Difference between revisions of "Morturi: Cult of Mithras"

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===Bull of Mithras Special Rules===
 
===Bull of Mithras Special Rules===
  
'''Web of Secrets''' - Several of the tricks below require expenditure of ''Web'' points to use. Note that ''Web'' points are possessed by the school rather than by individual gladiators, but the Trick being used belongs to the Gladiator. Each school in the battle starts with a number of ''Web'' points equal to the total number of Mithras faction gladiators in the arena, regardless of which school those gladiators belong to.
+
'''Web of Secrets''' - Several of the tricks below require expenditure of ''Web'' points to use. Note that ''Web'' points are possessed by the school rather than by individual gladiators, but the Trick being used belongs to the Gladiator. Each school in the battle starts with a number of ''Web'' points equal to the total number of Mithras faction gladiators in the arena at the start of the battle, regardless of which school those gladiators belong to.
  
 
===Bull of Mithras Tricks===
 
===Bull of Mithras Tricks===
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===Keeper of the Seventh Element Special Rules===
 
===Keeper of the Seventh Element Special Rules===
  
'''Web of Secrets''' - Several of the tricks below require expenditure of ''Web'' points to use. Note that ''Web'' points are possessed by the school rather than by individual gladiators, but the Trick being used belongs to the Gladiator. Each school in the battle starts with a number of ''Web'' points equal to the total number of Mithras faction gladiators in the arena, regardless of which school those gladiators belong to.
+
'''Web of Secrets''' - Several of the tricks below require expenditure of ''Web'' points to use. Note that ''Web'' points are possessed by the school rather than by individual gladiators, but the Trick being used belongs to the Gladiator. Each school in the battle starts with a number of ''Web'' points equal to the total number of Mithras faction gladiators in the arena at the start of the battle, regardless of which school those gladiators belong to.
  
 
===Keeper of the Seventh Element Tricks===
 
===Keeper of the Seventh Element Tricks===
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At the start of any battle round spend 4 ''Web'' points and select one enemy Gladiator. That Gladiator joins the Keeper's team until the end of the current battle.
 
At the start of any battle round spend 4 ''Web'' points and select one enemy Gladiator. That Gladiator joins the Keeper's team until the end of the current battle.
 
* '''Coerced Absence'''
 
* '''Coerced Absence'''
Spend 3 ''Web'' points at the start of the battle and select one enemy Gladiator in the arena. That Gladiator is removed from the arena and may not participate in this battle. He is not considered to have been taken "out of action", however, and does not need to make a survival check.
+
Spend 3 ''Web'' points at the start of the battle and select one enemy Gladiator in the arena. That Gladiator is removed from the arena and may not participate in this battle. He is not considered to have been taken "out of action", however, and does not need to make a survival check. In campaign games the absent gladiator does not gain any experience advancement for participating in the battle.
 
* '''Influencing the Mob'''
 
* '''Influencing the Mob'''
 
Spend 1 ''Web'' point at the start of the battle. Gain 1 point of ''Crowd's Favour''.
 
Spend 1 ''Web'' point at the start of the battle. Gain 1 point of ''Crowd's Favour''.
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* '''Will to Live'''
 
* '''Will to Live'''
 
The gladiator receives a +1 bonus to the dice roll on Survival checks.
 
The gladiator receives a +1 bonus to the dice roll on Survival checks.
 +
<br><br>
 +
=Secret Master of the Mysteries=
 +
 +
* '''Class:''' Medium
 +
* '''Move:''' 4
 +
* '''Attack:''' None - See below.
 +
* '''Life Points:''' 8
 +
 +
===Secret Master of the Mysteries Special Rules===
 +
 +
'''Mysterious Absence''' - At the start of the battle, after deployment but just before the first turn, remove the Secret Master from the arena. The Secret Master does not participate directly in this battle, though he is still counted as being deployed to it for the purposes of the tricks below, and for the purposes of working out starting Web Points. However, in campaign games he does not gain any experience advancement for participating in the battle.
 +
 +
'''Web of Secrets''' - Several of the tricks below require expenditure of ''Web'' points to use. Note that ''Web'' points are possessed by the school rather than by individual gladiators, but the Trick being used belongs to the Gladiator. Each school in the battle starts with a number of ''Web'' points equal to the total number of Mithras faction gladiators in the arena at the start of the battle, regardless of which school those gladiators belong to.
 +
 +
===Secret Master of the Mysteries Tricks===
 +
 +
Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.
 +
 +
* '''Corax Mystery'''
 +
* '''Nymphus Mystery'''
 +
* '''Miles Mystery'''
 +
* '''Leo Mystery'''
 +
* '''Perses Mystery'''
 +
* '''Heliodromus Mystery'''
 +
* '''Pater Mystery'''
 +
For each of these Tricks the Secret Master has, add +1 to the starting ''Web'' points of the school in this battle.
 
<br><br>
 
<br><br>
 
=Sun Runner=
 
=Sun Runner=
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===Sun Runner Special Rules===
 
===Sun Runner Special Rules===
  
'''Web of Secrets''' - Several of the tricks below require expenditure of ''Web'' points to use. Note that ''Web'' points are possessed by the school rather than by individual gladiators, but the Trick being used belongs to the Gladiator. Each school in the battle starts with a number of ''Web'' points equal to the total number of Mithras faction gladiators in the arena, regardless of which school those gladiators belong to.
+
'''Web of Secrets''' - Several of the tricks below require expenditure of ''Web'' points to use. Note that ''Web'' points are possessed by the school rather than by individual gladiators, but the Trick being used belongs to the Gladiator. Each school in the battle starts with a number of ''Web'' points equal to the total number of Mithras faction gladiators in the arena at the start of the battle, regardless of which school those gladiators belong to.
  
