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(IR) The 3rd IR, Turn 7 (thread 1b)
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<blockquote data-quote="Edena_of_Neith" data-source="post: 165664" data-attributes="member: 2020"><p><strong>THE DUELING RULES POST - TURN 7</strong></p><p></p><p>ATTACK/DEFENSE DUELING WITH 11TH LEVEL MAGIC</p><p></p><p> TURN 7</p><p></p><p> I will be running Turn 7 by days. </p><p> There will be 31 days in Turn 7.</p><p> I will announce the end of each day, and the beginning of the next day.</p><p></p><p> If we were all sitting down at a table together, we could run the Attack/Defense Duels by combat rounds, with initiative, catching an opponent off-guard, Attacks and Defenses every few seconds IC, and so on.</p><p> However, we are from all over the world, are communicating on a message board, are online at different times, and most of us have little time to be online.</p><p> Therefore, I am creating a simple system with certain restrictions, to accommodate this situation.</p><p></p><p> - - -</p><p> </p><p> THE BASIC CONCEPT OF ATTACK/DEFENSE DUELING</p><p></p><p> The whole concept of Attack/Defense Dueling, can be summarized as follows:</p><p></p><p> My Power's entire army of mages and clerics who are capable of casting 11th level magic gather together, combine their magic, then throw a single titanic spell (or a series of titanic spells) at your Power's entire army of mages and clerics who can throw 11th level magic.</p><p></p><p> Or ...</p><p></p><p> My Power's entire army of mages and clerics who are capable of casting 11th level magic gather together, combine their magic, and create a single mighty defense (or series of mighty defenses) against whatever attack your Power's entire army of mages and clerics who can cast 11th level magic are going to throw.</p><p></p><p> - - -</p><p></p><p> WHAT YOU DO</p><p></p><p> During any day (or during the Interlude, prior to day 1), you announce you are making an Attack.</p><p> During any day (or during the Interlude, prior to day 1), you announce you are making a Defense.</p><p></p><p> The resolution of Attacks and Defenses occur at the start of the next day in the Turn, all at the same time.</p><p></p><p> These annoucements of your Attack/Defense routine should be made secretly, via e-mail, to me.</p><p></p><p> You must state to me who you are Attacking.</p><p> You must state to me who you are Defending. If you Defend someone else, you cannot Defend yourself.</p><p> Once you state who you are Attacking and Defending, you cannot change your mind. </p><p></p><p> Once you have stated you are making an Attack and Defense, I will post to the board that a Power has declared an Attack and a Defense.</p><p> I will not reveal which Power is making the Attack and Defense, nor will I reveal who the target Power is, or the Power being protected.</p><p></p><p> STANDARD OPTIONS</p><p></p><p> You may e-mail your allies and request help in an Attack and in a Defense.</p><p> Your allies may elect to help you in your Attack and in your Defense. Their Attack and Defense Categories stack with yours.</p><p> You may work with your allies to stack Attack Categories and Defense Categories in any way that pleases you and them.</p><p></p><p> Once you and your allies have decided on a combined Attack and a combined Defense, you e-mail me, and tell me the combined plan.</p><p> Once that combined plan is submitted to me, it cannot be changed.</p><p></p><p> You are perfectly free to attempt to mislead people on the boards with public statements about who you intend to Attack and who you intend to Defend.</p><p> You are perfectly free to attempt to mislead people by spreading rumors, disinformation, and even working with an enemy on a fake Attack/Defense routine, pretending to be a friend.</p><p></p><p> However, again, once a combined Attack/Defense routine is submitted to me, it cannot be taken back. </p><p> If a fake Attack/Defense routine is submitted to me, it becomes a REAL Attack/Defense routine instantly, and it cannot be taken back.</p><p></p><p> STANDARD RESOLUTION</p><p></p><p> At the end of each day, before announcing the beginning of the new day, I will resolve all Attack/Defense Duels.</p><p> I will make sure that sufficient time was permitted for all the players to have announced their Attack, Defense, and to have collaborated with their allies to launch combined Attacks and prepare combined Defenses.</p><p> Typically, this means final resolution will occur 12 hours after the last e-mail is sent to me, stating an Attack/Defense routine or a combination Attack/Defense routine.</p><p></p><p> Because of this, Turn 7 will last at least 2 weeks IRL, and possibly much longer.</p><p></p><p> SPECIAL OPTIONS</p><p></p><p> You may call an Attack off. If you do, you lose your Attack for the day, and any built up Attack strength (see Attack Categories below) is lost.</p><p> You and your allies may call an Attack off. If you do, all of you lose your Attack for the day, and all of you lose any built up Attack strength (see Attack Categories below.)</p><p></p><p> You may hold an Attack. If you do, your Attack increases in strength (see Attack Categories below.) You may not change your target.</p><p> You and your allies may hold an Attack. If you do, your combined Attack increases in strength (see Attack Categories below.) None of you may change your target.</p><p></p><p> You may hold your Defense, as long as you are not the target of an Attack. If you are able to hold your Defense, your Defense strength increases (see Defense Categories below.)</p><p> You and your allies may hold a combined Defense, if the Power being protected is not the target of an Attack. If the Defense is held, the combined Defense strength increases (see Defense Categories below.)</p><p></p><p> Any Power holding an Attack may not declare another Attack, until their held Attack is expended.</p><p> Any Power holding a Defense may not declare another Defense, until their held Defense is discharged.</p><p> In no case can the target of a held Attack be changed.</p><p> In no case can the beneficiary of a held Defense be changed.</p><p></p><p> ATTACK AND DEFENSE CATEGORIES</p><p></p><p> Category refers to how powerful an Attack or Defense is.</p><p></p><p> In all cases, Attacks and Defenses are prepared simultaneously.</p><p></p><p> A Category 1 Attack is the weakest possible Attack.</p><p> A Category 1 Defense is the weakest possible Defense.</p><p> It requires only a few seconds for your Power to prepare both Attack and Defense.</p><p> Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.)</p><p></p><p> A Category 2 Attack is the next weakest Attack.</p><p> A Category 2 Defense is the next weakest Defense.</p><p> It requires a few minutes for your Power to prepare both Attack and Defense.</p><p> Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.)</p><p></p><p> A Category 3 Attack, is the next step up in strength.</p><p> A Category 3 Defense, is the next step up in strength.</p><p> It requires one hour for your Power to prepare both Attack and Defense.