| Duels |
Simply, each player has 20 health points.
For every 4 survival points, a player can have 1 extra health point.
Then Roll "rounds" these in order:
2 D20
[(Higher Roll - Lower Roll) / 2] + Weapon/Traits of Winner - Armor/Traits of Loser = Damage to Loser ;
1 D20, 50% chance of damage to Winner also;
If Damage is done:
1 D10, 10 is 100% same as Damage to loser, while 1 is 10%.
Take this number and apply halved Weapon/Armor/Trait numbers to it.
(We round up if you get a decimal)
Then you let the players RP it and decide whether to continue or not.
Worse case scenario, the loser player loses 10 health in one round.
You keep doing these "rounds" until one player dies, submits, or otherwise "loses". |
| War | | Soldiers | Hirdmen: 3 Points- Household Warriors, Companions, 'Professionals'; These men are trained fighters, and should be the strength and leadership in any battle.
They serve as retinues , household guards, and friends of chieftains, and as the professional warriors of kings.
Leidangr: 1 Point
- Levied farmers and craftsmen from all over, these men are given a spear and/or hand-axe and then ordered into the shieldwall by their liege.
Bowmen: 1 Points
- Hunters and woodsmen alike levied like the Leidangr, but acknowledged for their
*Bowmen cannot make up more than 15% of any force.
**See Skirmishing Rules for usage
Lancers: 4 Points
- Mounted warriors
*Lancers cannot make up more than 15% of any force |
| Levies | Levies can be raised by owners of Towns and Farms.Levies cannot be raised for more than two weeks, and will not leave the home region in winter.
The levies will simply leave after two weeks, or will refuse to go far in winter.
Farm Levies:
Small Farm - 40 Leidangr
Large Farm - 70 Leidangr
Estate - 100 Leidangr
Town Levies:
Town - 100 Leidangr
Haven - 150 Leidangr
City - 200 Leidangr
*Temporarily, If only a portion of the needed farms are currently supporting the Town’s needed quota, then the Levy will be cut to match the fraction; Ex. ľ Small Farms = 75% of Levy. |
| Battles | Player Set-Up
Players must post the layout of their army in the field of battle. This must be divided into three mandatory and one optional component. Mandatory sections are the Left Flank, Center, and Right Flank. These are the three sections that will engage the enemy army.
Skirmishing
Before the clash of battle, Bowmen in each army may skirmish against their foe.
Bowmen may not make up more than 15% of any force.
A D10 is rolled for both groups of Bowmen, representing the percentage of the arrows the Bowmen fire; IE, a 10/10 roll means that 100% of the Bowmen hit their mark.
A D3 is rolled, this one representing how many shots the Bowmen get; IE, 3/3 means that the Bowmen hit three times.
Ex. 10/10 and then 3/3 for a group of 10 Bowmen means that they cause 30 casualties to the enemy infantry.
Unless specifically ordered to only fire on one specific area or group, the casualties are spread out evenly across the flanks of the enemy.
Rolling the Battle
The Moderator will roll with the following formula for each of the Left, Center and Right combats. Bear in mind that Player 1's Left will engage Player 2's Right, and vice versa.
* * *
[Score of Soldiers] * [d10 Roll] = Score. Repeat for both sides. Winner with the highest score.
Winner dead: ( [Lower Score] / [Higher Score] ) * [Loser's Number of Soldiers]. Dead capped at 15% of [Lesser Force]
Loser dead: ( [Higher Score] / [Lower Score] ) * [Winner's Number of Soldiers]. Dead capped at 25% of [Lesser Force]
* * *
The winner is the player that has two of three sections victorious. Remember the reserve capabilities above: if Player 1's left flank loses and his reserve intervenes, a new battle between Player 2's victorious right and Player 1's advancing Reserve will be rolled.
The Aftermath of the Battle
If you win the battle, an enemy rout happens depending on whether you have an cavalry or not.
If the winner does have Lancers:
Roll d10*# of Lancers for routing casualties of the loser.
If the winner does not have Lancers:
The defeated army gets off without any more casualties.
