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Clan tradition dictates that only 25 living Clan warriors may hold the same Bloodname, and each must have a direct matrilineal link to the original progenitor.

Each Clan originally claimed rights only to the Bloodnames of the 40 warriors Nicholas Kerensky assigned to that Clan. This organization gradually blurred as Clans fought each other in Trials of Possession for specific warriors' genes to enhance their individual Clan. Even if warriors became abtakha (captured by another Clan), they still retained the right to claim a Bloodname belonging to their former Clan. In this way, more than one Clan could claim the same Bloodname. Additional cross-naming took place when two Clans were disbanded and their Bloodnames spread among the other Clans. There are still some Bloodnames, however, that are the exclusive property of a Clan. The Kerensky and Ward Bloodnames, with one or two exceptions, are held only by warriors of the Wolf Clan.

Winning a Bloodname is a warrior's guarantee of Clan immortality. Not only is he honored with the right to use the Bloodname as his own, but he becomes eligible for high military and political positions. Most important to Bloodnamed warriors is the fact that, barring any subsequent action that would bring them shame, their genes will contribute to the gene pool for the next generation. The remains of most Bloodnamed warriors are returned to one of the 800 memorial chapels built by Nicholas Kerensky on Strana Mechty to honor each of the original 800 warriors. There, the ashes of each Bloodnamed warrior lie with the ashes of the other warriors of the same Bloodname in the ornate tomb of their honored namesake.

When a Bloodnamed warrior dies, a Trial of Bloodright is declared. The current Bloodnamed warriors of that name each select one nominee from the pool of eligible candidates. The Bloodname's leader nominates additional warriors to bring the number to 31 candidates. The 32nd slot is reserved for all other eligible candidates, those who were not nominated but who still wish to compete for a Bloodname. This group engages in a Grand Bloodname Melee, with the survivor being awarded the 32nd slot. The 32 candidates then begin a series of one-on-one duels that eventually result in one victor, who is awarded the Bloodname. This fulfills Nicholas Kerensky's requirement that a Bloodname be won by defeating all others who make a claim to that name.

Though winning any Bloodname is significant, it is interesting to note that considerable prestige is attached to certain Bloodheritages. Because lineage is traced matrilineally, each warrior is only qualified to compete for one Bloodname. It is not uncommon for an ambitious warrior to decline nomination for what he considers an inferior Bloodheritage, in hopes of competing for a better Bloodheritage later on.


The Protocol is as follows:


Grand Melee Protocol

Any Clan warrior with the rank of Star Commander and above may attempt to win a chance to earn a Bloodname in the Grand Melee. The Grand Melee consists of one battle that all entrants participate in. It is a general free for all that is fought on one of the following maps and settings:


Coliseum

Rubble Pile

Jungle

Gladiator Pit

Mektek Arena

Server Settings:
Server Name: NBT CBS Grand Melee
Advertise This Game: Checked
Password: Yes
Allow Join In Progress: Yes
Join In Progress Time: Unlimited
Force First Person: Yes
Limited Ammunition: Yes
Heat Management: Yes
Friendly Fire: Yes
Splash Damage: Yes
Force Respawn: Yes
Dead Mechs Can't Talk: No
Dead Mechs Can't See: No
Restrict Mechs and Components: No

Maximum chassis weight is 65 tons. The last two mechwarriors remaining at the end of the battle win advancement to a Trial Of Bloodright.


Trial OF Bloodright Protocol


The Hunter and The Hunted

When MechWarriors are competing for a name, they will be moved to a different channel on the comms server. In front of 2 witnesses, the Keshik member giving the trial will pick a number between one and ten. The contestants will be returned to the comms channel and take turns guess the number. Whoever guesses the number first is the hunter and picks the mech chassis /weight class, and Stock or Custom config. The hunted picks the map, weather, and radar conditions.

The Field of Honour

Once in server, the contestants pick their mechs from the assigned chassis class. The server launches with 2 witnesses and the Trial Oath master/master of ceremonies. The two fight until one is defeated in STRICT ZELLBRIGGEN COMBAT. (See below) In the event of a draw (both die) the match is restarted. In server, the master of ceremonies will announce combat and verify that both contestants are ready. Once verified, The Hunter will issue a challenge for the bloodname and ask if anyone challenges him, at which point the Hunted will challenge his right to the bloodname.



Mechs

Only the hunter specifically picks the chassis class. the two contestants do not need to be in the same mech or variant. In this way balance in the Trial is preserved and makes for a True Challenge for the Ultimate Honour a Clan Warrior can achieve.

Weather/time of day

The hunted may select any weather and time of day conditions with one exception: Pea soup fog will not be used in a night setting or on an especially dark map.

Maps

The prey may choose any map, even city maps. However, they must choose drops that are close together.


Trial Special Rules

Zellbriggen combat
Clan Honourable Duelling
No suiciding
No legging
No shooting a mech that has been knocked to the ground until they are upright. The mech on the ground may return fire (if possible) from the ground without fear of taking fire while in the process of standing up.


NOTE: In the event that there is no challenger for a bloodname, then a member of the keshik will take the place of the Hunter. If the Keshik member has no bloodname, He may not take the bloodname from the trial unless he has put in a bid for it, Thereby being the hunted as described above.

Server Settings:
Server Name: NBT CBS Trial Of Bloodright
Advertise This Game: Checked
Password: Yes
Allow Join In Progress: Yes
Join In Progress Time: Unlimited
Force First Person: Yes
Limited Ammunition: Yes
Heat Management: Yes
Friendly Fire: Yes
Splash Damage: Yes
Force Respawn: Yes
Dead Mechs Can't Talk: No
Dead Mechs Can't See: No
Restrict Mechs and Components: Yes Missile Weapons