</p><p> Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.)</p><p></p><p> A Category 4 Attack, is on a par with the Invoked Devastation, in terms of magical power.</p><p> A Category 4 Defense, would stop the Invoked Devastation.</p><p> It requires one day for your Power to prepare both Attack and Defense.</p><p> Your Power may not take any action with 11th level magic that would require more than an hour to do during this day of the Turn. (see the list on what you can do with 11th level magic)</p><p></p><p> If you prepare a Category 1, 2, 3, or 4 Attack, and you hold it, during the next day it increases by 2 Categories.</p><p> If you prepare a Category 1, 2, 3, or 4 Defense, and you hold it, during the next day it increases by 2 Categories.</p><p></p><p> If you continue to hold your Attack, for the entirety of the next day, during the next day after that it increases by another 2 Categories.</p><p> If you continue to hold your Defense, for the entirety of the next day, during the next day after that it increases by another 2 Categories.</p><p> Your Power may not take any action with 11th level magic that would require more than an hour to do during this second day, in which you continue to hold your Attack and your Defense (see the list on what you can do with 11th level magic.)</p><p></p><p> You may continue to hold your Attack and your Defense indefinitely, gaining 2 Categories of strength in both during each new day.</p><p> Your Power continues to be unable to take any action with 11th level magic that would require more than an hour to do (see the list on what you can do with 11th level magic.)</p><p></p><p> Chart:</p><p></p><p> A few seconds: Category 1</p><p> A few minutes: Category 2</p><p> An hour: Category 3</p><p> End of of the first day: Category 4</p><p> End of day 2: Category 6</p><p> End of day 3: Category 8</p><p> End of day 4: Category 10</p><p> End of day 5: Category 12</p><p> End of day 6: Category 14</p><p> End of day 7: Category 16</p><p> End of day 31: Category 64</p><p></p><p> If you launch your Attack, you automatically reset, and must start from Category 1 once more.</p><p> If your Defense is discharged, either voluntarily or because you or whatever Power you are protecting is the target of an Attack - you automatically reset, and must start from Category 1 once more.</p><p></p><p> In the case of held combination Attacks or Defenses, all the Powers involved reset, and must start over from Category 1.</p><p></p><p> Only after you reset may you resume 11th level activities that require more than one hour to accomplish (see the list of what you can do with 11th level magic.)</p><p> In other words, Powers that are holding Attacks and Defenses cannot conduct 11th level activities that require more than an hour to accomplish, until the day after they finally discharge their held Attack and their held Defense, thus resetting themselves.</p><p></p><p> ATTACK VERSUS DEFENSE</p><p></p><p> The Category of the Attack is calculated.</p><p> The Category of the Defense is calculated, and subtracted from the Category of the Attack.</p><p> The resulting number gives the percentage chance of the Attacker killing a certain percentage of the Defender's mages and clerics who are capable of casting 11th level magic.</p><p></p><p> The Attacker can never lose any percentage of his mages and clerics capable of casting 11th level magic.</p><p> The Defender, may or may not lose a percentage of his mages and clerics capable of casting 11th level magic.</p><p> </p><p> Losing some, but not all, of your Power's mages and clerics capable of casting 11th level magic weakens your Power in the next Attack/Defense Duel, as follows:</p><p></p><p> 25 percent loss: Your Power loses 1 Category level from all prepared Attacks and Defenses.</p><p> 50 percent loss: Your Power loses 2 Category levels from all prepared Attacks and Defenses.</p><p> 75 percent loss: Your Power loses 3 Category levels from all prepared Attacks and Defenses.</p><p></p><p> If your Power is in such a weakened state, and it does not prepare a Defense, and it is the target of an Attack, the Attacker gains 1, 2, or 3 Category levels to his Attack, as is appropriate.</p><p></p><p> The Charts below show the resolution of the Attack/Defense Duel, based on the number arrived at (Attack Category minus Defense Category.)</p><p></p><p> - 12 and below</p><p></p><p>1% chance 100% destroyed</p><p>1% chance 50% destroyed</p><p>1% chance 25% destroyed</p><p>1% chance 12% destroyed</p><p>2% chance 6% destroyed</p><p>3% chance 3% destroyed</p><p>4% chance 1% destroyed</p><p></p><p> - 11</p><p></p><p>1% chance 100% destroyed</p><p>1% chance 50% destroyed</p><p>1% chance 25% destroyed</p><p>2% chance 12% destroyed</p><p>3% chance 6% destroyed</p><p>4% chance 3% destroyed</p><p>5% chance 1% destroyed</p><p></p><p> - 10</p><p></p><p>1% chance 100% destroyed</p><p>1% chance 50% destroyed</p><p>2% chance 25% destroyed</p><p>3% chance 12% destroyed</p><p>4% chance 6% destroyed</p><p>5% chance 3% destroyed</p><p>6% chance 1% destroyed</p><p></p><p> - 9</p><p></p><p>1% chance 100% destroyed</p><p>2% chance 50% destroyed</p><p>3% chance 25% destroyed</p><p>4% chance 12% destroyed</p><p>5% chance 6% destroyed</p><p>6% chance 3% destroyed</p><p>7% chance 1% destroyed</p><p></p><p> - 8</p><p></p><p>2% chance 100% destroyed</p><p>4% chance 50% destroyed</p><p>6% chance 25% destroyed</p><p>8% chance 12% destroyed</p><p>10% chance 6% destroyed</p><p>12% chance 3% destroyed</p><p>14% chance 1% destroyed</p><p></p><p> - 7</p><p></p><p>3% chance 100% destroyed</p><p>6% chance 50% destroyed</p><p>9% chance 25% destroyed</p><p>12% chance 12% destroyed</p><p>15% chance 6% destroyed</p><p>18% chance 3% destroyed</p><p>21% chance 1% destroyed</p><p></p><p> - 6</p><p></p><p>4% chance 100% destroyed</p><p>8% chance 50% destroyed</p><p>12% chance 25% destroyed</p><p>16% chance 12% destroyed</p><p>20% chance 6% destroyed</p><p>24% chance 3% destroyed</p><p>28% chance 1% destroyed</p><p></p><p> - 5</p><p></p><p>5% chance 100% destroyed</p><p>10% chance 50% destroyed</p><p>15% chance 25% destroyed</p><p>20% chance 12% destroyed</p><p>25% chance 6% destroyed</p><p>30% chance 3% destroyed</p><p>35% chance 1% destroyed</p><p></p><p> - 4</p><p></p><p>6% chance 100% destroyed</p><p>12% chance 50% destroyed</p><p>18% chance 25% destroyed</p><p>24% chance 12% destroyed</p><p>30% chance 6% destroyed</p><p>36% chance 3% destroyed</p><p>42% chance 1% destroyed</p><p></p><p> - 3</p><p></p><p>7% chance 100% destroyed</p><p>14% chance 50% destroyed</p><p>21% chance 25% destroyed</p><p>28% chance 12% destroyed</p><p>35% chance 6% destroyed</p><p>42% chance 3% destroyed</p><p>49% chance 1% destroyed</p><p></p><p> - 2</p><p></p><p>8% chance 100% destroyed</p><p>16% chance 50% destroyed</p><p>24% chance 25% destroyed</p><p>32% chance 12% destroyed</p><p>40% chance 6% destroyed</p><p>48% chance 3% destroyed</p><p>56% chance 1% destroyed</p><p></p><p> - 1</p><p></p><p>9% chance 100% destroyed</p><p>18% chance 50% destroyed</p><p>27% chance 25% destroyed</p><p>36% chance 