Retreating from Battle
- A defeated army will retreat to the nearest friendly fort or town. Once there it cannot move for 6 hours.
- A defeated army is not permitted to inform other nearby friendly armies of its fate or location of their victorious foe until 6 hours have passed, whether or not they have reached a friendly keep. This is for balance and sportsmanship purposes.
- A victorious army may not move for a period of 6 hours.
Post-Battle wounded rolls
For example, say A/B/C/D are fighting E/F/G. One character to each flank & one to the center, with D also being assigned to the right flank of Army 1 with C. A would then be matched against E, B VS. F, C VS. G, and D would have his fate rolled.
The aftermath of battles were a confused state, therefore your character will be given a D20 roll by a mod to determine your individual outcome. (only if a character isn't engaged in a duel)
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. |
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| Murder | The Ways to Kill
Anonymous Assassination
- Pick your target
- 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.
- 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.
- 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.
- 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
- Pick your target and get in the same thread as them
- Post requesting an assassination on your target. Ensure you post what equipment and traits regarding assassinations you have.
- If possible and time permits, notify a moderator with your reason for the assassination.
- The mod will post the rest (success/failure, whether escaped)
- 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
- Pick your target and get in the same thread as them. They must acknowledge that they are alone.
- From here, follow standard open assassination steps.
- If possible and time permits, notify a moderator with your reason for the assassination.
- 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.
- 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.
At your Home (the thread you use to receive visitors)
Nobles: 2/20
Freemen: 5/20
In a neutral house (any other home thread except yours and the assassins)
Nobles: 4/20
Freemen: 8/20
In the assassins home (the thread he uses to receive visitors)
Nobles: 15/20
Freemen: 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
Group Assassinations
If more than one person wishes to murder someone, the assassins may work together. Each extra person wishing to assassinate will add 1 to the chances of success. This comes at a price however, as groups are easier to catch than a lone ranger. If the group is attempting a closed or open assassination, each extra assassin takes one from the escape rolls, making it more likely you get caught.
Armour
If a target is wearing armour, the modifier of that armour becomes an anti-assassination modifier, however the target must have posted he is wearing armour, unless he is on a battlefield, in which case he is assumed to be wearing armour.
Escape
All escape chances after an assassination (failed or successful, unless it is a secret open assassination) start at 20/20 (meaning you will always escape). Depending on the situation, certain modifiers reduce the chance of escape. These are:
- If using a melee weapon -1
- If in a home thread -2
- If in an enclosed area -1
- Every guard present -1
- Every neutral player present -1
- Mods may, at their discretion, take up to -3
Failed Escape
If you fail your escape roll, you are at the mercy of your captor. If you yourself attempted the assassination, you may as well start kissing the feet of your captor and hope they forgive.
Battlefield Assassinations
If a commander is killed on the battlefield, morale takes a hit. Reflecting this, is a noble character gets assassinated on the battlefield, they cause a hit to the rolls according to rank.
King is assasinated -5 to the armies battle roll
Jarl is assasinated -3 to the armies battle roll
Chieftain is assasinated -2 to the armies battle roll |
| Looting and Raiding | | Looting | This is for when one character or set of characters seizes or raids the holdings of another character.
Assuming any defenders were already killed (both levies and hirdmen):
At least 25 men must be alive and present to loot.
D20 for percent, 20/20 being 100%. However, looting is capped at 80% regardless.
For every 25 men after 25 (ie, 50, 75, 100) present in the looting, add +1 to the D20 roll result.
The result is a percent of the income from that holding for that week.
If the holding is the definitive personal residence of the defender, and their treasury is without a doubt in this residence, then another D20 roll can be done for the percent of this treasury when looted.
Ex. A small farm that provided 250 silver a week is looted by 75 men.
The D20 roll is 9, and 11 with the +2 from having an extra 50 men; that is 55% of 250 silver.
Thus 137 silver is looted. |
| Raiding Abroad in Summer | When considering to raid or travel abroad, one must first consider the time it could take to reach these places and still come back in time during the summer.
