered.

    Killing Auxiliary Characters
    You can kill your auxiliary characters any time you wish. But you must have a good reason to kill it as you would with main characters. Also, the odds of attempts to finish your aux get doubled. But of course, the killing of an aux will be treated as the killing of a main character.

    Aging of Characters
    Characters will age at a rate of one in game year per one real week. At the age of 55 onwards your characters will be subject to natural death rolls - done each week by the moderators, the chance of a natural death being 1/5. When your character reaches the age of 65 onwards the chance each week increases to 5/10, so to kill off any super old, and therefore unrealistic, characters. The character can see out the remainder of any thread in which he/she is role-playing, but must die by the end of that game year. However, players can also commit suicide if they so wish.

    Signing up and commitment:
    Role-playing, as the name describes is taking a role of the character. The first thing to be aware of is that by signing up, you are making a commitment to play. Once your character becomes involved in the game it would be a detriment to lose that character through lack of involvement. Keep in mind that taking on leadership positions will mean that you should stay active enough to carry out necessary tasks. If a character becomes too inactive for too long, he may lose his position. As such we ask that any notable absences you take you post in the absence thread.

    Heirs, Protégées, and Wills
    This section explains what happens when your main character dies. When you main character dies, you must make a will as soon as possible. The will shall include only the character’s personal wealth. For instance, a duchy is not a character’s personal possession. By default, a character’s personal wealth goes to the heir. But the church could also claim some parts of it. For a clergyman, unless otherwise willed, his fortunes go not to his protégée but to the church. My suggestion would be to prepare the character’s will the moment he/she turns 55.

    Apprenticeship
    As was common in those days, heirs and protégées would live under the guidance and mentorship of the character. So, the player has two options when he takes over a new main character. Either the player can use the starting skill point amount set for new characters or he could ask the moderators to roll the apprenticeship roll.
    Apprenticeship roll = (D20 * 2) %
    If the roll comes below 5, the roll is rolled again. This is to prevent players from getting the bad luck of getting a meagre 2% to 8% of stats.

    Useful Terms:
    OOC – Abbreviation for Out of Character. This is the 'real world', everything that is OOC is nothing of your character and you can use abbreviations and such in OOC.
    IC – Abbreviated as In Character. This is your in-game character's world. Everything that happens under this is for your character and for your character only. OOC is not to be taken into IC, nor should you fume or anything about IC issues, if you are offended in role-play do not get angry over it.
    Meta-gaming: Using OOC information in IC, and vice versa. For example, if you read something that someone had done in-game, but your character does not know it, your still character doesn't know it even if you do yourself. This is very important, since people get unfair advantages by doing this. It is forbidden to do so.
    Power-gaming: This means doing something that you couldn't do. Like, "Bob jumped to moon and landed without injuries upon his arrival." This is not possible (unless the rules say so), and is not allowed. Usually moderators will clear such things up; but it is forbidden. Power-gaming can be similar to meta-gaming. Some people may read about a hidden army in the forest, for example, and marched up to kill them. This is not allowed. Also, harming another player without giving a chance to react for the opposite side is highly forbidden.


  2. #2
    m_1512's Avatar Quomodo vales?
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    Default Re: Game Rules

    Assassinations
    There would come a time when a player would wish to murder another character, be it main or auxiliary. There are two ways of how they could it.
    They could either assassinate them with the help of a professional assassin, or finish them off personally. In the second one, you can assail help from another player too if both agree. But this is a murder which the whole realm would eventually hear of.
    My advice would be to use the professionals unless you opt for the second way, provided you are confident that your character would get away with it. The best alternative should you be unable to avail a professional assassin is to challenge them to a duel/fight.
    Secret Assassinations To order this, follow the simple steps.
    • Contact a moderator (via PM the best),
    • Pay 5,000 Reichmarks,
    • State you intent (you must have a valid, IC reason to kill someone. “They looked at me funny” or “I don’t like them” are not valid reasons),
    • The mod will then roll a D20 (in the moderator social group) to determine the outcome and post it in a relevant thread.