12% destroyed</p><p>45% chance 6% destroyed</p><p>54% chance 3% destroyed</p><p>63% chance 1% destroyed</p><p></p><p> 0</p><p></p><p>10% chance 100% destroyed</p><p>20% chance 50% destroyed</p><p>30% chance 25% destroyed</p><p>40% chance 12% destroyed</p><p>50% chance 6% destroyed</p><p>60% chance 3% destroyed</p><p>70% chance 1% destroyed</p><p> </p><p> 1</p><p></p><p>15% chance 100% destroyed</p><p>25% chance 50% destroyed</p><p>35% chance 25% destroyed</p><p>45% chance 12% destroyed</p><p>55% chance 6% destroyed</p><p>65% chance 3% destroyed</p><p>75% chance 1% destroyed</p><p></p><p> 2</p><p></p><p>20% chance 100% destroyed</p><p>30% chance 50% destroyed</p><p>40% chance 25% destroyed</p><p>50% chance 12% destroyed</p><p>60% chance 6% destroyed</p><p>70% chance 3% destroyed</p><p>80% chance 1% destroyed</p><p></p><p> 3</p><p></p><p>25% chance 100% destroyed</p><p>35% chance 50% destroyed</p><p>45% chance 25% destroyed</p><p>55% chance 12% destroyed</p><p>65% chance 6% destroyed</p><p>75% chance 3% destroyed</p><p>85% chance 1% destroyed</p><p></p><p> 4</p><p></p><p>30% chance 100% destroyed</p><p>40% chance 50% destroyed</p><p>50% chance 25% destroyed</p><p>60% chance 12% destroyed</p><p>70% chance 6% destroyed</p><p>80% chance 3% destroyed</p><p>90% chance 1% destroyed</p><p></p><p> 5</p><p></p><p>35% chance 100% destroyed</p><p>45% chance 50% destroyed</p><p>55% chance 25% destroyed</p><p>65% chance 12% destroyed</p><p>75% chance 6% destroyed</p><p>85% chance 3% destroyed</p><p>95% chance 1% destroyed</p><p></p><p> 6</p><p></p><p>40% chance 100% destroyed</p><p>50% chance 50% destroyed</p><p>60% chance 25% destroyed</p><p>70% chance 12% destroyed</p><p>80% chance 6% destroyed</p><p>90% chance 3% destroyed</p><p>Otherwise 1% destroyed</p><p></p><p> 7</p><p></p><p>45% chance 100% destroyed</p><p>55% chance 50% destroyed</p><p>65% chance 25% destroyed</p><p>75% chance 12% destroyed</p><p>85% chance 6% destroyed</p><p>95% chance 3% destroyed</p><p>Otherwise 1% destroyed</p><p></p><p> 8</p><p></p><p>50% chance 100% destroyed</p><p>60% chance 50% destroyed</p><p>70% chance 25% destroyed</p><p>80% chance 12% destroyed</p><p>90% chance 6% destroyed</p><p>Otherwise, 3% destroyed</p><p></p><p> 9</p><p></p><p>50% chance 100% destroyed</p><p>65% chance 50% destroyed</p><p>75% chance 25% destroyed</p><p>85% chance 12% destroyed</p><p>95% chance 6% destroyed</p><p>Otherwise 3% destroyed</p><p></p><p> 10</p><p></p><p>50% chance 100% destroyed</p><p>70% chance 50% destroyed</p><p>80% chance 25% destroyed</p><p>90% chance 12% destroyed</p><p>Otherwise 6% destroyed</p><p></p><p> 11</p><p></p><p>55% chance 100% destroyed</p><p>75% chance 50% destroyed</p><p>85% chance 25% destroyed</p><p>95% chance 12% destroyed</p><p>Otherwise 6% destroyed</p><p></p><p> 12</p><p></p><p>55% chance 100% destroyed</p><p>80% chance 50% destroyed</p><p>90% chance 25% destroyed</p><p>Otherwise 12% destroyed</p><p></p><p> 13</p><p></p><p>55% chance 100% destroyed</p><p>85% chance 50% destroyed</p><p>95% chance 25% destroyed</p><p>Otherwise 12% destroyed</p><p></p><p> 14</p><p></p><p>60% chance 100% destroyed</p><p>90% chance 50% destroyed</p><p>Otherwise 25% destroyed</p><p></p><p> 15</p><p></p><p>60% chance 100% destroyed</p><p>95% chance 50% destroyed</p><p>Otherwise 25% destroyed</p><p></p><p> 16 and higher</p><p></p><p>60% chance 100% destroyed</p><p>Otherwise 50% destroyed</p><p></p><p></p><p> THE FATE OF ENEMY MAGES AND CLERICS</p><p></p><p> The Attacking Power chooses how the enemy mages and clerics that are killed, die.</p><p> The Attacker may kill them outright - this is considered death by 11th level magic.</p><p> The Attacker may transport them into a Sphere of Annihilation.</p><p> The Attacker may transport them to the Ninth Hell or the Seventh Heaven.</p><p> The Attacker may choose mercy, and imprison them - they are considered imprisoned by 11th level magic.</p><p></p><p> In all cases, the mages and clerics in question are either permanently dead or permanently imprisoned.</p><p> There is no way they can ever be recovered, unless they are imprisoned and the Power offers a prisoner exchange.</p><p> If they are imprisoned and the imprisoning Power loses all of it's mages and clerics capable of casting 11th level magic, the prisoners are considered killed by 11th level magic.</p><p></p><p> A prisoner exchange cannot be faked or interfered with - it is a strict agreement between two or more Powers, and must be carried through legitimately.</p><p></p><p> Again, it must be stressed: If an Attack is successful, and the Defender loses mages and clerics capable of casting 11th level magic, those mages and clerics are lost forever ... if the successful Attacker wills it so.</p><p></p><p></p><p> LOSING THE ATTACK/DEFENSE DUEL</p><p></p><p> The point of the Attack/Defense Duel is to totally eliminate the Defender's mages and clerics capable of casting 11th level magic.</p><p></p><p> Once this happens, the Power which has suffered such a 100 percent loss is considered Disarmed.</p><p></p><p> A Disarmed Power is under the following restrictions:</p><p></p><p> It's Player Character can cast 10th level magic and lower only.</p><p> It's Non-Player Characters can cast 10th level magic and lower only.</p><p> It can cast 10th level magic and lower only.</p><p> It can employ psionics of 10th level and lower only.</p><p> It has no access to 11th level magic of any sort, in any way, by any means.</p><p> It's score in the Magical Arms Race falls to 149, and remains there for the rest of the Turn.</p><p></p><p> Otherwise, it is fully intact.</p><p> It retains all it's technology.</p><p> It retains all it's infrastructure.</p><p> It retains all creations in which 11th level magic had a hand in building.</p><p></p><p></p><p> THE COUP DE GRACE</p><p></p><p> There is always the option of surrender for the Disarmed Power.</p><p> Surrender always comes on the attacker's terms, assuming the attacker is willing to accept surrender at all.</p><p> Surrender, cannot be faked.</p><p></p><p> If the Disarmed Power refuses to surrender, it may choose to Defend.</p><p> It must state it is preparing a Defense, as per normal.</p><p></p><p> The Disarmed Power may NEVER declare an Attack against any Power with 11th level magic - it's offensive capability is ineffective against 11th level defenses.</p><p> </p><p> At this point, when the Power with 11th level magic declares his Attack and Defense, he may launch his Attack on the Disarmed Power.</p><p> This is the Coup de Grace.</p><p></p><p> Once more the Attack Category is calculated.</p><p> Once more the Defense Category is calculated, and subtracted from the Attack Category to reach a number.