Editing Morturi: Light Roles
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'''Light Roles''' include: | '''Light Roles''' include: | ||
− | * '''Servus''' - Literally, just a "slave". These hapless souls represent individuals deemed to be of so little worth and potential to a school that they are given the most meagre of weapons, no armour, and sent into battle. This special role is for | + | * '''Servus''' - Literally, just a "slave". These hapless souls represent individuals deemed to be of so little worth and potential to a school that they are given the most meagre of weapons, no armour, and sent into battle. This special role is for Novicius characters only, and is one that is abandoned as soon as the Novicius has survived a single battle. |
* '''Bestiarius''' - Unarmoured, but armed with a short spear or knife, these beast-fighters specialised in fighting against animals. However, their skills and tricks give them some benefit against human fighters too! | * '''Bestiarius''' - Unarmoured, but armed with a short spear or knife, these beast-fighters specialised in fighting against animals. However, their skills and tricks give them some benefit against human fighters too! | ||
* '''Fast Beast''' - An animal, such as a wolf or a panther, combining superlative speed with animal instinct. | * '''Fast Beast''' - An animal, such as a wolf or a panther, combining superlative speed with animal instinct. | ||
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* '''Laquerius''' - Fighting with a noosed rope (or for this game, a chain or a whip) and short sword, these light fighters focus on ensnaring enemies and pulling them about. | * '''Laquerius''' - Fighting with a noosed rope (or for this game, a chain or a whip) and short sword, these light fighters focus on ensnaring enemies and pulling them about. | ||
* '''Praegenarius''' - More entertainer than fighter, carrying little in the way of useful weaponry, but skilled at working the crowd. | * '''Praegenarius''' - More entertainer than fighter, carrying little in the way of useful weaponry, but skilled at working the crowd. | ||
− | * ''' | + | * '''Sagitarius''' - An archer, combining good range with good speed. |
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=Servus= | =Servus= | ||
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* '''Move:''' 5 | * '''Move:''' 5 | ||
* '''Attack:''' Dagger - Roll 2+ to deal 2 damage. | * '''Attack:''' Dagger - Roll 2+ to deal 2 damage. | ||
* '''Life Points:''' 8 | * '''Life Points:''' 8 | ||
− | ===Servus | + | ===Servus Tricks=== |
− | + | Servus Gladiators do not have any Tricks. | |
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− | Servus | + | In a Campaign game a Servus character that survives one battle is advanced to Palus, and replaced by a newly generated Palus gladiator of the same name, but with a new role and stats. A Servus may not be replaced by a non-human Palus (such as a Fast Beast or Large Beast) but can adopt any other role. |
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+ | =Bestiarius= | ||
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* '''Move:''' 5 | * '''Move:''' 5 | ||
* '''Attack:''' Light weapon - Roll 2+ to deal 2 damage. | * '''Attack:''' Light weapon - Roll 2+ to deal 2 damage. | ||
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===Bestiarius Tricks=== | ===Bestiarius Tricks=== | ||
− | + | Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks. | |
− | * ''' | + | * '''Hunter's Courage''' |
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The Bestiarius is immune to ''Fear'' effects. | The Bestiarius is immune to ''Fear'' effects. | ||
− | * ''' | + | * '''Survivor's Wits''' |
− | + | The Bestiarius can turn-to-face as a reaction even if there is an enemy in his front square. | |
* '''Slayer''' | * '''Slayer''' | ||
The Bestiarius gains an additional +1 damage when attacking non-human targets. This stacks with the bonus from ''Hunter''. | The Bestiarius gains an additional +1 damage when attacking non-human targets. This stacks with the bonus from ''Hunter''. | ||
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* '''Target weak spot''' | * '''Target weak spot''' | ||
The Bestiarius ignores damage reduction from ''Toughness'' bonuses. | The Bestiarius ignores damage reduction from ''Toughness'' bonuses. | ||