    D20 Rolls:The following are the rolls and their outcomes.
    1-5: Capture of the assassin before they even reach the target. The assassin’s employer’s identity is revealed to the target, who may decide what to do with the information.
    6-10: Assassin misses the target and escapes successfully. Although the target is not eliminated, the identity of the one who tired to have the target killed remains secret.
    11-15: Death of the target and the capture of the assassin. Although the target is dead, their heir may decide what to do with the identity of the assassin.
    16-20: The assassin gets in, does his job, and gets out with incident. The target is dead and nobody knows who did it.
    Open Assassinations Simply follow the steps.
    • Be in the same thread, you and your fellow conspirators,
    • Post intent along with the reasons (valid ones),
    • State which weapon(s) you and other conspirators intend to use (from the personal effects only),
    • Target can use opportunity to do the same,
    • Moderator rolls to decide outcome,
    • Do spooky stuff (affects Chivalry/Dread) if you wish (putting the head on a pike, or putting the blood on the altar etc.).

    Without Modifiers
    11-20: Death of the target.
    1-10: Target escapes.

    With Modifiers
    Each character (not including auxiliaries), will provide a +2 or -2 bonus depending on whoever they’re helping. The character (meaning target or assassin, not helpers) with the higher strength will receive a +1 and the character with lower strength will receive -1 bonus. Weapons and armor may also provide bonuses depending on their quality and so forth.


  3. #3
    m_1512's Avatar Quomodo vales?
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    Default Re: Game Rules

    Imperial Systems
    In 1370, the Holy Roman Empire operated, as much of the world did, on a set of legal, economic, and military customs known as Feudalism. Feudalism structured society around relationships derived from the holding of land in exchange for service or labor. There is a strict hierarchy of landed nobility, with peasants paying or fighting for their liege lords in exchange for protection. These lords have their own superiors, and provide money and troops in exchange for their protection. These superiors also have their own liege lords, and so on until you reach the highest order, the Kaiser (Emperor).

    Titles and Holdings
    Anyone who holds two or more provinces can give another player one or more provinces in exchange for their fealty. However, you may only be promoted to a rank lower than the promoter. The Kaiser generally doesn’t promote players to ranks below Count, so it falls to lower ranked nobles to do so. Lords are free to determine whatever tax they wish upon their subjects or whatever services they expect, however their subjects are equally as free to oppose this and revolt.

    The Oath
    When promoted, you will be required to undertake an oath of fealty to your liege lord. By doing this, you agree to supply your lord with taxes and troops or any other service in exchange for his help and protection. At any time, a liege lord may revoke the land and titles of their vassals; however their vassals may oppose this and rebel.

    Levies
    All landed ranks have a base number of troops ready and willing to fight for them when mustered. Provinces also provide troops. The exact number is tied to the quality of the province (tier) itself. Better provinces provide more levies.
    Tier 1: 1,500 extra troops to its lord.
    Tier 2: 1,000 extra troops to its lord.
    Tier 3: 500 extra troops to its lord.

    Note: Levies are determined by the agricultural productivity of each province. To determine your provinces levy capacity, please look at the Agricultural Productivity Map
    Tier 1: Dark Green/Very High Yield
    Tier 2: Light Green/High Yield
    Tier 3: Yellow Green/Average Yield


    The above is in addition to troops gained from rank. Base levy given below.
    Kaiser: 5,000
    King: 3,000
    Prince: 2,500
    Duke: 2,000
    Margrave: 1,500
    Prince-Archbishop: 1,000
    Count: 1,000
    Baron: 500
    Free Imperial Knight: 250
    Merchant Republic (sovereign of): 100

    Note: Electors add 1,000 men to their levy size. This is in addition to troops from rank and land.

    Regents
    When a landed noble dies without any successor (willed or otherwise), or when his successor is judged to be unfit by his subjects, a Regent shall be nominated by anyone and approved by the dead noble’s direct lord. Regents are responsible for the safe keeping of the lands they watch over, nothing more. They receive no extra income and are allowed to raise additional troops only when the deem it to be in the interest of the estate that he is charged with. Regency shall end when a character with a valid claim to the land is approved by both the subjects and the overlord. If no such person steps forward, the Kaiser may appoint someone to the position. Once approved by the subjects and liege lord, they will be able to assume all of the duties and privileges associated with the position. Regency has nothing to do with personal possessions and wealth. The duty of the regent is solely to the state, as the state (county or duchy etc.) is not a personal possession.
    Last edited by Lucius Malfoy; August 01, 2012 at 01:02 AM.