</p><p> Then, a second set of charts are consulted:</p><p></p><p> - 17 and below</p><p></p><p>1% chance 100% destroyed</p><p>2% chance 50% destroyed</p><p>3% chance 25% destroyed</p><p>5% chance 12% destroyed</p><p>7% chance 6% destroyed</p><p>10% chance 3% destroyed</p><p>15% chance 1% destroyed</p><p></p><p> - 16</p><p></p><p>2% chance 100% destroyed</p><p>3% chance 50% destroyed</p><p>5% chance 25% destroyed</p><p>7% chance 12% destroyed</p><p>10% chance 6% destroyed</p><p>15% chance 3% destroyed</p><p>20% chance 1% destroyed</p><p></p><p> - 15</p><p></p><p>3% chance 100% destroyed</p><p>5% chance 50% destroyed</p><p>7% chance 25% destroyed</p><p>10% chance 12% destroyed</p><p>15% chance 6% destroyed</p><p>20% chance 3% destroyed</p><p>25% chance 1% destroyed</p><p></p><p> - 14</p><p></p><p>4% chance 100% destroyed</p><p>7% chance 50% destroyed</p><p>10% chance 25% destroyed</p><p>15% chance 12% destroyed</p><p>20% chance 6% destroyed</p><p>25% chance 3% destroyed</p><p>30% chance 1% destroyed</p><p></p><p> - 13</p><p></p><p>5% chance 100% destroyed</p><p>10% chance 50% destroyed</p><p>15% chance 25% destroyed</p><p>20% chance 12% destroyed</p><p>25% chance 6% destroyed</p><p>30% chance 3% destroyed</p><p>35% chance 1% destroyed</p><p></p><p> - 12</p><p></p><p>6% chance 100% destroyed</p><p>15% chance 50% destroyed</p><p>20% chance 25% destroyed</p><p>25% chance 12% destroyed</p><p>30% chance 6% destroyed</p><p>35% chance 3% destroyed</p><p>40% chance 1% destroyed</p><p></p><p> - 11</p><p></p><p>7% chance 100% destroyed</p><p>20% chance 50% destroyed</p><p>25% chance 25% destroyed</p><p>30% chance 12% destroyed</p><p>35% chance 6% destroyed</p><p>40% chance 3% destroyed</p><p>45% chance 1% destroyed</p><p></p><p> - 10</p><p></p><p>8% chance 100% destroyed</p><p>25% chance 50% destroyed</p><p>30% chance 25% destroyed</p><p>35% chance 12% destroyed</p><p>40% chance 6% destroyed</p><p>45% chance 3% destroyed</p><p>50% chance 1% destroyed</p><p></p><p> - 9</p><p></p><p>9% chance 100% destroyed</p><p>30% chance 50% destroyed</p><p>35% chance 25% destroyed</p><p>40% chance 12% destroyed</p><p>45% chance 6% destroyed</p><p>50% chance 3% destroyed</p><p>55% chance 1% destroyed</p><p></p><p> - 8</p><p></p><p>10% chance 100% destroyed</p><p>35% chance 50% destroyed</p><p>40% chance 25% destroyed</p><p>45% chance 12% destroyed</p><p>50% chance 6% destroyed</p><p>55% chance 3% destroyed</p><p>60% chance 1% destroyed</p><p></p><p> - 7</p><p></p><p>15% chance 100% destroyed</p><p>40% chance 50% destroyed</p><p>45% chance 25% destroyed</p><p>50% chance 12% destroyed</p><p>55% chance 6% destroyed</p><p>60% chance 3% destroyed</p><p>65% chance 1% destroyed</p><p></p><p> - 6</p><p></p><p>20% chance 100% destroyed</p><p>45% chance 50% destroyed</p><p>50% chance 25% destroyed</p><p>55% chance 12% destroyed</p><p>60% chance 6% destroyed</p><p>65% chance 3% destroyed</p><p>70% chance 1% destroyed</p><p></p><p> - 5</p><p></p><p>25% chance 100% destroyed</p><p>50% chance 50% destroyed</p><p>55% chance 25% destroyed</p><p>60% chance 12% destroyed</p><p>65% chance 6% destroyed</p><p>70% chance 3% destroyed</p><p>75% chance 1% destroyed</p><p></p><p> - 4</p><p></p><p>30% chance 100% destroyed</p><p>55% chance 50% destroyed</p><p>60% chance 25% destroyed</p><p>65% chance 12% destroyed</p><p>70% chance 6% destroyed</p><p>75% chance 3% destroyed</p><p>80% chance 1% destroyed</p><p></p><p> - 3</p><p></p><p>35% chance 100% destroyed</p><p>60% chance 50% destroyed</p><p>65% chance 25% destroyed</p><p>70% chance 12% destroyed</p><p>75% chance 6% destroyed</p><p>80% chance 3% destroyed</p><p>85% chance 1% destroyed</p><p></p><p> - 2</p><p></p><p>40% chance 100% destroyed</p><p>65% chance 50% destroyed</p><p>70% chance 25% destroyed</p><p>75% chance 12% destroyed</p><p>80% chance 6% destroyed</p><p>85% chance 3% destroyed</p><p>90% chance 1% destroyed</p><p></p><p> - 1</p><p></p><p>45% chance 100% destroyed</p><p>70% chance 50% destroyed</p><p>75% chance 25% destroyed</p><p>80% chance 12% destroyed</p><p>85% chance 6% destroyed</p><p>90% chance 3% destroyed</p><p>95% chance 1% destroyed</p><p></p><p> 0</p><p></p><p>50% chance 100% destroyed</p><p>75% chance 50% destroyed</p><p>80% chance 25% destroyed</p><p>85% chance 12% destroyed</p><p>90% chance 6% destroyed</p><p>95% chance 3% destroyed</p><p>Otherwise 1% destroyed</p><p> </p><p> 1</p><p></p><p>55% chance 100% destroyed</p><p>80% chance 50% destroyed</p><p>85% chance 25% destroyed</p><p>90% chance 12% destroyed</p><p>95% chance 6% destroyed</p><p>Otherwise 3% destroyed</p><p></p><p> 2</p><p></p><p>60% chance 100% destroyed</p><p>85% chance 50% destroyed</p><p>90% chance 25% destroyed</p><p>95% chance 12% destroyed</p><p>Otherwise 6% destroyed</p><p></p><p> 3</p><p></p><p>65% chance 100% destroyed</p><p>90% chance 50% destroyed</p><p>95% chance 25% destroyed</p><p>Otherwise 12% destroyed</p><p></p><p> 4</p><p></p><p>70% chance 100% destroyed</p><p>95% chance 50% destroyed</p><p>Otherwise 25% destroyed</p><p></p><p> 5</p><p></p><p>75% chance 100% destroyed</p><p>Otherwise 50% destroyed</p><p></p><p> 6</p><p></p><p>80% chance 100% destroyed</p><p>Otherwise 60% destroyed</p><p></p><p> 7</p><p></p><p>85% chance 100% destroyed</p><p>Otherwise 70% destroyed</p><p></p><p> 8</p><p></p><p>90% chance 100% destroyed</p><p>Otherwise 80% destroyed</p><p></p><p> 9</p><p></p><p>95% chance 100% destroyed</p><p>Otherwise 90% destroyed</p><p></p><p> 10 and higher</p><p></p><p>100% chance 100% destroyed.</p><p></p><p></p><p> THE RESULT OF A COUP DE GRACE</p><p></p><p> The damage above translates into the following results, determined by the successful Attacker:</p><p> </p><p> Obliteration: </p><p></p><p> The percentage lost by the defender is to his land's geography, flora, fauna, infrastructure, civilians, military, and everything else he has.</p><p></p><p> Total Destruction: </p><p></p><p> The percentage lost by the defender is to all infrastructure, civilians, and military personnel.</p><p></p><p> Neutron Destruction: </p><p></p><p> The percentage lost by the defender is to all civilians and military personnel.</p><p></p><p> Reprisal Destruction: </p><p></p><p> The percentage lost by the defender is to all civilians.</p><p></p><p> Standard Destruction: </p><p></p><p> The percentage lost by the defender is to all military personnel and military infrastructure.</p><p></p><p> Mercy: </p><p></p><p> The percentage lost by the defender is to all the leadership, including the Non-Player Characters, and to weapons systems and weapons stockpiles.</p><p></p><p> Civilians, military personnel, and Non-Player Characters, may be permanently killed - the Attacker selects the form of destruction - or permanently imprisoned without hope of escape.</p><p></p><p> The Coup de Grace destroys a percentage of the defending Power's PL equal to the percentage loss determined on the charts, unless - and only unless - Mercy Destruction is selected.</p><p> </p><p> If the Coup de Grace was not totally successful - if it did not produce 100% destruction - the Attacker may, on his next allowed Attack, repeat the procedure until the defender is eliminated.</p><p> The Attacker may change the mode of destruction selected, in any second or subsequent Attack.</p><p></p><p> The Attacker may select what NPCs the defending Power loses, if the attack was not 100 percent successful.</p><p> The Attacker may select what nations the defending Power loses.