Kings and Queens of Runes - RPG
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A unique RPG, with many different and new ideas based off of more traditional roleplaying games, such as D&D. Start your own adventure in a world where each person has magical abilities and talents, and a strange written language known as Runes are found.
 
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Current King/Queens
  • The North: None
  • The West: None
  • The East: None
  • North-East: None
  • South West: None
  • South East: None


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 Kingdom Strength

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The First Seer
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Kingdom Strength Empty
PostSubject: Kingdom Strength   Kingdom Strength EmptyThu Jul 16, 2015 7:16 pm

The following are rules on Kingdom Strength. Kingdom Strength is as simple as a number found of the kingdom sheet, found under The Lore, but is the primary factor of power in wars between kingdoms. Ranging from the armor that heroes wear, to the walls that surround a kingdom, almost everything that affects a kingdom will have an effect on its strength.


1. Kingdom Strength affects wars and battles among kingdoms only. It does not affect income, equipment, or anything else. The actual effects and workings of Kingdom Strength is explained after the rules.

2. When defending, in each topic, the defending side gets a 10% bonus to their KS, due to knowing the terrain. This 10% only applies to each topic, however, and is not the sum of all topics and then 10%. EX: two separate topics are going on. In one, the defending team has 40KS total, and in the other they only have 10KS. Then, adding in the 10% for defending, the topics now have 44KS and 11KS.

Each player that is a part of that kingdom does not add KS until an actual battle occurs. Then, that player adds 20 points to their kingdom strength (ks). For every 300 levels that a character has, another 10 points are added to the KS. This means that their KS will not be shown in the Kingdom Strength sheet, but will contribute to the battle topics they join in.

3. The amount of KS affects how many topics for the battle may be made, and how many of those topics heroes can participate in. This is because the more defenses or attackers there are, the longer the battle will last. "Battle sessions" is the maximum amount of rounds that can occur in a war, and topics are the maximum amount of topics that can occur within a battle session. Once heroes and items of KS are placed into a topic within a battle session, they cannot switch to another topic within the same battle session, as that topic is essentially going on at the same time. If heroes or KS items survive a topic in the battle session, they move onto the next battle session. In the transition from one battle session to the next, heroes and KS items can change topic groups. 4

The following chart shows the affects of KS and number of topics:

0 KS: 2 battle sessions; 2 topics per session.
500 KS: 2 battle sessions; 5 topics per session.
1,000 KS: 3 battle sessions; 6 topics per session.
2,000 KS: 3 battle sessions; 8 topics per session.
5,000 KS: 4 battle sessions; 9 topics per session.
10,000 KS  5 battle sessions, 10 topics per session.

If the attacking side has enough more KS than the defending to make more topics or participate in more battle sessions than the defending, then they may make those topics or continue to the next battle session, but by doing so, the defender can as well, but it will not affect the defender's KS.

4. The ruler of the attacking force must choose how to divide their KS and heroes, and after doing such, place each group into the topics of the battle session. Nothing can be in multiple topics within the same battle session. The attacker must post first in the battle session topics, and after doing so, the defending kingdom may decide how to divide up to deal with each attacking group topic. 

5. After the attacker makes the first post, the defender has 96 hours (4 days) to respond, rather than the usual 48. However, once the defender posts within a topic in the session, the waiting period is then brought back down to 48 hours for the remainder of that topic. The four initial days is to provide the defender with enough time to plan, as the attacker has had as much time as they want.

6. If heroes are in a topic with other KS items, the ruler may give those heroes permission to control the KS item (such as a catapult & crew) for the duration of the topic, or do it themselves. If no heroes are on the attacking side, but there are heroes on the defending side, then the ruler must control the attacking KS items against the defending heroes (or vice versa). 
If, however, there are no heroes on either side within the topic, and the only things present are KS items, then the higher KS point side for that topic has the lower one subtracted from it, and the remaining survives the topic. EX: a large militia group of 20KS is against a catapult crew of 10Ks, then the militia group survives, but in the next battle session only has 10KS.

7. If, by the end of all battle sessions possible, both sides still have KS remaining, and the attacker does not decide to call off the attack, a death match takes place, in which all heroes and KS items remaining are placed into one large (and horribly crammed and time consuming) topic, and the fight continues as if it were any other topic, but the topic will not end until the fight is resolved one way or another.

8. It is possible to flee a battle session topic while it is in progress, or simply refuse to post in it, in fear of your character's life. However, doing so will affect your side's KS, and make you prone to being denounced rogue by your ruler; a dangerous risk if your side wins, or a wise choice if the other wins.

9. Kingdoms can never be fully destroyed. Even if all KS have been wiped out, the kingdom still exits, in ruins as it may be, and a ruler may only rule over one kingdom at a time. However, it is possible to make another ruler your vassal, though there are no rules on such or the limitations on this.

10. It is not possible to craft a KS item, but it is possible to contribute crafting skills for the item. There will be a "craft to contribute" number, and if a character has this craft, they may contribute their skills. After completing the word count to contribute, (which must all be specifically used on contributing in the topic, not a conversation topic where you request your words towards contributing), the remaining price of the KS item will be dropped by half, and then rounded up to the nearest whole number. If multiple character do this, the price may never reach 0, but the remaining price is cut in half each time. A character may contribute multiple times, so long as they do the word count each time.

11. Just like everything else, KS items are to be bought in the "Shop" area. For KS items, there must be an approval for the purchase, as only moderators/administrators may add the item to the kingdom sheet.



Kingdom Strength:
The primary determinant of war, KS essentially comes down to, which ever kingdom has more strength wins. However, in the actual workings, it is more complicated.

When a war occurs, the KS points are compared, the heroes of each kingdom (both attacker and defender) may be sent into combat in an attempt to deal with certain sources of the KS points. EX: a group of three warriors may be tasked with eliminating a battering ram. If they are successful, then the KS that the battering ram added are now gone. However, similarly, another group may be sent to defend that battering ram from the group of warriors.

If the group defending the ram were to either kill or make the warrior group flee, then their part in the battle session is over. Unless any heroes have fled on the defending side, then the group defending the ram would move on with full KS, and the other side would lose all KS put into that topic. The ram group would then move onto the next battle session, where they may fight a much stronger group, or not.
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