  4. #4
    m_1512's Avatar Quomodo vales?
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    Default Re: Game Rules

    Childbirth and Adoption
    The following are the rules for childbirth and adoptions in the game.

    Childbirth
    The procedure is the simplest. Simply post in the Physician thread, requesting the childbirth roll. The moderator will do the roll and post the outcome. The rolls would be for first the wife’s (or mistress’s) survival, second the survival of the child, and last the gender of the child. The odds are mentioned below.

    No-Assistance
    Wife’s survival: 8/20
    Child’s survival: 6/20

    Mid-Wife (The most basic assistance) – 500 Reichmarks
    Wife’s survival: 12/20
    Child’s survival: 10/20

    Regular Physician (Average) – 1,500 Reichmarks
    Wife’s survival: 14/20
    Child’s survival: 12/20

    Experienced Physician (Renowned) – 3,000 Reichmarks
    Wife’s survival: 17/20
    Child’s survival: 15/20

    Physician of the Imperial Household (The best in the Reich) - For Emperor – Free, Electors – 3,000 Reichmarks, and Others – 5,000 Reichmarks.
    Wife’s survival: 19/20
    Child’s survival: 17/20

    The following are the important points regarding the childbirth rolls.
    • You must post clearly, the name of your character for whose spouse the roll is being rolled. The character can be main, or heir, or any family member of the main character.
    • Do not post the roll request for auxiliary characters. You can simple assume them to have children.
    • Only the child from a legal marriage sanctified by the church would be considered as legitimate. Otherwise, it would be considered as illegitimate.
    • Only legitimate children can inherit personal fortune (by default) or stand successor or inherit the family name. You can however include them in the will (for personal fortunes) if you are intending for it to become the main character.
    • You cannot ask for a childbirth roll more than once in a week (real life). If you consecutively ask for four rolls every week, a death roll for the wife will be added from fifth week onwards. My advice would be to wait two weeks before asking the roll again.

    Adoptions
    Adoptions are fairly simple here. You can adopt any child, provided it is not a rolled child of another player. Adoptions are subject to permission from your higher lord (in case of royals) or the church (for others). However, the emperor can permit the adopted child to inherit the name, fortune, or even stand as successor.


  5. #5
    m_1512's Avatar Quomodo vales?
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    Default Re: Game Rules

    Researches and Advances
    I intend this game to be unique in regards that we have a scholarly path here – The Path of the Quill. Hence, it is only natural that there should be Researches and Technological advances. Therefore, in this game, scholars can attempt research as quests. The quest would depend on the character’s intelligence stats, and on rolls. Rolls will be rolled to determine how much a research advances. The quest in itself will be a role-play between the character and the moderator.The following points should sum up the rest of the idea.

    Characters:
    Any character can take up to research or an advance. However, scholars would have a definite advantage in this regard. This is by taking into consideration the background learning and intelligence stats.

    Relevance:
    To protect the game from spoil effects, moderators would keep an eye on what quests are started.

    For instance, a quest to discover or make gunpowder is acceptable. But a quest to build a F-22 Raptor fighter jet is just pushing it.


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    Default Re: Game Rules

    Incomes
    This section covers the income part of the game. The game has base incomes (pre-defined set of incomes), and additional incomes (income from tax and trade). Historically, the currency of the Holy Roman Empire was the Reichmark. Hence, it shall feature as the currency of the game too.

    Base Incomes
    Base income is the predefined income for all paths. This is the basic income the players get without worrying too much about it. This income has two sub-types -> Starting income and Yearly income.

    Starting Incomes
    The below list includes the starting incomes for the paths. This income is collected when you start the game, and when you are promoted to a higher rank. This is a one time income only, and hence cannot be collected regularly.
    Starting Incomes Path of the Royals
    Holy Roman Emperor/King of the Romans: 75,000 Reichmarks,
    King: 50,000 Reichmarks,
    Electors: 45,000 Reichmarks,
    Prince: 40,000 Reichmarks,
    Prince-Archbishop: 30,000 Reichmarks,
    Duke: 25,000 Reichmarks,
    Margrave: 20,000 Reichmarks,
    Count: 15,000 Reichmarks,
    Prince-Bishop: 12,000 Reichmarks,
    Baron: 10,000 Reichmarks,
    Governor of Imperial City (city state): 10,000 Reichmarks
    Aristocrat/Nobleman: 5,000 Reichmarks.