− | * ''' | + | * '''Confidence''' |
− | The | + | The Bestiarius gains a +1 damage bonus against all opponents. If the Bestiarius is wounded, he loses this bonus for the rest of the battle. |
+ | * '''Execute''' | ||
+ | If the Bestiarius rolls a "6" on his attack roll, then his base damage is increased from 2 to 6. Other damage modifiers apply as normal ''after'' this increase. | ||
+ | * '''Warrior Spirit''' | ||
+ | The Bestiarius passes Survival checks on a base roll of 3+ rather than 4+. | ||
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+ | =Fast Beast= | ||
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* '''Move:''' 6 | * '''Move:''' 6 | ||
* '''Attack:''' Tooth and Claw - Roll 2+ to deal 2 damage. | * '''Attack:''' Tooth and Claw - Roll 2+ to deal 2 damage. | ||
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===Fast Beast Special Rules=== | ===Fast Beast Special Rules=== | ||
− | '''Animal | + | '''Animal''' - Because they are animals, beasts are not capable of complex strategy and rely on the shouted commands of their lanista trainer on the sideline. On its turn, a beast must either stay in the same square it is in, or move towards the nearest opponent by the most direct route possible. A beast adjacent to one or more opponents must stay in the square it is in and attack one of those opponents. |
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===Fast Beast Tricks=== | ===Fast Beast Tricks=== | ||
− | + | Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks. | |
+ | * '''Light Mobility''' | ||
+ | After making an attack against a target, move 1 square for free. | ||
+ | * '''Pack Tactics''' | ||
+ | +1 damage on non-frontal attacks (this stacks with the normal damage bonus for facing). | ||
+ | * '''Hamstring''' | ||
+ | On each successful attack, debuff the target's movement by one point for the rest of the battle. | ||
+ | * '''Complex Command Training''' | ||
+ | This fast beast ignores the ''Animal'' special rule described above, and can be directly normally as if it were a non-animal gladiator. | ||
* '''Killer instinct''' | * '''Killer instinct''' | ||
+1 to damage dealt against wounded targets. | +1 to damage dealt against wounded targets. | ||
− | * ''' | + | * '''Fast Movement''' |
− | + | +1 to base movement rate. | |
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* '''Snarling beast''' | * '''Snarling beast''' | ||
− | The beast is especially feral seeming, and intimidating to approach. Any | + | The beast is especially feral seeming, and intimidating to approach. Any human gladiators (allied or enemy) moving into a square adjacent must pay +1 movement point for that square of movement. This is a ''Fear'' effect. |
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+ | =Gallus= | ||
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* '''Move:''' 5 | * '''Move:''' 5 | ||
* '''Attack:''' Light weapon - Roll 2+ to deal 2 damage. | * '''Attack:''' Light weapon - Roll 2+ to deal 2 damage. | ||
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===Gallus Special Rules=== | ===Gallus Special Rules=== | ||
− | ''' | + | '''Shield''' - Attacks against the front facing of the Gallus have a +1 to their to-hit number (e.g. 2+ to hit becomes 3+). |
===Gallus Tricks=== | ===Gallus Tricks=== | ||
− | + | Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks. | |
* '''Execute''' | * '''Execute''' | ||
− | If the Gallus rolls a "6" on | + | If the Gallus rolls a "6" on a damaging attack roll, then his base damage is increased from 2 to 6. Other damage modifiers apply as normal ''after'' this increase. |
− | * ''' | + | * '''Twisting the Blade''' |
− | + | If the Gallus rolls a "6" on a damaging attack roll, then his target is ''Agonised''. An ''Agonised'' target loses his next turn, but then loses the ''Agonised'' condition. | |
* '''Opportunist''' | * '''Opportunist''' | ||
− | When making a non-frontal attack, the Gallus can take any dice roll of | + | When making a non-frontal attack, the Gallus can take any dice roll of 4 or 5, and change it to a 6. |
* '''Sand toss''' | * '''Sand toss''' | ||
