Post by Father on Nov 25, 2018 17:46:27 GMT 1
Global effects:
The ebb and flow of the melee is tracked by the Team Score (Referred to as TS as far as it goes in the melee) , which to start out with is determined by the members recruited. Should a team reach a score of 0 (technically less than 1) or find itself without leadership, it will disintegrate and any member that remains must fend for themselves, perhaps attaching themselves to other teams and possibly still winning by becoming the last men standing. If a team disintegrates, any remaining officers no longer count as such.
-If a team is more than 50% below the mean TS, all warfare tests for members of that team suffers -1D.
-If a team is more than 100% above the mean TS, all warfare tests for members of that team gains +1D.
-For each full step above the mean ranking in score, all warfare tests for members of that team receives a +1b bonus, each +2b from this can be combined into +1D*.
*An example, when there are 7 teams, the mean ranking is 4 (in the middle), the 2nd ranked team is then 2 ranks above and gets +2b, if there are four teams, the mean rank is 2.5, so only the highest ranked team gains +1b (rank 1 against a mean of 2.5).
If a member of the team has been downed or have yielded, his point contribution is removed from the TS, a lieutenant additionally costs his team 10% of it's current TS while the loss of a captain costs 25%. If a member of a team is absent for a scene, the TS will be affected as if downed or yielded, but will be restored upon his return. An absent officer also affects the TS by the given percentage, the score will be restored by the percentage also, but based on the new and lower number. The percentage drop and restoration applies before the points for the officer's capability as a warrior are subtracted/added, so an officer being absent for a scene always results in a net loss.
Rules of the Melee:
-Only non-vicious melee weapons allowed.
-Attacking horses are not allowed.
-Being knocked off one's horse means you are downed and must leave the field.
-Yielding is done by lifting both arms over your head. You must then leave the field.
-It is not allowed to attack anyone that has been downed or have yielded.
-The Melee continues until the only ones left standing are all on the same team.
-Knights may carry their arms upon their shields, but must use Tabards and Caparisons in the color of their team (provided):
Yellow: Aerion Baratheon
White: Robb Reyne
Blue: Roland Redwyne
Red: Prince Maekar
Purple: Aegor Rivers
Black: Daemon Blackfyre
Green: Roland Cordwayner
"Heroes and Villains"
Acts not listed here may also apply.
Vile acts, once per occurrence (perpetrators also tends to be mobbed without anyone on his own team caring to defend them):
-Breaking the rules: -1 Chivalry (Stacks with any of the below when applicable).
-Intentionally avoiding the fray: -1 Chivalry
-Rejoining the fray after you have yielded or been downed: -1 Chivalry
-Attack an opponent, then yield before he can retaliate: -1 Chivalry
-Attacking opponents that have yielded or been downed: -1 Chivalry.
-Using poison -2 chivalry (also likely to put you on trial for (attempted) murder)).
-Killing/maiming an opponent by doing any of the above: -2 Chivalry.
Honorable acts:
-Help/Carry an unconscious/injured/dead opponent/comrade off the field: +1 Chivalry (once only), but you do not participate in the next scene and count as absent from it.
-Wait for downed/yielded opponents to leave the field, +1 Chivalry (only if done at each opportunity offered, and only if placing ones team at a disadvantage in so doing).
-Allow an opponent to take CyB or similar before engaging in a 1v1 without you gaining the benefit of the same: +1 Chivalry (once only).
Building infamy (performing any of these voids any chivalry gain from partaking in the melee):
-Killing/maiming an opponent.
-Taking advantage of a situation where the honorable thing would be to act differently*
-Using the brutal style in the opening tilt.
-Performing any vile act.
*Such as someone that have yielded/been downed blocking opponents giving you temporary strength in numbers maneuvering your horse when *you* have yielded, to give such an advantage, charging the flank of an opponent engaged in single combat.
Rewards (Cumulative)
The winning captain gains +1 glory, +1 chivalry and +1 Fire/Blood
The lieutenants of the winning team gains +1 glory and +1 chivalry.
All members left standing on the winning team gains +1 glory and +1 chivalry.
Once three teams have been disintegrated: +1 Glory to the captains left standing (with a functional team).
Once five teams have been disintegrated: +1 Glory to the captains left standing (with a functional team).
Once all teams aligned with one faction have been disintegrated: +1 Fire/Blood to the captains left standing (with a functional team).
Special Game Mechanics
-New consequences of defeat that may be chosen for this event only: Opponent yields and Opponent is unhorsed. Neither is available if unhorsed before being defeated.
-Yielding honorably is a greater action, if the consequences of defeat is that you yield or you yield dishonorably (attack and then yield), you will be taking this full action on the following round. Then you may start removing yourself from the field (there may not necessarily be room to maneuver yourself out). Same applies if knocked off your horse, in which case getting to your feet and gaining command of your horse is a full round action, most prefer to climb back up and lift their arms to show the yield sign, safer that way.
-A Destiny Point spent applies for the duration of the scene, alternatively, if spent to affect a warfare test, it may instead apply to warfare tests across scenes in the Grand Melee.
