Post by Gandalf on May 22, 2022 10:04:38 GMT -5
Character Rules:
Players are advised to create multiple characters and families of senatorial or equestrian rank, with a recommended maximum of three families per player.
Your character may start as pro-consul or imperial legate of a province if they so choose.
Historical characters may be played, with moderator permission and subject to various conditions.
Use these parameters in your character creation sheet.
Traits:
Each player character has 4 points to put into resilience, command, dignitas and intelligence
Resilience governs personal strength and health, affecting survival chance in battle, from assassination, and any other mortal danger.
Command governs military skill, affecting your character's prowess as a general.
Dignitas is your character's prestige, importance, and commitment. It governs your character's 'clout' and how they influence non-player characters and factions, as well as their weight in political matters.
Intelligence is your character’s general mental fortitude, and will be used as a general modifier for character actions. Each point of intelligence increases annual income by 5%.
Bloodline:
Roman Noble: You can trace your descent to various heroes and founders of the republic, to consuls who left their mark on the city before the rise of the Caesars. For generations your family has earned the right to sit in the Senate, a privilege you guard jealously. After the civil wars of the previous century, few of you remain, and your ancient pedigree is treated with mistrust by those in power even as your fortunes are squandered and your bloodlines wither. +1 Dignitas
Italic Noble: You are from the communities made Roman at the end of the Social War or by the laws of Augustus, your ancestors being thrust into prominence by the Emperors to supplant the old nobility. You are the lifeblood of the Empire’s bureaucracy, now filling the ranks of the Senate and commanding the Imperial armies. +1 intelligence.
Provincial Noble: You are a member of the Roman communities in the provinces, your ancestors having been settled in one of the many colonies planted by victorious generals. You and your ilk have only recently come to importance, but have injected some much needed vigour and competence into the Imperial officer corps. +1 Command.
Freedman: You are a generation or two from slavery, an outsider to the higher echelons of power by the low circumstance of your birth. But with the coming of the Caesars such lowborn men have talents that can be used and appreciated. +1 Intelligence, +1 Resilience.
Virtues:
Pick one. This is your defining virtue.
Comitas: You are good humoured and known for your natural charm. It is easy for you to make friends. +1 Dignitas
Virtus: You are strong and vigorous, suited for war and other trials of the body. +1 Resilience.
Prudencia: You are a rare citizen of foresight and discretion, often thinking several steps ahead of everyone else. +1 intelligence
Gravitas: You carry yourself in an upright manner that demands respect from your peers. You are sure of yourself in everything you do. +1 Command
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 advised to create multiple characters and families of senatorial or equestrian rank, with a recommended maximum of three families per player.
Your character may start as pro-consul or imperial legate of a province if they so choose.
Historical characters may be played, with moderator permission and subject to various conditions.
Use these parameters in your character creation sheet.
Traits:
Each player character has 4 points to put into resilience, command, dignitas and intelligence
Resilience governs personal strength and health, affecting survival chance in battle, from assassination, and any other mortal danger.
Command governs military skill, affecting your character's prowess as a general.
Dignitas is your character's prestige, importance, and commitment. It governs your character's 'clout' and how they influence non-player characters and factions, as well as their weight in political matters.
Intelligence is your character’s general mental fortitude, and will be used as a general modifier for character actions. Each point of intelligence increases annual income by 5%.
Bloodline:
Roman Noble: You can trace your descent to various heroes and founders of the republic, to consuls who left their mark on the city before the rise of the Caesars. For generations your family has earned the right to sit in the Senate, a privilege you guard jealously. After the civil wars of the previous century, few of you remain, and your ancient pedigree is treated with mistrust by those in power even as your fortunes are squandered and your bloodlines wither. +1 Dignitas
Italic Noble: You are from the communities made Roman at the end of the Social War or by the laws of Augustus, your ancestors being thrust into prominence by the Emperors to supplant the old nobility. You are the lifeblood of the Empire’s bureaucracy, now filling the ranks of the Senate and commanding the Imperial armies. +1 intelligence.
Provincial Noble: You are a member of the Roman communities in the provinces, your ancestors having been settled in one of the many colonies planted by victorious generals. You and your ilk have only recently come to importance, but have injected some much needed vigour and competence into the Imperial officer corps. +1 Command.
Freedman: You are a generation or two from slavery, an outsider to the higher echelons of power by the low circumstance of your birth. But with the coming of the Caesars such lowborn men have talents that can be used and appreciated. +1 Intelligence, +1 Resilience.
Virtues:
Pick one. This is your defining virtue.
Comitas: You are good humoured and known for your natural charm. It is easy for you to make friends. +1 Dignitas
Virtus: You are strong and vigorous, suited for war and other trials of the body. +1 Resilience.
Prudencia: You are a rare citizen of foresight and discretion, often thinking several steps ahead of everyone else. +1 intelligence
Gravitas: You carry yourself in an upright manner that demands respect from your peers. You are sure of yourself in everything you do. +1 Command
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.