</p><p> The Attacker may select what Artifacts, Relics, or other kinds of magical items the defending Power loses.</p><p> The Attacker may pretty much choose, in detail, what the defender loses.</p><p></p><p> The Player Character of the defending Power is assumed to remain safe, until the very end.</p><p> Upon achieving 100 percent destruction of the defending Power, the victorious attacker decides the fate of the defending Player Character.</p><p> There is no appeal to this fate.</p><p> </p><p> ATTACKING WEAKER POWERS</p><p></p><p> If your Power has 11th level magic, and you choose to launch an Attack against a Power that has only 10th level magic or less (such as Melkor stating an Attack against Zelda's Power), there is no need for any Attack/Defend Duel.</p><p> The Coup de Grace process outlined above begins immediately.</p><p></p><p> A Power that has only 10th level magic or less may not engage in Dueling, except to Defend against a Coup de Grace.</p><p> A Power that has only 10th level magic or less may not Duel with other 10th level Powers.</p><p> A Power that has only 10th level magic or less may not attempt a Coup de Grace against a Power that has only 9th level magic or less.</p><p></p><p> PROTECTING A WEAKER POWER</p><p></p><p> This is simple enough.</p><p></p><p> The Attack/Defense Duel between the 11th level Attacker, and the interfering 11th level Defender, is resolved normally (as per the standard charts.)</p><p></p><p> The Power with 10th level magic is simply ignored.</p><p> It receives no Defense of it's own.</p><p> It's fate depends entirely on how well the interfering Power protects it.</p><p></p><p> If the Attack is successful, or partially successful, Coup de Grace damage is done to the Power that was being shielded.</p><p> The interfering Power with 11th level magic sustains no damage at all.</p><p> </p><p> SPECIAL</p><p></p><p> If a player cannot come online to play his Power, he or she may give permission to another to play his or her Power.</p><p> Otherwise, that Power defends only, and engages in no other activity but defense. </p><p> That Power will build a Category 4 Defense on day one, and hold it indefinitely, until subject to an Attack.</p><p></p><p> ADDITIONAL RULE</p><p></p><p> If your Power is involved in projects involving 11th level magic, you may state you halt them.</p><p> You must make such a statement before you may begin a Category 4 or greater buildup of your Attack and Defense.</p><p> Attack/Defense involves your entire 11th level war-machine ... when launching Category 4 or greater Attacks or preparing Category 4 or greater Defenses, you may never undertake any 11th level activity that takes longer than an hour to complete.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 165664, member: 2020"] [b]THE DUELING RULES POST - TURN 7[/b] ATTACK/DEFENSE DUELING WITH 11TH LEVEL MAGIC TURN 7 I will be running Turn 7 by days. There will be 31 days in Turn 7. I will announce the end of each day, and the beginning of the next day. If we were all sitting down at a table together, we could run the Attack/Defense Duels by combat rounds, with initiative, catching an opponent off-guard, Attacks and Defenses every few seconds IC, and so on. However, we are from all over the world, are communicating on a message board, are online at different times, and most of us have little time to be online. Therefore, I am creating a simple system with certain restrictions, to accommodate this situation. - - - THE BASIC CONCEPT OF ATTACK/DEFENSE DUELING The whole concept of Attack/Defense Dueling, can be summarized as follows: My Power's entire army of mages and clerics who are capable of casting 11th level magic gather together, combine their magic, then throw a single titanic spell (or a series of titanic spells) at your Power's entire army of mages and clerics who can throw 11th level magic. Or ... My Power's entire army of mages and clerics who are capable of casting 11th level magic gather together, combine their magic, and create a single mighty defense (or series of mighty defenses) against whatever attack your Power's entire army of mages and clerics who can cast 11th level magic are going to throw. - - - WHAT YOU DO During any day (or during the Interlude, prior to day 1), you announce you are making an Attack. During any day (or during the Interlude, prior to day 1), you announce you are making a Defense. The resolution of Attacks and Defenses occur at the start of the next day in the Turn, all at the same time. These annoucements of your Attack/Defense routine should be made secretly, via e-mail, to me. You must state to me who you are Attacking. You must state to me who you are Defending. If you Defend someone else, you cannot Defend yourself. Once you state who you are Attacking and Defending, you cannot change your mind. Once you have stated you are making an Attack and Defense, I will post to the board that a Power has declared an Attack and a Defense. I will not reveal which Power is making the Attack and Defense, nor will I reveal who the target Power is, or the Power being protected. STANDARD OPTIONS You may e-mail your allies and request help in an Attack and in a Defense. Your allies may elect to help you in your Attack and in your Defense. Their Attack and Defense Categories stack with yours. You may work with your allies to stack Attack Categories and Defense Categories in any way that pleases you and them. Once you and your allies have decided on a combined Attack and a combined Defense, you e-mail me, and tell me the combined plan. Once that combined plan is submitted to me, it cannot be changed. You are perfectly free to attempt to mislead people on the boards with public statements about who you intend to Attack and who you intend to Defend. You are perfectly free to attempt to mislead people by spreading rumors, disinformation, and even working with an enemy on a fake Attack/Defense routine, pretending to be a friend. However, again, once a combined Attack/Defense routine is submitted to me, it cannot be taken back. If a fake Attack/Defense routine is submitted to me, it becomes a REAL Attack/Defense routine instantly, and it cannot be taken back. STANDARD RESOLUTION At the end of each day, before announcing the beginning of the new day, I will resolve all Attack/Defense Duels. I will make sure that sufficient time was permitted for all the players to have announced their Attack, Defense, and to have collaborated with their allies to launch combined Attacks and prepare combined Defenses. Typically, this means final resolution will occur 12 hours after the last e-mail is sent to me, stating an Attack/Defense routine or a combination Attack/Defense routine. Because of this, Turn 7 will last at least 2 weeks IRL, and possibly much longer. SPECIAL OPTIONS You may call an Attack off. If you do, you lose your Attack for the day, and any built up Attack strength (see Attack Categories below) is lost. You and your allies may call an Attack off. If you do, all of you lose your Attack for the day, and all of you lose any built up Attack strength (see