    Path of the Royals
    Imperial Knights: 15,000 Reichmarks,
    Marshal (Armee) and Admiral (Marine): 20,000 Reichmarks,
    General (Armee): 10,000 Reichmarks,
    Captain (Armee) and Captain (Marine): 8,000 Reichmarks,
    Ritter (Non-commissioned Officer): 5,000 Reichmarks.


    Path of the Church
    Cardinal: 35,000 Reichmarks,
    Archbishop: 20,000 Reichmarks,
    Bishop: 15,000 Reichmarks,
    Priest: 8,000 Reichmarks,
    Theological Academic: 1,000 Reichmarks.


    Path of the Quill
    Court Councilor of the Empire (Law): 20,000 Reichmarks,
    Magistrate (Law): 10,000 Reichmarks,
    Imperial Diplomat (Politics): 10,000 Reichmarks,
    Man of Letters (Science): 10,000 Reichmarks,
    Doctor of Law: 5,000 Reichmarks,
    Doctor of Politics: 5,000 Reichmarks,
    Doctor of Science: 5,000 Reichmarks,
    Scholar of Law: 2,500 Reichmarks,
    Scholar of Politics: 2,500 Reichmarks,
    Scholar of Science: 2,500 Reichmarks,
    Academic: 2,000 Reichmarks.

    Path of the Gold
    Imperial Charter: 40,000 Reichmarks,
    Merchant Republic: 35,000 Reichmarks,
    Tradesman: 30,000 Reichmarks,
    Merchant: 20,000 Reichmarks,
    Local Merchant: 10,000 Reichmarks.


    Yearly Income
    The below list includes the yearly incomes for the paths. This income is collected every in-game year (every real week).
    Yearly Incomes Path of the Royals
    Holy Roman Emperor/King of the Romans: 7,500 Reichmarks,
    King: 5,000 Reichmarks,
    Electors: 4,500 Reichmarks,
    Prince: 4,000 Reichmarks,
    Prince-Archbishop: 3,000 Reichmarks,
    Duke: 2,500 Reichmarks,
    Margrave: 2,000 Reichmarks,
    Count: 1,500 Reichmarks,
    Prince-Bishop: 1,200 Reichmarks,
    Baron: 1,000 Reichmarks,
    Governor of Imperial City (city state): 1,000 Reichmarks
    Aristocrat/Nobleman: 500 Reichmarks.

    Path of the Royals
    Imperial Knights: 1,500 Reichmarks,
    Marshal (Armee) and Admiral (Marine): 2,000 Reichmarks,
    General (Armee): 1,000 Reichmarks,
    Captain (Armee) and Captain (Marine): 800 Reichmarks,
    Ritter (Non-commissioned Officer): 500 Reichmarks.

    Path of the Church
    Cardinal: 3,500 Reichmarks,
    Archbishop: 2,000 Reichmarks,
    Bishop: 1,500 Reichmarks,
    Priest: 800 Reichmarks,
    Theological Academic: 100 Reichmarks.


    Path of the Quill
    Court Councilor of the Empire (Law): 2,000 Reichmarks,
    Magistrate (Law): 1,000 Reichmarks,
    Imperial Diplomat (Politics): 1,000 Reichmarks,
    Man of Letters (Science): 1,000 Reichmarks,
    Doctor of Law: 500 Reichmarks,
    Doctor of Politics: 500 Reichmarks,
    Doctor of Science: 500 Reichmarks,
    Scholar of Law: 250 Reichmarks,
    Scholar of Politics: 250 Reichmarks,
    Scholar of Science: 250 Reichmarks,
    Academic: 200 Reichmarks.

    Path of the Gold
    Imperial Charter: 4,000 Reichmarks,
    Merchant Republic: 3,500 Reichmarks,
    Tradesman: 3,000 Reichmarks,
    Merchant: 2,000 Reichmarks,
    Local Merchant: 1,000 Reichmarks.


