A note before you proceed:
This game is a spiritual revival of Blood of Champions. While no hard rules will be defined for you until worldbuilding is complete, you may look that game up to get a general idea of what things will work like. However, it's up to you nerds to decide and define a few things first. You'll be given a set of options to choose from, paired with their effects on the game as a whole.
The only things set in stone right now are the inclusion of gladiator fighting, this not being completely historically accurate, and the fact that there will be two sides eventually. Let us begin with all players voting for the options I give, organized in a neat little votebox!
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Your life isn't too bad by a long shot. You family is wealthy and successful, and have even decided to try their hand at running a stable of Gladiators! While you will eventually need to work together with your family to tear down a rival family that's
also taken an interest in Gladiators, you first must meditate on the past and appreciate what has brought you here and why. It all begins with the founding of what would become the capital...
High Realism: A series of pastoral settlements grew together into what became the city of Rome as multiple tribes melded together in the fertile valleys. [Potential Races limited to Ancient Era Humanity, Potential Creatures limited to those seen in the Ancient Era, No Magic]
Low Realism: The founding myth of Rome states that wolf-raised twin brothers and demigods Remus and Romulus founded the city. Romulus killed Remus upon the city's establishment in order to name it for himself. [Potential Races limited to Ancient Era Humanity, Mythological Beasts Allowed (though unintelligent), Minor Magic through Gods and Nature (Divine/Druidic)]
Low Fantasy: Rome was founded upon the ground where the dominant Man, Elf, and Dwarf cultures of the region declared a lasting peace, intermingled, and prospered. [Potential Races include the Fantastic, Fantastic Beasts Allowed (though largely unintelligent), Magic is arcane, very rare, and very powerful. Reminiscent of a Tolkien-esque world]
High Fantasy: Rome is said to have been built as a seal over an ancient demonic entity, it's citizens unknowingly (for the most part) the primary line of defense should it ever escape the realm it's locked into. Indeed, the paths through Rome's separate districts, when mapped out, do appear to be a series of sigils. [Potential Races and Beasts (Intelligent or Otherwise) are practically limitless, though inspiration will be dominated by Dungeons and Dragons, Magic is common and diverse.]
But wait, there's more! You can create your own founding myth! If you wish to choose a different set of parameters then feel free to propose it - or maybe for some reason you want to change the flavor of a predefined set, you animal. The guidelines are as follows:
You define the set races/species of sentient beings you'll be/interact with/own
You define the types of creatures available for use in the arena
You define the level/type of magic present in the world
The city is named Rome
PREGAME PHASES ARE COMPLETE! RULES ARE NOW BELOW!The SystemsEach turn will be divided into Phases:
-Planning: The first Phase will be the Planning Phase. Here you will get basic information on the types of games to expect in arenas where appropriate. You will need to select which fights you will participate in during this phase. Slots you may sign up for are identified as Unbooked, though they may also get filled by an..."NPC's" Gladiators.
-Action: In this phase you will use Tokens (see "Resources" below) to expand access to equipment, purchase new gladiators, upgrade your ludus, and expand the family estate, among other things. Unlike a typical Arms Race, you are asked to think in a more roleplaying manner. Each team is in charge of the continued existence of their House, and so if you have an idea you'd like to propose - things like holding an exhibition before a big game, or spying on the enemy family, or certain upgrades to your holdings, feel free to ask if it's possible. This is meant to go both ways: you can ask if doing x is a possibility and will get a yes/no answer without details on possible results, and you can ask if you can achieve y result and I'll let you know if it's something you can figure out. Think of it as a Design Phase with Benefits. A single d6 with modifiers will determine the effectiveness of actions. I will provide extra assistance during the first few turns so you guys get a grasp on things.
-Training: A Revision Phase oriented specifically towards upgrading Gladiators. You start out with 4d6 to allocate towards Gladiator Training. You choose a Gladiator and skill to upgrade as well as the number of dice, with each extra die adding a +1 to the roll, though it cannot exceed 6. For example, putting 3d6 into Vitality would mean I roll 1d6 and add 2 from the extra two dice, up to a total of 6. It is possible to come up with ways to add modifiers or change the number of dice available.
-The Games: The Games is a summary of the culmination of your actions that turn, including the details of arena combat. Once The Games are posted the next turn begins with the Planning Phase.
Gladiators are the lifeblood of your business. You can reasonably expect to be able to maintain a number of Gladiators equal to the amount of Food available. All Gladiators have four main stats, which you can easily remember using the very unique T.R.A.I.T.S.
Technique is a Gladiator's familiarity with a weapon or particular piece of equipment should it be unique in some way. There can be multiple Technique (Equipment) skills on an individual Gladiator.
Resilience is a Gladiator's stamina and endurance, and is also taken into account when mounted on a creature. Higher Resilience generally indicates more staying power.
Agility represents a Gladiator's physical prowess and swiftness. Higher Agility often indicates quicker movements and attacks.
Intelligence is a Gladiator's familiarity with invoking or evoking the powers of their various gods. Higher Intelligence means more frequent and potent use of magical equipment of all types.
Theatrics represents a Gladiator's ability to draw in the crowd. Higher Theatrics generally indicates better favor from the crowd, patrons, and more.
Strength represents a Gladiator's, well, strength. Higher Strength means they can hit harder, and with bigger things.
The Technique Skill for new Gladiators will be marked as (Convertible) and will be transferred to the first Technique Skill trained.
Potential Gladiators for purchase will be displayed at the start of the Action Phase. As time goes on the slave stock will improve, but at the start each one starts with 1d6 in each attribute and Rags for armor. They all also have a "Racial" Trait which provides augmentation based on nationality, and may come with additional modifying traits such as Ex-Legionnaire, Bloodthirsty, or Gluttonous. Effects of traits are unknown until observed in an owned Gladiator.
