Site hosted by Angelfire.com: Build your free website today!

Seiges and City Fighting

Saga - a modern heroic narrative
War
- a state of usually open and declared armed hostile conflict between states or nations
Antagonist
- one that contends with or opposes another.

We participate in a never ending, player driven, and an untamed saga. Our story, depending on all of you, is a drama, a comedy, a fantasy, a horror... it is a genre in its own fame because it consistently includes everything. Eventually there is war begun by either hatred or love. In Game, there are not enough players to accomodate for an entire military unit, though two Antagonists can take the place of thousands.

Cities bother. They hurt, they destroy, they invade... and sometimes they simply flourish. Cities die. Like a character, a person, a City can be bombarded and crumble, which is the intention of this document.

Whether your reasons to attack a City are to invade and take over, hatred for the ruler, rebellion, power... you have your reasons. When you and your N.P.C. army encounters another and her N.P.C. army/defenses, you encounter a completely unfair and wild battle of Out of Character bullshitting and roleplay. For large scale warfare, this WAR DOCUMENT is For you. This is a very Long Document, bear with it - the system is very simple.




Requirements

Let me begin with some of the basics you must obtain before continuing on.
1.) The Yahoo! Chat syntax /roll is used vigorously. If you have them turned off, turn them on.
2.) Know your City. If you are attacking a Complete City, seek it out in the "Places" link.
3.) The Current In Game Ruler of the 'victim City' must be there.
4.) A Storyteller or experienced Judge must be there. [Grab Praxi Marilyn or Yanosh Aldrin, or someone you feel knows this system fairly well to act as a Judge/Witness]
5.) Keep your Attacking Forces or Defending Forces respectable. There are usually more Attacking than Defending, and you can only have approximately the number of Military men you believe your character has access too.
6.) Exploit your creativity and be violent! >:D


Dice Rolling

This style is based on the /roll syntax. Dice, by chance [as chance always takes a place in the Saga], determine the outcome of your actions.


1.)
We use a ten sided Die [ /roll 1:10 ] will roll one ten-sided die.
2.) Standard Difficulty is 6, which means your roll coming out to be 6 or higher. Any difficulty above six gradually becomes more difficult, anything below gradually becomes easier.
3.) Type out your action that signifies your character's attempt, roll the Die before you determine ANY outcome.
4.) In the Trading Post beside City Materials are Difficulty Number [Difficulty 4,5,6,etc.,] For reference, we will post them below.
5.)DICE POOL is a term for how many Die/Dice you may roll for an action

Block of Marble [10 Structure]-- 2,000 Gold [Difficulty 7]
Volcanic Rocks [ 7 Structure] -- 1,000 Gold [Difficulty 6]
Limestone [7 Structure] -- 800 Gold [Difficulty 6]
Stone [5 Structure] -- 500 Gold [Difficulty 6]
Sandstone [4 Structure] -- 300 Gold [Difficulty 5]
Tempered Wood (Iron and Wood) [Structure 3] -- 200 [Difficulty 4]
Wood [Structure 2] -- 150 [Difficulty 4]
Adobe [Structure 2] -- 100 [Difficulty 3]


Quick Damage Attempt Rules

There are, in extremely broad categories and according to type of Warfare, three sorts of damage

SPEND A TURN READYING DAMAGE, Phrase It like a T1 attack. Defense is allowed to use their turn to attack.

Army verse City Warfare
1.) Bashing Damages [Objects that Bludgeon]. Add 2:10 sided dice to your "dice pool"
2.) Lethal Damages [Objects that pierce or are sharp]. Add 1:10 sided die to your pool.
3.) Aggravated Damage [Acidic Objects that Burn or Consume].. Add 3:10 sided dice to your dice pool.

Army verse Army Warfare
1.)
Bashing Damages. Add 1:10 sided Die to Dice Pool.
2.) Lethal Damages. Add 2:10 sided Dice to Dice Pool
3.) Aggravated Damages. Add 3:10 sided Dice to Dice Pool


Story Teller/Judge Rules
1.) Be Logical, add or subtract difficulty if seen fit. A VERY entangled/dense environment would increase difficulty on Approaching. While a very wide open one would decrease difficulty. Remember, _6_ is standard Difficulty. It is default.
2.) Determine Success. If difficulty is 6 and a person succeeds by 1 (rolling a 7) he "Barely" succeeds.




What follows is the guide to the separate chronological "steps" during Warfare against City (Warfare against Army is just a modified version of it all).

Prior Battle, the Players must state how many people are on their side at the time, the judge may determine whether to increase or decrease the amount of people. Once the battle takes places, no increases to the company number.

