Thug A: grapple HP.
Thug B: grapple HZ.
KZ: punch them guys in their faces!
MF: try to dodge the bad guys' attacks and maybe throw a counterpunch.
HZ/Bulk: go "HURGURGLURGUR" and hit the guy tryna take his food.
FF: run around willy nilly
HP: skip
Thug A: grapple HP. 3
Thug B: grapple HZ. 8
KZ: punch them guys in their faces! 5
MF: try to dodge the bad guys' attacks and maybe throw a counterpunch. 7
HZ/Bulk: go "HURGURGLURGUR" and hit the guy tryna take his food. 4
FF: run around willy nilly n/a
HP: skip Prologue <BATTLE}---(Kindof a hobo fight sim rn...)A noble is out on a walk, adorned with the lavish yellow attire of House Constantine. It's a sunny day, the hustle and bustle of the city quickly dies off to the surrounding towns, like this small crossroads. The noble passes a gathering of peasant children and the bold teal banners of the auction house, the only landmark. There is business to be done. The well-to-do tourist turns back when a ruckus is heard from a grate in the ground. The aristocrat brushes the excitable children aside to see what is happening...
Stepping under the light, the closest thug has dirty bronze skin, messy grey hair just past their ears, and ghostly blue eyes. He lunges at the nearest victim, but they step out of the way and he slips on some rat shit, tumbling face first into the poo bucket. Looking down at the newcomer thrash about, the longtime slave chooses to simply slowly back away. Enraged, the second thug steps close. A black man with a narrow nose and blond short curls. He sizes up the next one, a bald man with a vacant expression on his drooling face, who abruptly shouts
"HURGURGLURGUR!" before the second thug lunges at him, pulling him into a headlock and causing the dolt to start to pass out.
"Bulk sleepy..."A guard opens the door and glances inside under the shadow of their pointy brown helmet. They withdraw from the opening, and three more slaves are pushed inside. Seeing the struggle, they all run over to help. An old man with a mustache gets in close. The second thug looks on, keeping the headlock as the first thug raises their head up, fleeces dropping from the tangles of their moppy hair. The blond haired slave ducks as the other is clocked by the old man. The wide blow doesn't do much more than cause them to hold their face in momentary discomfort, while the mustached fighter teeters forward.A teenage boy dodges and weaves through the sweaty bodies and jabs the second thug in the gut. He grimaces and grits his teeth. All the while the patter of feet as the third man is running around the room sporadically.
The noble sees a child dangling something, but before they can make out what it is...
Another slave is sent in. Probably not as old as she looks, she has rapid eyes and terrible teeth. She seem to recognize the smelly thug, and rushes in to defend him. There is the sounds of children cheering from the light. Something drops with a thud. A
crude knife.
The third and first thug scramble for the knife. The second thug prepares to kick the wooden bucket at the slave in the back.
-- T1 T2 T3 --
==============
-- KZ HZ MF FF
-- -- HP -- --
disadvantage
Formation TacticsFront Row: Attack any front row target or the back row target ahead of you without penalty, all other targets are harder to attack. (-1 to rolls above 7). Attacking the front row target ahead of you is easier. (+1 to rolls below 7)
Back Row: Attack front row target ahead of you without penalty, all other targets are harder to attack. (-1 to rolls above 7) Players that are skipped or incapacitated will be sent to the back if able. If you move infront of someone they will be sent back; this will happen at the end of the turn if they don't manually move back.
DisadvantageWhen you get attacked you get hurt, but when you mess up an attack you create an opening. When someone gets an attack roll of 5 or less, they are put in a disadvantageous position, making follow up attacks on them easier. (+x to rolls below 7, stops at 7); x is r5=1, r4=2, r3=3, r2=4. The worse you fail, the bigger the opening. Effect ends once they can act.
Tip: Changes to positioning resolve before actions.
Aside: Man of Paper actually made some really cool meta level stuff I want to borrow from Blood and Sand/Blood of Champions. I asked, we'll see.
Paper says it's OK, so that's what we're gunna do. Several systems from
this AR will be adapted for use in this RP. Please take a look:
All Gladiators have six 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.
TRAITS did not effect this turn, but will factor into the next turn. All stats start at 10. All player slaves are
malnourished, reducing all stats by 3. Enemy slaves are
hungry, decreasing by 1.
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.
Acting as the noble,
syvarris please choose a gender pronoun and give a description. You can choose 1 token for free, any type. This token can be spent now to attempt to influence present events, or it can be saved for later.
The battle continues!