There are also stats without a solid numerical identifier that will be expressed throughout updates, but will not be made explicitly apparent. A Gladiator's Relationships, Loyalty, and Morale specifically are things to keep in mind while making decisions.
Property, which includes the basic starting Ludus and Familial Estate, can be upgraded and will provide appropriate bonuses based on the additions you make in design, decoration, and staffing. Adding various types of training equipment, a well, or an expanded Slave's Quarters are all possible means of improving your holdings. The quality and effectiveness of property designs will be decided by a d6 roll.
Equipment is used primarily as a means of modifying a Gladiator's T.R.A.I.T.S. Different types of equipment will provide different bonuses and maluses. "Designing" a piece of equipment in this game often actually means purchasing it. As such it is much easier to get Roman equipment than that of other peoples. A roll of a d6 will affect quality of the equipment based on a nonstatic scale of difficulty (thank Abbera for that decision) generally influenced by how far the equipment's homeland is and/or how hard it would be to produce. Any Token may be used in exchange for "designing" new equipment.
You may also choose to design unique, personalized pieces of equipment with greater effects as a "Custom Request". These may be subject to multiple rolls and will be more costly, though a Custom Request's price need not be paid at once. Don't expect to get the piece before it's paid for in full though.
There are two types of resources you must keep an eye on:
Food is a singular resource that relates directly to how many Gladiators you can care for. Having surplus food has a chance of providing additional tokens. A deficit in food gets progressively worse. For every Food missing each Gladiator suffers a temporary 1d6 malus to a random stat for the turn thanks to reduced rations. If any stat hits 0 or below this way then they are unable to fight that turn. At (-5) all your Gladiators are starving and will be unable to fight regardless of their stats. Though chances are if things get that bad starvation will be the least of your worries.
Tokens come in a variety of types, and can often be used interchangeably. The type of token used will affect how the action plays out and events further down the line, but will not impact your overall ability to win the game. Token types as of now are as follows:
Fortune Tokens represent sums of money leaving your hands and entering someone else's. As wealth is a universal language, there's almost no opportunity for using a Fortune Token and having events turn on you. Almost.
Favor Tokens represent favors both owed to you by others and others by you. Using a Favor Token to do something will often put you in someone's debt in order to achieve your goal. You will usually be asked to do a favor in return, with the debt being forgiven on completion. A Favor Token can also be used sans objective on a person of interest (PoIs will be listed in a spoiler as you meet them) in order to attempt to get them indebted to you - sometimes without needing to do anything yourself! You can call in these favors with varying degrees of success based on relationship status, family standing, and a whole slew of minor factors.
Fame Tokens represent your mere presence acting to further your goals. Fame Tokens usually don't come with drawbacks, however you may see less significant success or side events occur if you're not known at all or if your target outFames you or doesn't care for popularity.
Fate Tokens represent the will of the Gods guiding your family. While these tokens will see the greatest level of success, they may also have massive unexpected impacts not just to your family, but across Rome as a whole.
There are a number of locations that host a variety of games, each with it's own requirements for entry, possible game types, and rewards. These locations are as follows:
Back Alley Pit: A dirty alleyway where a dirtier crowd gathers to bet on even dirtier fights. Victory can give Fortune and Fate Tokens, though a loss guarantees Gladiator death. Opponents and match type are randomized.
Gambling Den: A building that blends in with it's neighbors, though it holds many vices within. Entry requires the use of Any Token, to be refunded on Victory. Token Rewards are also determined and known to you in the Planning Phase. Fights are always standard but opponents are randomized, though the payout may be a good judge of their experience...
Racing Track: A tract of land meant for racing man and beast. Participation will require access to a Horse. Barring accident, these should be nonlethal races. You may only sign on for one race per turn. The lower odds of winning, due to most races having more than two participants, are countered by the chance to win two Tokens.
Forum Arena: A fenced-off pit off to the side of the local forum. Victory gives the opportunity to acquire either a Fortune, Favor, or Fame Token, with a 50% chance to gain another. Match type is predetermined, as are opponents, usually. Contenders also tend to be less experienced.
Hippodrome: A massive track meant for the greatest racing spectacles the world has to offer. Requires an invitation to participate in (the most well-known method being victory at the Racing Track). Races can involve Horses or Chariots, can be very lethal, and will net a Fame Token as well as two other Tokens.
Colosseum: The grandest arena, where men become legends, and legends become gods. Entry requires an invitation, often gained through victories in other arenas. Victory grants Two Fortune Tokens as well as two random Tokens. Opponents and match type are predetermined, but changes can and will occur; this is the entertainment industry, after all. Some matches may also have specific requirements to fulfill (equipment, traits, mounts, nationality, etc.).
Games will be resolved using a series of rolls using various attributes and traits as modifiers to how the combat plays out. Generally it will be GM discretion based on stats, traits, and equipment.
Updates will be done in each of the team threads and with a high level of OpSec. Combat will generally be described the same, but you'll need to devote resources to discovering more about your enemies.
Very minimal, considering the final setting vote included actual divinity and mythological creatures. No need to worry about fitting your gladiators into specific equipment loadouts (unless a match requires it), and generally if Rome and a nation existed at the same time you can try to access their equipment. I don't want to hear any "But those gross barbarians with the screaming women existed 50 years after these filthy ones we got the fur socks from".
While your most apparent goal is to outclass your rivals in the arena, your ultimate aim is to crush the whole lot of them, to turn their name - or flesh - to dirt. You may wish to be cautious about acting outside of the law, though...