Post by Gandalf on Aug 13, 2021 11:22:55 GMT -5
Character Rules:
Players are allowed to sign up a maximum of three families. Only one of these families is allowed to be a Patrician family. The paterfamilias of this family is granted a seat in the Senate.
One of your chosen families is allowed to start at 'consular' rank (with the paterfamilias having served in the past as consul) the rest must have held no officer greater than Praetor.
A questionnaire should be completed by each player character to determine the majority of their stats.
Historical characters may be played, with moderator permission and subject to various conditions.
Use these parameters in your character creation sheet.
Questionnaire:
Social Class?
Plebeian: 0 dignitas
Patrician: +2 dignitas
Consular heritage?
Consular ancestry: +1 dignitas
Novus Homo: 0 dignitas, +1 to any stat point.
Roman Archetype:
Cicero: You are a learned man of the law, logical and rational. You are gifted at making arguments to sway your peers. +2 Charisma, +1 Intelligence.
Scipio: You are extroverted, gregarious, and decisive, a natural leader of men. Dangerous to the status quo, but effective when deployed against the enemy. +2 Command, +1 Resilience.
Romulus: You are a warrior, pure and simple. Strong of arm and one of mind, you are ruthless but capable. +2 Resilience, +1 Command.
Camillus: A true Roman, of the old style. You embody all Roman virtue should be, both in war and peace. Frugal, austere, and skilled at arms. +1 Command, Intelligence, and Resilience.
Caesar: You are clever. Perhaps too clever for your own good. You know what you want, and most likely know how to get it. +2 Intelligence, +1 Command
Patron God?
Mars: +1 Command
Jupiter: +1 Resilience
Venus: +1 Charisma
Minerva: +1 Intelligence
Stats:
Charisma:
Resilience:
Command:
Intellect:
Dignitas is perhaps the most important stat in the game, being governed by your personal charisma and by background. It governs your character's political clout, namely the number of votes they command in the Senate. It also establishes the minimum requirement to run for office; a man with no clout cannot expect to be taken seriously as a Consular candidate, for instance.
Dignitas can be gained and lost through character action. Losing a battle may result in a loss to your dignitas, while a great victory or personal triumph might expand your influence massively.
Stats and Character Actions:
A short summation, by no means exhaustive, of what the different stats govern.
Assassination: Planning an assassination takes intelligence, while convincing co-conspirators might take a considerable amount of charisma. Conducting the killing strike yourself - or your chances of surviving such an attempt on your life - will be governed by your resilience.
Battle: A battle plan might succeed or fail based on your intelligence, but command is the personal magnetism and battlefield competence that will ensure you lead your armies well. Resilience will assist your chances of survival.
Personal Combat: Resilience dictates your stamina and damage output in personal combat.
'Size Up': Essentially an intelligence check. You can request a moderator allow you to 'size up' another character/army/situation, whether NPC or player. The moderator will then roll using your intelligence as guidance to determine how much you are able to naturally perceive of the opposing character or situation. If successful, a player essentially has to tell you their plans in the given situation.
Birth Rules:
Siring Children
Order of rolls:
Conception: d20
Birth: d100 and d50
Defects: d20
Gifts: d100
Conception
Roll a d20. 15-20 is a successful copulation. +resilience stats for the woman increases chance of conception. Age can have an impact on the conception chance, down to mod discretion.
You can only have one successful childbirth every year. If you fail at conception, you may try again in 2 RL days.
If successful at conceiving a child, the child will be born during that calendar year.
Birth Roll
At that point (or earlier if you like), ask for a childbirth roll. This is one d100 to determine gender, 1-50 is a boy, 51-100 is a girl; and then a d50 to determine the outcome of the birth: 1-4 is dead mother and child, 5 is a surviving child but dead mother, 6-10 is a stillbirth. 11-50 are perfectly fine births. Each point of resilience equals +2 to birth rolls. Advanced age may cause a malus.
Birth Defects
If the child survived, we roll a d20, to see if they have any defects. The age of the mother also comes in as a factor.
Roll a d20. Subtract penalties from the age of the parents if applicable.
1-5 result is a child born with an abnormality of some sort, which sends you to the second roll.
If you got a 1-5 and the child has a defect, the mod will choose a condition for the child (or let the player). Depending on the condition, it will have moderate to severe effects in life.
1-5. Physiological defect.
6-10. Physical defect.
11-15. Developmental defect.
Birth Gifts
Lastly, there are gifts. Roll a d100.
97-100 is a genius. +3 trait points on turning 16.
91-96 is a prodigy. +2 trait points on turning 16
80-90 is gifted. +1 trait point on turning 16
1-70 is no gift.