Attack Categories below.) You may hold an Attack. If you do, your Attack increases in strength (see Attack Categories below.) You may not change your target. You and your allies may hold an Attack. If you do, your combined Attack increases in strength (see Attack Categories below.) None of you may change your target. You may hold your Defense, as long as you are not the target of an Attack. If you are able to hold your Defense, your Defense strength increases (see Defense Categories below.) You and your allies may hold a combined Defense, if the Power being protected is not the target of an Attack. If the Defense is held, the combined Defense strength increases (see Defense Categories below.) Any Power holding an Attack may not declare another Attack, until their held Attack is expended. Any Power holding a Defense may not declare another Defense, until their held Defense is discharged. In no case can the target of a held Attack be changed. In no case can the beneficiary of a held Defense be changed. ATTACK AND DEFENSE CATEGORIES Category refers to how powerful an Attack or Defense is. In all cases, Attacks and Defenses are prepared simultaneously. A Category 1 Attack is the weakest possible Attack. A Category 1 Defense is the weakest possible Defense. It requires only a few seconds for your Power to prepare both Attack and Defense. Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.) A Category 2 Attack is the next weakest Attack. A Category 2 Defense is the next weakest Defense. It requires a few minutes for your Power to prepare both Attack and Defense. Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.) A Category 3 Attack, is the next step up in strength. A Category 3 Defense, is the next step up in strength. It requires one hour for your Power to prepare both Attack and Defense. Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.) A Category 4 Attack, is on a par with the Invoked Devastation, in terms of magical power. A Category 4 Defense, would stop the Invoked Devastation. It requires one day for your Power to prepare both Attack and Defense. Your Power may not take any action with 11th level magic that would require more than an hour to do during this day of the Turn. (see the list on what you can do with 11th level magic) If you prepare a Category 1, 2, 3, or 4 Attack, and you hold it, during the next day it increases by 2 Categories. If you prepare a Category 1, 2, 3, or 4 Defense, and you hold it, during the next day it increases by 2 Categories. If you continue to hold your Attack, for the entirety of the next day, during the next day after that it increases by another 2 Categories. If you continue to hold your Defense, for the entirety of the next day, during the next day after that it increases by another 2 Categories. Your Power may not take any action with 11th level magic that would require more than an hour to do during this second day, in which you continue to hold your Attack and your Defense (see the list on what you can do with 11th level magic.) You may continue to hold your Attack and your Defense indefinitely, gaining 2 Categories of strength in both during each new day. Your Power continues to be unable to take any action with 11th level magic that would require more than an hour to do (see the list on what you can do with 11th level magic.) Chart: A few seconds: Category 1 A few minutes: Category 2 An hour: Category 3 End of of the first day: Category 4 End of day 2: Category 6 End of day 3: Category 8 End of day 4: Category 10 End of day 5: Category 12 End of day 6: Category 14 End of day 7: Category 16 End of day 31: Category 64 If you launch your Attack, you automatically reset, and must start from Category 1 once more. If your Defense is discharged, either voluntarily or because you or whatever Power you are protecting is the target of an Attack - you automatically reset, and must start from Category 1 once more. In the case of held combination Attacks or Defenses, all the Powers involved reset, and must start over from Category 1. Only after you reset may you resume 11th level activities that require more than one hour to accomplish (see the list of what you can do with 11th level magic.) In other words, Powers that are holding Attacks and Defenses cannot conduct 11th level activities that require more than an hour to accomplish, until the day after they finally discharge their held Attack and their held Defense, thus resetting themselves. ATTACK VERSUS DEFENSE The Category of the Attack is calculated. The Category of the Defense is calculated, and subtracted from the Category of the Attack. The resulting number gives the percentage chance of the Attacker killing a certain percentage of the Defender's mages and clerics who are capable of casting 11th level magic. The Attacker can never lose any percentage of his mages and clerics capable of casting 11th level magic. The Defender, may or may not lose a percentage of his mages and clerics capable of casting 11th level magic. Losing some, but not all, of your Power's mages and clerics capable of casting 11th level magic weakens your Power in the next Attack/Defense Duel, as follows: 25 percent loss: Your Power loses 1 Category level from all prepared Attacks and Defenses. 50 percent loss: Your Power loses 2 Category levels from all prepared Attacks and Defenses. 75 percent loss: Your Power loses 3 Category levels from all prepared Attacks and Defenses. If your Power is in such a weakened state, and it does not prepare a Defense, and it is the target of an Attack, the Attacker gains 1, 2, or 3 Category levels to his Attack, as is appropriate. The Charts below show the resolution of the Attack/Defense Duel, based on the number arrived at (Attack Category minus Defense Category.) - 12 and below 1% chance 100% destroyed 1% chance 50% destroyed 1% chance 25% destroyed 1% chance 12% destroyed 2% chance 6% destroyed 3% chance 3% destroyed 4% chance 1% destroyed - 11 1% chance 100% destroyed 1% chance 50% destroyed 1% chance 25% destroyed 2% chance 12% destroyed 3% chance 6% destroyed 4% chance 3% destroyed 5% chance 1% destroyed - 10 1% chance 100% destroyed 1% chance 50% destroyed 2% chance 25% destroyed 3% chance 12% destroyed 4% chance 6% destroyed 5% chance 3% destroyed 6% chance 1% destroyed - 9 1% chance 100% destroyed 2% chance 50% destroyed 3% chance 25% destroyed 4% chance 12% destroyed 5% chance 6% destroyed 6% chance 3% destroyed 7% chance 1% destroyed - 8 2% chance 100% destroyed 4% chance 50% destroyed 6% chance 25% destroyed 8% chance 12% destroyed 10% chance 6% destroyed 12% chance 3% destroyed 14% chance 1% destroyed - 7 3% chance 100% destroyed 6% chance 50% destroyed 9% chance 25% destroyed 12% chance 12% destroyed 15% chance 6% destroyed 18% chance 3% destroyed 21% chance 1% destroyed - 6 4% chance 100% destroyed 8% chance 50% destroyed 12% chance 25% destroyed 16% chance 12% destroyed 20% chance 6% destroyed 24% chance 3% destroyed 28% chance 1% destroyed - 5 5% chance 100% destroyed 10% chance 50% destroyed 15% chance 25% destroyed 20% chance 12% destroyed 25% chance 