If one sails too long abroad and summer is over before they return, they should seek to find shelter for the winter or they will likely perish.
Each destination has 'stats'.
The first stat is Time; for example, a 2 means that 2 real-life days are required to reach this location, normally.
A D20 roll is done to determine the winds.
1-5: bad wind - 50% more time.
5-15: normal wind
15-20: strong wind - 50% less time.
Still using the Time stat, we also determine the chances of disasters while sailing, such as storms.
Take the Time stat, and, out of a D20 roll, it represents the chances of a Disaster.
Ex. a Time stat of 2 gives you 2/20 chance of Disaster.
If a Disaster is rolled, then another D20 must be rolled, with these possible results:
1-2 - Entire fleet sinks
3-5 - 50% of fleet sinks. If only one ship, lose 50% of crew.
6-9 - 15% of men on voyage die.
10-20 - Everyone lives, everyone survives. Voyage continues without issue.
Next, we have the Defense stat.
A D20 is rolled, with a -1 added to the result for every raid or other hostile action on the chosen location in the past 10 In-Game years.
1-2 - A huge native force. Defense Stat *30 equals defending number of Hirdmen and Defense Stat *40 equals defending number of Leidangr. Bowmen numbers and Lancer numbers are both Defense Stat *10
3-4 - A large native force. Defense Stat *20 equals defending number of Hirdmen and Defense Stat *30 equals defending number of Leidangr. Bowmen numbers and Lancer numbers are both Defense Stat *10
5-6 - A significant native force. Defense Stat *15 equals defending number of Hirdmen and Defense Stat *20 equals defending number of Leidangr. Bowmen numbers and Lancer numbers are both Defense Stat *5
7-8 - A small native force. Defense Stat *10 equals defending number of Hirdmen and Defense Stat *15 equals defending number of Leidangr. Bowmen numbers and Lancer numbers are both Defense Stat *5
9-20 - The raiders face no defenders.
Finally, there is the Loot stat.
A D20 is rolled to determine the loot strength. A -3 is added to the result for every looting of the location in the past 5 In-Game years.
1-5: weak loot - 50% less
5-15: normal loot
15-20: rich loot - 50% more
Miđgarđ - Raiding against other Norsemen inside Midgard is highly dishonorable and may come with heavy consequences.
Ţrœndalǫg (Northwestern Norway): Time-3, Defense-4, Loot-1000
Rygjafylki (Southwestern Norway): Time-2, Defense-4, Loot-1000
Jylland (Land of Jutes): Time-2, Defense-3, Loot-900
Danmörk (Danish Islands and Skane): Time-3, Defense-4, Loot-1200
Austgautaland (East Geats and Gutes): Time-3, Defense-4, Loot-1000
Svíţjóđ (The Swedes): Time-3, Defense-4, Loot-1200
Vends
Vendland (West Slavs): Time-3, Defense-2, Loot-900
Kurland (Balts): Time-4, Defense-2, Loot-900
Austrlönd
Finland (Finns & Tavastians): Time-4, Defense-1, Loot-500
Garđaríki (East Slavs): Time-5, Defense-3, Loot-1000
Valskr
Valland (Franks): Time-4, Defense-4, Loot-1800
Englaland (Anglo-Saxons): Time-4, Defense-2, Loot-1600
Irland (Goidels): Time-5, Defense-2, Loot-1000
Skottland (Scottish Gaels): Time-4, Defense-1, Loot-800
Spania (Hispania): Time-7, Defense-4, Loot-2000
Langbarđaland (Italia): Time-10, Defense-4, Loot-2500
Miklagarđr
Miklagarđr (Byzantium): Time-10, Defense-5, Loot-4000
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Through sufficient role-playing and effort (and likely tons of silver as well), the travel times and other risks (excluding Defense) can be reduced by 'evolving' the longship.
Historically, the longship (as we know it popularly) evolved from the early 300's AD all the way up through the Norman period of the 1000's.
Times are reduced, weight capacity is increased, and survival of storms becomes more easier.[/FIELDSET2] |
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