Gifts may counteract a defect, cancelling it out.
Players are allowed to sign up a maximum of three families. Only one of these families is allowed to be a Patrician family. The paterfamilias of this family is granted a seat in the Senate.
One of your chosen families is allowed to start at 'consular' rank (with the paterfamilias having served in the past as consul) the rest must have held no officer greater than Praetor.
A questionnaire should be completed by each player character to determine the majority of their stats.
Historical characters may be played, with moderator permission and subject to various conditions.
Use these parameters in your character creation sheet.
Questionnaire:
Social Class?
Plebeian: 0 dignitas
Patrician: +2 dignitas
Consular heritage?
Consular ancestry: +1 dignitas
Novus Homo: 0 dignitas, +1 to any stat point.
Roman Archetype:
Cicero: You are a learned man of the law, logical and rational. You are gifted at making arguments to sway your peers. +2 Charisma, +1 Intelligence.
Scipio: You are extroverted, gregarious, and decisive, a natural leader of men. Dangerous to the status quo, but effective when deployed against the enemy. +2 Command, +1 Resilience.
Romulus: You are a warrior, pure and simple. Strong of arm and one of mind, you are ruthless but capable. +2 Resilience, +1 Command.
Camillus: A true Roman, of the old style. You embody all Roman virtue should be, both in war and peace. Frugal, austere, and skilled at arms. +1 Command, Intelligence, and Resilience.
Caesar: You are clever. Perhaps too clever for your own good. You know what you want, and most likely know how to get it. +2 Intelligence, +1 Command
Patron God?
Mars: +1 Command
Jupiter: +1 Resilience
Venus: +1 Charisma
Minerva: +1 Intelligence
Stats:
Charisma:
Resilience:
Command:
Intellect:
Dignitas is perhaps the most important stat in the game, being governed by your personal charisma and by background. It governs your character's political clout, namely the number of votes they command in the Senate. It also establishes the minimum requirement to run for office; a man with no clout cannot expect to be taken seriously as a Consular candidate, for instance.
Dignitas can be gained and lost through character action. Losing a battle may result in a loss to your dignitas, while a great victory or personal triumph might expand your influence massively.
Stats and Character Actions:
A short summation, by no means exhaustive, of what the different stats govern.
Assassination: Planning an assassination takes intelligence, while convincing co-conspirators might take a considerable amount of charisma. Conducting the killing strike yourself - or your chances of surviving such an attempt on your life - will be governed by your resilience.
Battle: A battle plan might succeed or fail based on your intelligence, but command is the personal magnetism and battlefield competence that will ensure you lead your armies well. Resilience will assist your chances of survival.
Personal Combat: Resilience dictates your stamina and damage output in personal combat.
'Size Up': Essentially an intelligence check. You can request a moderator allow you to 'size up' another character/army/situation, whether NPC or player. The moderator will then roll using your intelligence as guidance to determine how much you are able to naturally perceive of the opposing character or situation. If successful, a player essentially has to tell you their plans in the given situation.
Birth Rules:
Siring Children
Order of rolls:
Conception: d20
Birth: d100 and d50
Defects: d20
Gifts: d100
Conception
Roll a d20. 15-20 is a successful copulation. +resilience stats for the woman increases chance of conception. Age can have an impact on the conception chance, down to mod discretion.
You can only have one successful childbirth every year. If you fail at conception, you may try again in 2 RL days.
If successful at conceiving a child, the child will be born during that calendar year.
Birth Roll
At that point (or earlier if you like), ask for a childbirth roll. This is one d100 to determine gender, 1-50 is a boy, 51-100 is a girl; and then a d50 to determine the outcome of the birth: 1-4 is dead mother and child, 5 is a surviving child but dead mother, 6-10 is a stillbirth. 11-50 are perfectly fine births. Each point of resilience equals +2 to birth rolls. Advanced age may cause a malus.
Birth Defects
If the child survived, we roll a d20, to see if they have any defects. The age of the mother also comes in as a factor.
Roll a d20. Subtract penalties from the age of the parents if applicable.
1-5 result is a child born with an abnormality of some sort, which sends you to the second roll.
If you got a 1-5 and the child has a defect, the mod will choose a condition for the child (or let the player). Depending on the condition, it will have moderate to severe effects in life.
1-5. Physiological defect.
6-10. Physical defect.
11-15. Developmental defect.
Birth Gifts
Lastly, there are gifts. Roll a d100.
97-100 is a genius. +3 trait points on turning 16.
91-96 is a prodigy. +2 trait points on turning 16
80-90 is gifted. +1 trait point on turning 16
1-70 is no gift.
Gifts may counteract a defect, cancelling it out.