6% destroyed 30% chance 3% destroyed 35% chance 1% destroyed - 4 6% chance 100% destroyed 12% chance 50% destroyed 18% chance 25% destroyed 24% chance 12% destroyed 30% chance 6% destroyed 36% chance 3% destroyed 42% chance 1% destroyed - 3 7% chance 100% destroyed 14% chance 50% destroyed 21% chance 25% destroyed 28% chance 12% destroyed 35% chance 6% destroyed 42% chance 3% destroyed 49% chance 1% destroyed - 2 8% chance 100% destroyed 16% chance 50% destroyed 24% chance 25% destroyed 32% chance 12% destroyed 40% chance 6% destroyed 48% chance 3% destroyed 56% chance 1% destroyed - 1 9% chance 100% destroyed 18% chance 50% destroyed 27% chance 25% destroyed 36% chance 12% destroyed 45% chance 6% destroyed 54% chance 3% destroyed 63% chance 1% destroyed 0 10% chance 100% destroyed 20% chance 50% destroyed 30% chance 25% destroyed 40% chance 12% destroyed 50% chance 6% destroyed 60% chance 3% destroyed 70% chance 1% destroyed 1 15% chance 100% destroyed 25% chance 50% destroyed 35% chance 25% destroyed 45% chance 12% destroyed 55% chance 6% destroyed 65% chance 3% destroyed 75% chance 1% destroyed 2 20% chance 100% destroyed 30% chance 50% destroyed 40% chance 25% destroyed 50% chance 12% destroyed 60% chance 6% destroyed 70% chance 3% destroyed 80% chance 1% destroyed 3 25% chance 100% destroyed 35% chance 50% destroyed 45% chance 25% destroyed 55% chance 12% destroyed 65% chance 6% destroyed 75% chance 3% destroyed 85% chance 1% destroyed 4 30% chance 100% destroyed 40% chance 50% destroyed 50% chance 25% destroyed 60% chance 12% destroyed 70% chance 6% destroyed 80% chance 3% destroyed 90% chance 1% destroyed 5 35% chance 100% destroyed 45% chance 50% destroyed 55% chance 25% destroyed 65% chance 12% destroyed 75% chance 6% destroyed 85% chance 3% destroyed 95% chance 1% destroyed 6 40% chance 100% destroyed 50% chance 50% destroyed 60% chance 25% destroyed 70% chance 12% destroyed 80% chance 6% destroyed 90% chance 3% destroyed Otherwise 1% destroyed 7 45% chance 100% destroyed 55% chance 50% destroyed 65% chance 25% destroyed 75% chance 12% destroyed 85% chance 6% destroyed 95% chance 3% destroyed Otherwise 1% destroyed 8 50% chance 100% destroyed 60% chance 50% destroyed 70% chance 25% destroyed 80% chance 12% destroyed 90% chance 6% destroyed Otherwise, 3% destroyed 9 50% chance 100% destroyed 65% chance 50% destroyed 75% chance 25% destroyed 85% chance 12% destroyed 95% chance 6% destroyed Otherwise 3% destroyed 10 50% chance 100% destroyed 70% chance 50% destroyed 80% chance 25% destroyed 90% chance 12% destroyed Otherwise 6% destroyed 11 55% chance 100% destroyed 75% chance 50% destroyed 85% chance 25% destroyed 95% chance 12% destroyed Otherwise 6% destroyed 12 55% chance 100% destroyed 80% chance 50% destroyed 90% chance 25% destroyed Otherwise 12% destroyed 13 55% chance 100% destroyed 85% chance 50% destroyed 95% chance 25% destroyed Otherwise 12% destroyed 14 60% chance 100% destroyed 90% chance 50% destroyed Otherwise 25% destroyed 15 60% chance 100% destroyed 95% chance 50% destroyed Otherwise 25% destroyed 16 and higher 60% chance 100% destroyed Otherwise 50% destroyed THE FATE OF ENEMY MAGES AND CLERICS The Attacking Power chooses how the enemy mages and clerics that are killed, die. The Attacker may kill them outright - this is considered death by 11th level magic. The Attacker may transport them into a Sphere of Annihilation. The Attacker may transport them to the Ninth Hell or the Seventh Heaven. The Attacker may choose mercy, and imprison them - they are considered imprisoned by 11th level magic. In all cases, the mages and clerics in question are either permanently dead or permanently imprisoned. There is no way they can ever be recovered, unless they are imprisoned and the Power offers a prisoner exchange. If they are imprisoned and the imprisoning Power loses all of it's mages and clerics capable of casting 11th level magic, the prisoners are considered killed by 11th level magic. A prisoner exchange cannot be faked or interfered with - it is a strict agreement between two or more Powers, and must be carried through legitimately. Again, it must be stressed: If an Attack is successful, and the Defender loses mages and clerics capable of casting 11th level magic, those mages and clerics are lost forever ... if the successful Attacker wills it so. LOSING THE ATTACK/DEFENSE DUEL The point of the Attack/Defense Duel is to totally eliminate the Defender's mages and clerics capable of casting 11th level magic. Once this happens, the Power which has suffered such a 100 percent loss is considered Disarmed. A Disarmed Power is under the following restrictions: It's Player Character can cast 10th level magic and lower only. It's Non-Player Characters can cast 10th level magic and lower only. It can cast 10th level magic and lower only. It can employ psionics of 10th level and lower only. It has no access to 11th level magic of any sort, in any way, by any means. It's score in the Magical Arms Race falls to 149, and remains there for the rest of the Turn. Otherwise, it is fully intact. It retains all it's technology. It retains all it's infrastructure. It retains all creations in which 11th level magic had a hand in building. THE COUP DE GRACE There is always the option of surrender for the Disarmed Power. Surrender always comes on the attacker's terms, assuming the attacker is willing to accept surrender at all. Surrender, cannot be faked. If the Disarmed Power refuses to surrender, it may choose to Defend. It must state it is preparing a Defense, as per normal. The Disarmed Power may NEVER declare an Attack against any Power with 11th level magic - it's offensive capability is ineffective against 11th level defenses. At this point, when the Power with 11th level magic declares his Attack and Defense, he may launch his Attack on the Disarmed Power. This is the Coup de Grace. Once more the Attack Category is calculated. Once more the Defense Category is calculated, and subtracted from the Attack Category to reach a number. Then, a second set of charts are consulted: - 17 and below 1% chance 100% destroyed 2% chance 50% destroyed 3% chance 25% destroyed 5% chance 12% destroyed 7% chance 6% destroyed 10% chance 3% destroyed 15% chance 1% destroyed - 16 2% chance 100% destroyed 3% chance 50% destroyed 5% chance 25% destroyed 7% chance 12% destroyed 10% chance 6% destroyed 15% chance 3% destroyed 20% chance 1% destroyed - 15 3% chance 100% destroyed 5% chance 50% destroyed 7% chance 25% destroyed 10% chance 12% destroyed 15% chance 6% destroyed 20% chance 3% destroyed 25% chance 1% destroyed - 14 4% chance 100% destroyed 7% chance 50% destroyed 10% chance 25% destroyed 15% chance 12% destroyed 20% chance 6% destroyed 25% chance 3% destroyed 30% chance 1% destroyed - 13 5% chance 100% destroyed 10% chance 50% destroyed 15% chance 25% destroyed 20% chance 12% destroyed 25% chance 6% destroyed 30% chance 3% destroyed 35% chance 1% destroyed - 12 6% chance 100% destroyed 15% chance 50% destroyed 20% chance 25% destroyed 25% chance 12% destroyed 30% chance 