    Tax Incomes
    The tax income works like this. Every region has productivity tiers. The income is derived from a formula involving these tiers. Tax then can levied as you wish, in fractions (1/3, 1/6 etc.). Refer the map for the province tiers.
    Base value: The basic or average yield from the lands.
    Tier value: The additional yield of a land.

    The formula is given below.
    Production = Base value + (D20 * Tier value)
    • Base value – 500
    • Tier I (Very high yield) – 2,000
    • Tier II (High yield) – 1,000
    • Tier III (Average yield) – 500


    Trade Incomes
    Trade income includes the income from NPC sales made by a merchant. The NPC trade income varies for individual and for Guilds.
    Base value: The basic value which is decided by the in-game rank of the player.
    Profit of a Good: Selling price – Cost price.

    The formulas for NPC trading are given below.
    Individual
    Income from a good = (Intelligence/10) * (Base value * Profit of that good)
    Guild
    Income from a good = (1.25 * Number of members) * (Intelligence/10) * (Base value * Profit of that good)
    • Base value for Local Merchant – 500
    • Base value for Merchant – 1,000
    • Base value for Tradesman – 1,500
    • Base value for Trading Enterprise – 2,000


    High Office Incomes
    Those who occupy any high office be that Kaiser appointed, or publicly elected, (e.g. The Grand Marshall, The High Treasurer, The High Chancellor, The High Steward) are entitled to a 4,500 Reichmarks yearly income.

    Last edited by m_1512; August 21, 2012 at 07:46 AM. Reason: typo


  7. #7
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    Default Re: Game Rules

    Casus Bellis, Alliances, and Successions
    Casus Belli
    Simply put, casus belli means justification for war. Historically, realms used to need a proper justification to declare war as wars used to be costly affairs.
    In the game, players would need valid casus bellis to start wars. The following is a list of casus bellis for declaring war.

    DeJure Claims
    If a player holds more than 1/3 provinces belonging to a region/territory/realm (say for example, England), he automatically gets a claim on the rest.
    Fabricated Claims
    A player can fabricate or forge claims on a region, even if he has none. There are two people to forge this documents.

    • Scholars can forge documents for single provinces or smaller regions.
    • For larger realms or even duchies, the High Chancellor can be asked to do this.

    The scholars/high chancellor has to make a draft of the document. A mod will then pass a roll (by considering the influencing factors like intelligence of the forger etc.) which decides if the forged documents are successful in making a claim or not.
    Punitive wars
    This casus belli occurs when the player wishes to punish any other lord for any insult or ignoring a warning or dishonouring alliance.
    Succession
    A player can declare war if his character happens to be a valid successor to another realm.
    Holy war
    By default, all players have this casus belli against non-christian realms.

    If a player wishes to declare war without a casus belli, it will be known as wars of aggression. This will come with many penalties, the most basic of which are noted below.

    • The Emperor gets a valid excuse to impose Imperial Ban.
    • The allies of the player have no obligations to take part or even support this war. They are free to turn their backs leaving the player to his fate without any consequences (punitive casus bellis for dishonouring alliance).
    • Other realms (NPC foreign kingdoms) will be sympathetic towards the defender.



    Alliances
    Coming to alliances, all previous alliances are to be null and void. Players are now requested to make fresh alliances as per this new system. By this system, alliances are not permanent. By default, an alliance ends with the death of the ruler, unless another period is agreed upon. Also, alliances now have an obligation to be honoured.
    This system introduces following alliances.
    Non-Aggression Pact
    This is the most basic alliances wherein two sovereigns agree not to carry out against each other. This pact is made for a certain duration. Default period is till death of the ruler.
    Alliances
    This is the normal alliance where two rulers agree to cooperate and aid each other in times of both war and peace, for a period of time. Default period is till death of the ruler.



    Marriage Alliance and Succession
    This is an important type of alliance as it is mentioned separately. Marriage alliance happens when characters of two house get married. This alliance is also permanent and lasts until either of the house/dynasty is destroyed.

    But this alliance is like a double edged weapon too. While it creates a permanent alliance, it also creates a casus belli. The next generation of the characters gets the succession casus belli.
    For example, a player's character (male) marries into the ruling family of Naples (for example, king's sister). The next generation, that is both the player's heir and king's heir gets the casus bellis against each other.

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