The ebb and flow of the melee is tracked by the Team Score (Referred to as TS as far as it goes in the melee) , which to start out with is determined by the members recruited. Should a team reach a score of 0 (technically less than 1) or find itself without leadership, it will disintegrate and any member that remains must fend for themselves, perhaps attaching themselves to other teams and possibly still winning by becoming the last men standing. If a team disintegrates, any remaining officers no longer count as such.
-If a team is more than 50% below the mean TS, all warfare tests for members of that team suffers -1D.
-If a team is more than 100% above the mean TS, all warfare tests for members of that team gains +1D.
-For each full step above the mean ranking in score, all warfare tests for members of that team receives a +1b bonus, each +2b from this can be combined into +1D*.
*An example, when there are 7 teams, the mean ranking is 4 (in the middle), the 2nd ranked team is then 2 ranks above and gets +2b, if there are four teams, the mean rank is 2.5, so only the highest ranked team gains +1b (rank 1 against a mean of 2.5).
If a member of the team has been downed or have yielded, his point contribution is removed from the TS, a lieutenant additionally costs his team 10% of it's current TS while the loss of a captain costs 25%. If a member of a team is absent for a scene, the TS will be affected as if downed or yielded, but will be restored upon his return. An absent officer also affects the TS by the given percentage, the score will be restored by the percentage also, but based on the new and lower number. The percentage drop and restoration applies before the points for the officer's capability as a warrior are subtracted/added, so an officer being absent for a scene always results in a net loss.
Rules of the Melee:
-Only non-vicious melee weapons allowed.
-Attacking horses are not allowed.
-Being knocked off one's horse means you are downed and must leave the field.
-Yielding is done by lifting both arms over your head. You must then leave the field.
-It is not allowed to attack anyone that has been downed or have yielded.
-The Melee continues until the only ones left standing are all on the same team.
-Knights may carry their arms upon their shields, but must use Tabards and Caparisons in the color of their team (provided):
Yellow: Aerion Baratheon
White: Robb Reyne
Blue: Roland Redwyne
Red: Prince Maekar
Purple: Aegor Rivers
Black: Daemon Blackfyre
Green: Roland Cordwayner
"Heroes and Villains"
Acts not listed here may also apply.
Vile acts, once per occurrence (perpetrators also tends to be mobbed without anyone on his own team caring to defend them):
-Breaking the rules: -1 Chivalry (Stacks with any of the below when applicable).
-Intentionally avoiding the fray: -1 Chivalry
-Rejoining the fray after you have yielded or been downed: -1 Chivalry
-Attack an opponent, then yield before he can retaliate: -1 Chivalry
-Attacking opponents that have yielded or been downed: -1 Chivalry.
-Using poison -2 chivalry (also likely to put you on trial for (attempted) murder)).
-Killing/maiming an opponent by doing any of the above: -2 Chivalry.
Honorable acts:
-Help/Carry an unconscious/injured/dead opponent/comrade off the field: +1 Chivalry (once only), but you do not participate in the next scene and count as absent from it.
-Wait for downed/yielded opponents to leave the field, +1 Chivalry (only if done at each opportunity offered, and only if placing ones team at a disadvantage in so doing).
-Allow an opponent to take CyB or similar before engaging in a 1v1 without you gaining the benefit of the same: +1 Chivalry (once only).
Building infamy (performing any of these voids any chivalry gain from partaking in the melee):
-Killing/maiming an opponent.
-Taking advantage of a situation where the honorable thing would be to act differently*
-Using the brutal style in the opening tilt.
-Performing any vile act.
*Such as someone that have yielded/been downed blocking opponents giving you temporary strength in numbers maneuvering your horse when *you* have yielded, to give such an advantage, charging the flank of an opponent engaged in single combat.
Rewards (Cumulative)
The winning captain gains +1 glory, +1 chivalry and +1 Fire/Blood
The lieutenants of the winning team gains +1 glory and +1 chivalry.
All members left standing on the winning team gains +1 glory and +1 chivalry.
Once three teams have been disintegrated: +1 Glory to the captains left standing (with a functional team).
Once five teams have been disintegrated: +1 Glory to the captains left standing (with a functional team).
Once all teams aligned with one faction have been disintegrated: +1 Fire/Blood to the captains left standing (with a functional team).
Special Game Mechanics
-New consequences of defeat that may be chosen for this event only: Opponent yields and Opponent is unhorsed. Neither is available if unhorsed before being defeated.
-Yielding honorably is a greater action, if the consequences of defeat is that you yield or you yield dishonorably (attack and then yield), you will be taking this full action on the following round. Then you may start removing yourself from the field (there may not necessarily be room to maneuver yourself out). Same applies if knocked off your horse, in which case getting to your feet and gaining command of your horse is a full round action, most prefer to climb back up and lift their arms to show the yield sign, safer that way.
-A Destiny Point spent applies for the duration of the scene, alternatively, if spent to affect a warfare test, it may instead apply to warfare tests across scenes in the Grand Melee.