APPROACHING

Your army must approach its target. Do you catch your enemy by surprise? Or are they prepared, and waiting?

Depending On the JUDGE'S discression, he may increase or decrease the difficulty according to environment, 6 is Default- . As difficulty rises, the environment is more complicated, as it lowers, the more the environment is open and clean of danger.
Only 1 Die is rolled.
IF Approaching army succeeds, Defense must Roll on the number that Approaching landed on.
If difficulty was 4 and Approaching landed on 5, defense' difficulty is 5.

IF, by some miracle, APPROACHING wins. The First Three Attacks get an extra Die or -1 on first three difficulties.
If Defense wins, they are alarmed- and you proceed normally with the following.

Rolling Attacks

First Determine where you are going to attack. What material? Marble, Stone? THAT is your difficulty.

Second, Determine how many people you will send to attack that Material. Choose Wisely. This determines how many dice are in your dice pool. If so choosing to use more than 600 People to attack a certain area, subtract 1 difficulty for every extra hundred. Below is a simple scale
100 People: 2 Dice
200 People: 3 Dice
300 People: 4 Dice
400 People: 5 Dice
600 People: 6 Dice
700 People: 6 Dice, -1 from Difficulty
800 People: 6 Dice, -2 from Difficulty
900 People: 6 Dice, -3 from Difficulty
Et Cetera.
Anything more than 900 people in one Move is extraordinarily unrealistic and looked down upon.

Third, Determine what the "intended" damage will be.
Follow the Damaging Scales explained prior this. IF ALREADY you are using 6 dice, use this scale.
Lethal: -1
Bashing: -2
Aggravated: -3

Now Roll. To Succeed in your attack more than Half of your dice must be above the difficulty. [Attacking Stone with 6 Difficulty and Four Dice, you need 3 Dice landing on a 6+]

Multiply all successes together and add the very last one, IN ORDER
i.e. you roll 4 ten-sided die at difficulty 6: 6, 3, 6, 7. Three successes. 6x6 is 36+7. 43 Structure Points Are Destroyed.

DEFENDING ROLL IF ATTACK SUCCEEDS

First, Determine how many people you want to risk in your Defense. It determines your dice pool.
100 People: 2 Dice
200 People: 3 Dice
300 People: 4 Dice
400 People: 5 Dice
600 People: 6 Dice
Nothing over 600 in this case.

Second, Determine Your Difficulty: Your difficulty is 6. No change in this case.

Now Roll. You must have more than half of the dice pool succeed. If you roll 4 Dice, 3 must land on 6 or better.

Multiply successes then Add the last success if you are indeed, successful. (i.e. You roll 4 dice at difficulty 6: 6,3,6,7) 6x6 is 36... +7 is 43
YOU SAVE 43 Structure Points from the Attack.

The Catch? Why did I say "risk"? If you fail, as many people as you "risked" to defend the attack, are killed during the attack.

DEFENSE ROLL: IF ATTACK FAILS

Should the attack fail, defense may use Her turn in Man vs. Man.

Determine the Amount of People Risked
100 People: 2 Dice
200 People: 3 Dice
300 People: 4 Dice
400 People: 5 Dice
600 People: 6 Dice
700 People: 6 Dice, -1 from Difficulty
800 People: 6 Dice, -2 from Difficulty
900 People: 6 Dice, -3 from Difficulty

Determine your Damage According to Army vs. Man Damages, if over 6 Dice- follow scale below:
Lethal: -1 Difficulty
Aggravated: -2 Difficulty

Determine Difficulty: Difficulty is 6. Add 1 Difficulty every extra Hundred.

You may ONLY attack however many offensive people were risked.

Now Roll. You must have more than Half of the Dice landing on or above the final difficulty for a success.

Multiply success then add last success. (i.e. 4 Dice rolled on 6 difficulty. 6,3,6,7) 43.

IN THIS CASE, you whipe out 43 people (IF attacking 100).

BOTCHING:

Botching is rare, but it happens. A "Botch" is when someone rolls and there are absolutely NO Successes. I.e. You roll at 6 difficulty, 6 dice (1,3,4,3,2,3). There are none on or above 6. You completely fail.

The STORYTELLER, decides the outcome. For example, if you sent 300 people to a stone wall with a difficulty of six, and were attempting to Lace it with explosives or something... you botch... all 300 could possibly be caught in a misfuse and are Slaughtered, WITHOUT damage to the target.

Botching is cool.

Tusk army verses Eska city. Reinactment Example

I've yet to compose one.
Be sure to read this entirely over until you have no more questions. I said at the beginning, it is very difficult to learn, but simple ultimately.