Post by fairies wear boots 👢 on Mar 19, 2024 17:23:38 GMT -5
Character Rules:
Players are allowed to sign up a maximum of three families. Each family is of the upper crust of aristocracy in the western half of the Roman Empire, entitled to seats in the senate and political connections to the imperial court.
Each family is led by a 'paterfamilias', and this paterfamilias, being the head of the family, is entitled to the rank of 'Vir illustris', meaning they have previously been a consul in the senate or held a high office in the military or imperial court.
The other male members of the family are entitled to start the game as 'Vir clarissimus', meaning they have the right to sit in the senate and are eligible for higher office (and can thus become 'vir illustris').
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:
Christian?
Orthodox: You are a Christian follower of the conventional Great Church and publicly accept the spiritual authority of the Nicene Creed. -2 when dealing with the heterodox and pagan
Heterodox: You are Christian, but you *openly* follow a teaching which has been declared "heretical" by the Great Church in one of its great councils, or else have been marked as such by a leading bishop. -1 Dignitas in most situations, +2 Dignitas when dealing with other followers of your sect, 0 Dignitas when dealing with different heretics
Paganus: You publicly embrace an alternative to Christianity, and posture yourself as a relic of ancient times, a follower of old Greek philosophies and mystery cults. -2 Dignitas in most situations, +2 Dignitas if dealing with pagan Romans
Senatorial rank?
Vir illustris (illustrious man): +1 dignitas
Vir clarissimus (famous man): 0 dignitas
Region of familial origin: Must be the same for all characters of the same family.
Italia: You are of Italic extraction, believing yourself to be a true Romanus and all others to be "provincials." Italians dominate the Roman Senate, a large number of which hark back to days long past.
Gallia: The Gallo-Roman aristocracy are proud rivals of the Italic nobility and are notoriously fickle. The Gallo-Romans provide much of the manpower of the army and bureaucracy.
British: Born on the periphery of the Imperial world, the British are notoriously troublesome and rebellious at the best of times. But a lifetime of dealing with raids from the north or across the Saxon shores have made them a hardy folk.
Hispania: You are a descendent of the Italic families that settled in Hispania; this province famously spawned the best Caesars of Rome's Golden Age, as well as the current imperial house.
Africa: You descend from the Italic colonists that mingled with the local Punic, Numidian, and Mauretanian noble families of Roman Africa, or perhaps one of the native Mauri tribes of the interior.
Illyricum: The land of the barracks emperors, famous as a breeding ground for Rome's armies. Illyrians are known for their battle prowess, ruthless pragmatism, and their boorishness.
The East: You come from one of the regions of the eastern half of the Empire, such as Greece, Anatolia, Egypt, or Syria. Likely to be more cultured than your western counterparts, but also considered more soft and effete by traditional Roman sensibilities. Your first language is more likely to be Greek.
Barbaroi: You or your parents were born beyond the frontiers of Rome's empire as the members of a Germanic or Nomadic tribe. Whether by war or treaty you entered the service of the Caesars. These foreigners are known for their formidable skill as warriors, but even naturalised barbarians are still barbarians. Many Germans follow the teachings of the prophet Arius, while the nomadic tribes cling to their pagan Gods.
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, their influence among the institutions of the Empire.
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. A sudden loss of Dignitas might mean losing the support of vital Interest Groups, which could herald a sudden downfall.
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. Each family is of the upper crust of aristocracy in the western half of the Roman Empire, entitled to seats in the senate and political connections to the imperial court.
Each family is led by a 'paterfamilias', and this paterfamilias, being the head of the family, is entitled to the rank of 'Vir illustris', meaning they have previously been a consul in the senate or held a high office in the military or imperial court.
The other male members of the family are entitled to start the game as 'Vir clarissimus', meaning they have the right to sit in the senate and are eligible for higher office (and can thus become 'vir illustris').
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:
Christian?
Orthodox: You are a Christian follower of the conventional Great Church and publicly accept the spiritual authority of the Nicene Creed. -2 when dealing with the heterodox and pagan
Heterodox: You are Christian, but you *openly* follow a teaching which has been declared "heretical" by the Great Church in one of its great councils, or else have been marked as such by a leading bishop. -1 Dignitas in most situations, +2 Dignitas when dealing with other followers of your sect, 0 Dignitas when dealing with different heretics
Paganus: You publicly embrace an alternative to Christianity, and posture yourself as a relic of ancient times, a follower of old Greek philosophies and mystery cults. -2 Dignitas in most situations, +2 Dignitas if dealing with pagan Romans
Senatorial rank?
Vir illustris (illustrious man): +1 dignitas
Vir clarissimus (famous man): 0 dignitas
Region of familial origin: Must be the same for all characters of the same family.
Italia: You are of Italic extraction, believing yourself to be a true Romanus and all others to be "provincials." Italians dominate the Roman Senate, a large number of which hark back to days long past.
Gallia: The Gallo-Roman aristocracy are proud rivals of the Italic nobility and are notoriously fickle. The Gallo-Romans provide much of the manpower of the army and bureaucracy.
British: Born on the periphery of the Imperial world, the British are notoriously troublesome and rebellious at the best of times. But a lifetime of dealing with raids from the north or across the Saxon shores have made them a hardy folk.
Hispania: You are a descendent of the Italic families that settled in Hispania; this province famously spawned the best Caesars of Rome's Golden Age, as well as the current imperial house.
Africa: You descend from the Italic colonists that mingled with the local Punic, Numidian, and Mauretanian noble families of Roman Africa, or perhaps one of the native Mauri tribes of the interior.
Illyricum: The land of the barracks emperors, famous as a breeding ground for Rome's armies. Illyrians are known for their battle prowess, ruthless pragmatism, and their boorishness.
The East: You come from one of the regions of the eastern half of the Empire, such as Greece, Anatolia, Egypt, or Syria. Likely to be more cultured than your western counterparts, but also considered more soft and effete by traditional Roman sensibilities. Your first language is more likely to be Greek.
Barbaroi: You or your parents were born beyond the frontiers of Rome's empire as the members of a Germanic or Nomadic tribe. Whether by war or treaty you entered the service of the Caesars. These foreigners are known for their formidable skill as warriors, but even naturalised barbarians are still barbarians. Many Germans follow the teachings of the prophet Arius, while the nomadic tribes cling to their pagan Gods.
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, their influence among the institutions of the Empire.
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. A sudden loss of Dignitas might mean losing the support of vital Interest Groups, which could herald a sudden downfall.
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.