− | The Gallus can choose to use this ability instead of an ordinary melee attack | + | The Gallus can choose to use this ability instead of an ordinary melee attack. If it hits, the attack deals no damage but the target is ''blinded'' until the end of the Gallus' next turn. A ''blinded'' target has a +2 to their to-hit numbers on attacks they make (e.g. 2+ to hit becomes 4+ to hit). |
* '''Trip''' | * '''Trip''' | ||
− | The | + | The Gallus can choose to use this ability instead of an ordinary melee attack. If it hits, attack deals no damage but the target is knocked ''prone''. All attacks against a ''prone'' target count as being made against his rear facing, regardless of which way the gladiator is facing. A ''prone'' target cannot turn-to-face as a reaction. Also, a ''prone'' target cannot make attacks. A light or medium gladiator can stand up from ''prone'' by spending 1 movement point. A heavy gladiator must spend 4 movement points to stand up. |
* '''Tumble''' | * '''Tumble''' | ||
If at any time the Gallus would be knocked prone, he is not knocked prone, and may immediately move one square for free. | If at any time the Gallus would be knocked prone, he is not knocked prone, and may immediately move one square for free. | ||
− | * ''' | + | * '''Warrior Spirit''' |
− | + | The Gallus passes Survival checks on a base roll of 3+ rather than 4+. | |
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=Laquerius= | =Laquerius= | ||
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* '''Move:''' 5 | * '''Move:''' 5 | ||
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===Laquerius Tricks=== | ===Laquerius Tricks=== | ||
− | + | Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks. | |
+ | * '''Execute''' | ||
+ | If the Laquerius rolls a "6" on a damaging attack roll, then his base damage is increased from 2 to 6. Other damage modifiers apply as normal ''after'' this increase. | ||
* '''Come here!''' | * '''Come here!''' | ||
− | The Laquerius can choose to use this ability instead of an ordinary melee attack. ''"Come here!"'' is a ranged attack | + | The Laquerius can choose to use this ability instead of an ordinary melee attack. ''"Come here!"'' is a ranged attack that can be used at a range of 1-3 squares. If it hits, the attack deals no damage but the target is immediately moved into a square adjacent to the Laquerius chosen by the Laquerius, and has a new facing chosen by the Laquerius. |
+ | * '''Trip''' | ||
+ | The Laquerius can choose to use this ability instead of an ordinary melee attack. If it hits, attack deals no damage but the target is knocked ''prone''. All attacks against a ''prone'' target count as being made against his rear facing, regardless of which way the gladiator is facing. A ''prone'' target cannot turn-to-face as a reaction. Also, a ''prone'' target cannot make attacks. A light or medium gladiator can stand up from ''prone'' by spending 1 movement point. A heavy gladiator must spend 4 movement points to stand up. | ||
+ | * '''Hook and follow''' | ||
+ | The Laquerius can choose to use this ability instead of an ordinary melee attack. ''"Hook and follow"'' is a ranged attack that can be used at a range of 1-3 squares. If it hits, the attack deals no damage but till the start of the Laquerius next turn, whenever the target moves a square, the Laquerius may move one square as well. The Laquerius' movement from this power cannot be used to increase the distance between the target and the Laquerius. If for any reason the Laquerius cannot move without breaking this rule, the ''Hook and follow'' effect ends immediately. | ||
+ | * '''No escape''' | ||
+ | At the start of the Laquerius turn, choose one enemy adjacent to the Laquerius. This is not an attack. That enemy is ''entangled'' until the start of the Laquerius' next turn. An ''entangled'' gladiator cannot move from his current square, though he can still change his facing. | ||
* '''Coup de Grace''' | * '''Coup de Grace''' | ||
− | If the Laquerius makes a | + | If the Laquerius makes a melee attack against an opponent that is both ''prone'' and ''entangled'', then that opponent is killed automatically, with no attack roll. |
− | + | * '''Warrior Spirit''' | |
− | + | The Laquerius passes Survival checks on a base roll of 3+ rather than 4+. | |
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[[Category:Morturi|Light Roles]] | [[Category:Morturi|Light Roles]] |