[Armor]
Armor is categorized by the base type of fitting it's made from. Such as, all plate mail will be labeled as Plate Mail despite the type. Only the first 3 layers of protective gear will be counted towards armor, the strongest against a specific type of damage taking priority in the roll.
When dealing with armor, it is always after a failed combat roll. The attacker will specify a region they are attacking on the opponents body and the opponent will take the DC of their armor (See below) and specify it. The attacker will then roll a 1D20. If the result is higher than the total DC of armor, a Major wound is dealt. If it is lower but within 3, a moderate wound is dealt. Anything lower is a Minor wound.
[Armor types]
As said before, all armor will be given a base DC on the general armor type it is. Below will be a spreadsheet that you can look too to find that number.
Additionally, the material quality it's made from will provide additional defense. All armors will be given all 4 resistance types, with varying spread depending on the type. Blunt, piercing, slashing, and magical resistance. Below are how the quality of the material affects the DC.
Common +1 Uncommon +2 Rare +3 Epic +4 Legendary +5 Mythic +6
[Armor DC'S]
Here you will find the spreadsheet of armors that you can look and coordinate to find your specific DC count.
The base number for the DC is taken from whichever damage type is being dealt. An example of this using Uncommon Plate Mail against piercing would have a DC of 8 on a D20. When multiple pieces are being worn, the DC is taken from whichever has the highest resistance to the type of damage.
[Shields]
Shields can be used to defend with against attack rolls so long as you have it on your arm. They also provide an additional (+1/+2) to your armor roll so long as it is used to defend against the attack.
Common, Uncommon, and Rare provide a +1 and Epic, Legendary and Mythic provide the +2
The goal of combat is to make it as fluid as possible with plenty of room for freeform. We run off a dice system associated with your stats. It is d10's with 1 being the worst outcome and 10 being the best.
Everyone has 1 Action, 1 Reaction, and 1 Bonus Action. Additionally everyone has a base move speed of 5 blocks a turn which can be doubled by using your action for moving.
Certain pathways within the systems can grant bonus's to this 'Action Pool' as seen above, or can affect the move speed of your character. Below are specific groups within the 'Action Pool' and how they operate.
[Action] -
Attacking, Grappling, pushing, pulling, and anything that requires a major movement will count for your action token.
[Reaction] -
Your reaction is anything that has to be a spontaneous reaction. You may parry a blade, block an arrow with a shield, step out of the way of an attack or anything of that nature.
[Bonus Action] -
Your bonus action is spent doing minor movements such as drinking a potion, preparing an arrow, pulling free a weapon.
Damage ranges are by default adjacent blocks unless the weapon you are using specifically gives you an attribute to bypass this.
Weapons
Weapons come in all shapes and sizes but we want to try and incorporate anything that your mind can come up with (within reason). These are subject to change if we find issues or better ways for certain weapon types to be handled. Any questions can be directed to the Systems team on discord.
Weapons will be given a single damage type, those being blunt, piercing, and slashing. This is for the system to run at it's simplest but is always subject to change if we find a better way to handle things.
[Reach Weapons]
Anything that has to be used with two hands will gain a [Reach] feature allowing you to attack from a single block further than you normally would. This type has to be used with both hands to gain the additionally range, so you can't swing a great hammer with one hand and expect to still gain it.
[Slashing Weapons]
Most weapons have a slashing capability in some form of fashion. It's weaker against plate or chainmail but stronger against cloth or leather.
[Blunt Weapons]
Some weapons have the ability to do blunt damage which is the equivalent to hitting someone with a rock. This does better against plate and chainmail but worse against leather.
[Piercing Weapons]
Piercing weapons require a sharpened tip and are meant to be driven into and under armor and such. This is generally good against unarmored opponents or those wearing bulky armor.
Furthermore, weapons are generalized into two main categories being large and small weaponry. Below you will find a list of weapons that fall under either category. Not everything will be included, so if we're missing something make a ticket and feel free to ask and we'll add it!
[Heavy Weaponry]
This will be weapons that were typically wielded skillfully with two hands, or meant for stronger people to use.
- Longsword
- Greatsword
- Maul
- Long spear
- Great axe
- War Hammer
- Poleaxes/Hammers
- Javelin
- Great bow
- Heavy Crossbow
[Light Weaponry]
This list will consist of weaponry that were placed in the hands of weaker people, meant to prioritize speed and dexterity of brute strength.
- Generally any other sword shorter than a longsword
- Short bow
- Crossbow
- Hammers
- Short Spear
- War Pick
- Maces
House Rines
Noble House, Fallen
Background
A noble house that stood prior to the Great Collapse, one that was given rank and title due to the delicate nature of defending the major kingdoms from all threats. Having a long lineage of swordsmen, this family would often be sent as training officers to the far off kingdoms that had less resources, training up the men and women that took up arms in service of their kingdom. They stood at the foothold during the Great Collapse, like many other noble houses that were called to do so. However, they were one of the few that survived the end of the world and chose to continue service by defending Sanctuary.
The First Generation
Despite all the training they had, House Rines was also put through a great deal of turmoil through this period of time. With the uprising of noble houses seeking the throne, Rines instead chose to defend their own plots from the ravaging masses that wished to have what they held. Hunkering down for the duration of this, they instead turned in to one another and divulged time to training and study.
The Second Generation
Time passed as it always will, and so did the great men of that era. When the fighting quieted, they reopened doors to try and help the crying city. With the time spent within their own walls, they truly had no idea what to expect but to see the state of what they used to call home broke them. They would join forces with another noble home that survived, House Peiter to create stations within the city to give supplies and help to those in need. When the groups of thugs would threaten the common people, the sons of Rines would be sent out to decommission them. This continued on until the rise of King Rilguard to which systems were put in place to replace the temporary ones the nobles had created.
Current Age
The head of House Rines would give up his nobility as the rise of Rilguard continued, choosing to instead raise his family. Valard Rines and his wife Bella Rines would raise three children together, staying in a smaller estate just on the outside wall that was previously owned by his family. They would raise these three in the same manner that Valard was raised, with noble etiquette but also with the same training that had run in their family for generations.
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