6% destroyed 35% chance 3% destroyed 40% chance 1% destroyed - 11 7% chance 100% destroyed 20% chance 50% destroyed 25% chance 25% destroyed 30% chance 12% destroyed 35% chance 6% destroyed 40% chance 3% destroyed 45% chance 1% destroyed - 10 8% chance 100% destroyed 25% chance 50% destroyed 30% chance 25% destroyed 35% chance 12% destroyed 40% chance 6% destroyed 45% chance 3% destroyed 50% chance 1% destroyed - 9 9% chance 100% destroyed 30% chance 50% destroyed 35% chance 25% destroyed 40% chance 12% destroyed 45% chance 6% destroyed 50% chance 3% destroyed 55% chance 1% destroyed - 8 10% chance 100% destroyed 35% chance 50% destroyed 40% chance 25% destroyed 45% chance 12% destroyed 50% chance 6% destroyed 55% chance 3% destroyed 60% chance 1% destroyed - 7 15% chance 100% destroyed 40% chance 50% destroyed 45% chance 25% destroyed 50% chance 12% destroyed 55% chance 6% destroyed 60% chance 3% destroyed 65% chance 1% destroyed - 6 20% chance 100% destroyed 45% chance 50% destroyed 50% chance 25% destroyed 55% chance 12% destroyed 60% chance 6% destroyed 65% chance 3% destroyed 70% chance 1% destroyed - 5 25% chance 100% destroyed 50% chance 50% destroyed 55% chance 25% destroyed 60% chance 12% destroyed 65% chance 6% destroyed 70% chance 3% destroyed 75% chance 1% destroyed - 4 30% chance 100% destroyed 55% chance 50% destroyed 60% chance 25% destroyed 65% chance 12% destroyed 70% chance 6% destroyed 75% chance 3% destroyed 80% chance 1% destroyed - 3 35% chance 100% destroyed 60% chance 50% destroyed 65% chance 25% destroyed 70% chance 12% destroyed 75% chance 6% destroyed 80% chance 3% destroyed 85% chance 1% destroyed - 2 40% chance 100% destroyed 65% chance 50% destroyed 70% chance 25% destroyed 75% chance 12% destroyed 80% chance 6% destroyed 85% chance 3% destroyed 90% chance 1% destroyed - 1 45% chance 100% destroyed 70% chance 50% destroyed 75% chance 25% destroyed 80% chance 12% destroyed 85% chance 6% destroyed 90% chance 3% destroyed 95% chance 1% destroyed 0 50% chance 100% destroyed 75% chance 50% destroyed 80% chance 25% destroyed 85% chance 12% destroyed 90% chance 6% destroyed 95% chance 3% destroyed Otherwise 1% destroyed 1 55% chance 100% destroyed 80% chance 50% destroyed 85% chance 25% destroyed 90% chance 12% destroyed 95% chance 6% destroyed Otherwise 3% destroyed 2 60% chance 100% destroyed 85% chance 50% destroyed 90% chance 25% destroyed 95% chance 12% destroyed Otherwise 6% destroyed 3 65% chance 100% destroyed 90% chance 50% destroyed 95% chance 25% destroyed Otherwise 12% destroyed 4 70% chance 100% destroyed 95% chance 50% destroyed Otherwise 25% destroyed 5 75% chance 100% destroyed Otherwise 50% destroyed 6 80% chance 100% destroyed Otherwise 60% destroyed 7 85% chance 100% destroyed Otherwise 70% destroyed 8 90% chance 100% destroyed Otherwise 80% destroyed 9 95% chance 100% destroyed Otherwise 90% destroyed 10 and higher 100% chance 100% destroyed. THE RESULT OF A COUP DE GRACE The damage above translates into the following results, determined by the successful Attacker: Obliteration: The percentage lost by the defender is to his land's geography, flora, fauna, infrastructure, civilians, military, and everything else he has. Total Destruction: The percentage lost by the defender is to all infrastructure, civilians, and military personnel. Neutron Destruction: The percentage lost by the defender is to all civilians and military personnel. Reprisal Destruction: The percentage lost by the defender is to all civilians. Standard Destruction: The percentage lost by the defender is to all military personnel and military infrastructure. Mercy: The percentage lost by the defender is to all the leadership, including the Non-Player Characters, and to weapons systems and weapons stockpiles. Civilians, military personnel, and Non-Player Characters, may be permanently killed - the Attacker selects the form of destruction - or permanently imprisoned without hope of escape. The Coup de Grace destroys a percentage of the defending Power's PL equal to the percentage loss determined on the charts, unless - and only unless - Mercy Destruction is selected. If the Coup de Grace was not totally successful - if it did not produce 100% destruction - the Attacker may, on his next allowed Attack, repeat the procedure until the defender is eliminated. The Attacker may change the mode of destruction selected, in any second or subsequent Attack. The Attacker may select what NPCs the defending Power loses, if the attack was not 100 percent successful. The Attacker may select what nations the defending Power loses. The Attacker may select what Artifacts, Relics, or other kinds of magical items the defending Power loses. The Attacker may pretty much choose, in detail, what the defender loses. The Player Character of the defending Power is assumed to remain safe, until the very end. Upon achieving 100 percent destruction of the defending Power, the victorious attacker decides the fate of the defending Player Character. There is no appeal to this fate. ATTACKING WEAKER POWERS If your Power has 11th level magic, and you choose to launch an Attack against a Power that has only 10th level magic or less (such as Melkor stating an Attack against Zelda's Power), there is no need for any Attack/Defend Duel. The Coup de Grace process outlined above begins immediately. A Power that has only 10th level magic or less may not engage in Dueling, except to Defend against a Coup de Grace. A Power that has only 10th level magic or less may not Duel with other 10th level Powers. A Power that has only 10th level magic or less may not attempt a Coup de Grace against a Power that has only 9th level magic or less. PROTECTING A WEAKER POWER This is simple enough. The Attack/Defense Duel between the 11th level Attacker, and the interfering 11th level Defender, is resolved normally (as per the standard charts.) The Power with 10th level magic is simply ignored. It receives no Defense of it's own. It's fate depends entirely on how well the interfering Power protects it. If the Attack is successful, or partially successful, Coup de Grace damage is done to the Power that was being shielded. The interfering Power with 11th level magic sustains no damage at all. SPECIAL If a player cannot come online to play his Power, he or she may give permission to another to play his or her Power. Otherwise, that Power defends only, and engages in no other activity but defense. That Power will build a Category 4 Defense on day one, and hold it indefinitely, until subject to an Attack. ADDITIONAL RULE If your Power is involved in projects involving 11th level magic, you may state you halt them. You must make such a statement before you may begin a Category 4 or greater buildup of your Attack and Defense. Attack/Defense involves your entire 11th level war-machine ... when launching Category 4 or greater Attacks or preparing Category 4 or greater Defenses, you may never undertake any 11th level activity that takes longer than an hour to complete. [/QUOTE]
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