Post by Finn on Feb 9, 2018 5:16:06 GMT
These rules are subject to change at any time if it comes to light that any of the builds below are unbalanced. Please keep up with this thread, as major changes will be documented here. An announcement will be made when major changes occur, but you should check in every now and then anyway.
Upon creating your character, you will select one of three builds that their body type falls under. No build is inherently better than any other. Characters of each build have distinct advantages and disadvantages that allow any build to triumph over another depending on the creativity and strategizing of the player and character in question.
Please note: These rules are only the general regulations governing combat by default. If you and your fellow combatant agree, you may alter them as you see fit for the thread in question. Otherwise, please adhere to the guidelines below to minimize accusations of powerplay and godmoding.
Injuries
Each build can bear a certain number of injuries before they are defeated. When your character attacks an opponent, they are attempting to inflict an injury. Three types of injuries can be inflicted upon an opponent.
Mortal Injury: These are the worst injuries, often resulting in fractures and heavy bleeding. Inflict them with care, as they can often spell doom for an opponent. Mortal Injuries are inflicted by Mortal Attacks.
Major Injury: These are moderate wounds, resulting in bearable bleeding, bruising, cracked ribs, etc. Major Injuries are inflicted by Major Attacks.
Minor Injury: These are small scrapes, cuts, bruises, etc inflicted by a glancing blow. Minor Injuries are inflicted by general attacks. Every build has an infinite number of General Attacks.
Dodge Allowance
Every build has an allowed number of dodges. You can use a dodge to escape Mortal, Major, and General Attacks. However, once you run out of Allowed Dodges, you cannot dodge another attack in that fight and must bear the full brunt of your opponent’s power.
Use dodges strategically.
Magical Powers and Deformities
Rivale is a fantasy RPG, and thus it is a given that most characters possess some magical ability or deformity. If your character possesses an ability or deformity that hinders or aids them in combat, it must be noted in your character’s application.
If your character is accepted, staff may choose to give you additional attacks or defenses that must be used in specific accordance with your character’s power.
These occasions will be strictly monitored. Abuse of these allowances will not be tolerated.
Destrier
These horses are massive beasts, heavy and muscular, often standing up to 19 HH. However, some Destriers may fall into the height range of Coursers or even Palfreys, as it is their great weight and thick build that lends them their strength, not their height. If your character has been modeled after a draft breed, it is probably a Destrier. Destriers are powerful; they hit hard and can take a beating and keep on fighting. However, they are slower than leaner types and tire more rapidly. 2 Mortal Injuries to Defeat
7 Major Injuries to Defeat
8 Minor Injuries to Defeat
Destriers can only dodge one oncoming blow from an opponent. They must rely on their large health pool to bear them through the rest of combat.
Mortal Attacks: 3
Major Attacks: 4
Courser
Of medium build but with some musculature to define them, Coursers rarely stand below 15 HH or above 17HH. They are lean, with a middling weight, lacking the heavy musculature of the Destrier or the willowy build of the Palfrey. If your horse is modeled after a warmblood or thoroughbred, they are probably a Courser. Although they are not as sturdy as Destriers and not as agile as Palfreys, Coursers embody some positive traits from both extremes. They can take some damage and dish it out too.1 Mortal Injury to Defeat
3 Major Injuries to Defeat
5 Minor Injuries to Defeat
Coursers can dodge three incoming attacks from an opponent. However, because of their smaller health pool, they should carefully select which attacks to dodge.
Mortal Attacks: 2
Major Attacks: 6
Palfrey
These horses are light and agile, swift on the hoof and frustrating to face in combat. While most Palfreys stand under 15 HH, their main requirement is a lean build and a slight weight, which lends them speed and agility unrivaled by their competitors. Although they are the most fragile of all builds, hitting them can become quite problematic if the attacker does not strategically plan their advance.
1 Mortal Injury to Defeat
2 Major Injuries to Defeat
3 Minor Injuries to Defeat
Palfreys can dodge five incoming attacks. They rely almost entirely upon these dodges to save them in combat. Once they run out, it’s often game over.
Mortal Attacks: 2
Major Attacks: 8
Examples of Destriers
Friesians
Clydesdales
Shires
Percherons
Fjords
Welsh Cobs
Norikers
Examples of Coursers
Pure Spanish Horses
Thoroughbreds
Warmbloods
Sport Horses
Saddlebreds
Anglo-Arabians
Examples of Palfreys
Arabians
Orlov Trotters
Mustangs
Hackneys
Akhal-Tekes
Non-Draft Ponies
If you have any questions about what time of combat class your character should be in, PM Ranit or Finn.