 
===Sun Runner Tricks===
 
===Sun Runner Tricks===

Revision as of 08:11, 27 October 2009

Morturi Te Salutant: Main Page -> Morturi: Factions -> Morturi: Cult of Mithras

Bull of Mithras

  • Class: Heavy
  • Move: 3
  • Attack: Double handed sword - Roll 5+ to deal 5 damage.
  • Life Points: 8

Bull of Mithras Special Rules

Web of Secrets - Several of the tricks below require expenditure of Web points to use. Note that Web points are possessed by the school rather than by individual gladiators, but the Trick being used belongs to the Gladiator. Each school in the battle starts with a number of Web points equal to the total number of Mithras faction gladiators in the arena at the start of the battle, regardless of which school those gladiators belong to.

Bull of Mithras Tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Charging Bull

The Bull of Mithras may spend 3 movement points to move three squares straight forward. A single enemy gladiator may occupy any one of the three squares he is going to enter, and is pushed back directly so he ends up one square in front of the Bull at the end of his movement. This is a Fear effect.

  • Determination

If an attack reduces the Gladiator to exactly 0 Life Points, roll a D6. If you roll an odd number, the Gladiator immediately regains that many Life Points.

  • Relentless

The Bull of Mithras ignores any increase in movement cost to move a square. As long as he is able to move, it always costs him one movement point to move to an adjacent square.

  • Reputation of Invulnerability

Spend 2 Web points at the start of the battle to activate this trick and select one enemy human gladiator that is susceptible to Fear effects. For the duration of this battle, that gladiator can only hit the Bull of Mithras in melee on a "6".

  • Sacrificial Bull

The Bull of Mithras may spend 2 movement points to deal 1 life point of damage to himself. This damage is not reducible by any means. His school immediately gains 1 Web point.

  • Toe to Toe

The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is in addition to his normal attacks this round.

  • Will to Live

The gladiator receives a +1 bonus to the dice roll on Survival checks.

Keeper of the Seventh Element

  • Class: Medium
  • Move: 4
  • Attack: Sword - Roll 4+ to deal 4 damage.
  • Life Points: 8

Keeper of the Seventh Element Special Rules

Web of Secrets - Several of the tricks below require expenditure of Web points to use. Note that Web points are possessed by the school rather than by individual gladiators, but the Trick being used belongs to the Gladiator. Each school in the battle starts with a number of Web points equal to the total number of Mithras faction gladiators in the arena at the start of the battle, regardless of which school those gladiators belong to.

Keeper of the Seventh Element Tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Change in Loyalty

At the start of any battle round spend 4 Web points and select one enemy Gladiator. That Gladiator joins the Keeper's team until the end of the current battle.

  • Coerced Absence

Spend 3 Web points at the start of the battle and select one enemy Gladiator in the arena. That Gladiator is removed from the arena and may not participate in this battle. He is not considered to have been taken "out of action", however, and does not need to make a survival check. In campaign games the absent gladiator does not gain any experience advancement for participating in the battle.

  • Influencing the Mob

Spend 1 Web point at the start of the battle. Gain 1 point of Crowd's Favour.

  • Second Circle Mithraicist

The Gladiator's school starts with 1 extra Web point.

  • Secret Debt

Spend 1 Web points at the start of the battle and select one enemy gladiator in the arena. That gladiator may not attack the Keeper with any attack. If the Keeper attacks that enemy in any way, then the effect of Secret Debt ends.

  • Sign of the Taurus

Spend 1 Web point and 1 Movement Point. One enemy Gladiator must immediately make a melee attack targeting another enemy Gladiator of your choice. The attack target must be adjacent to the first Gladiator, and a legal target to attack.

  • Will to Live

The gladiator receives a +1 bonus to the dice roll on Survival checks.

Secret Master of the Mysteries

  • Class: Medium
  • Move: 4
  • Attack: None - See below.
  • Life Points: 8

Secret Master of the Mysteries Special Rules

Mysterious Absence - At the start of the battle, after deployment but just before the first turn, remove the Secret Master from the arena. The Secret Master does not participate directly in this battle, though he is still counted as being deployed to it for the purposes of the tricks below, and for the purposes of working out starting Web Points. However, in campaign games he does not gain any experience advancement for participating in the battle.

Web of Secrets - Several of the tricks below require expenditure of Web points to use. Note that Web points are possessed by the school rather than by individual gladiators, but the Trick being used belongs to the Gladiator. Each school in the battle starts with a number of Web points equal to the total number of Mithras faction gladiators in the arena at the start of the battle, regardless of which school those gladiators belong to.

Secret Master of the Mysteries Tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Corax Mystery
  • Nymphus Mystery
  • Miles Mystery
  • Leo Mystery
  • Perses Mystery
  • Heliodromus Mystery
  • Pater Mystery

For each of these Tricks the Secret Master has, add +1 to the starting Web points of the school in this battle.

Sun Runner

  • Class: Light
  • Move: 5
  • Attack: Burning brand - Roll 2+ to deal 2 damage.
  • Life Points: 8

Sun Runner Special Rules

Web of Secrets - Several of the tricks below require expenditure of Web points to use. Note that Web points are possessed by the school rather than by individual gladiators, but the Trick being used belongs to the Gladiator. Each school in the battle starts with a number of Web points equal to the total number of Mithras faction gladiators in the arena at the start of the battle, regardless of which school those gladiators belong to.

Sun Runner Tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Burning Brand

Instead of making a melee attack, the Sun Runner may use his Burning Brand attack against an adjacent opponent. This is a melee attack that hits on a 2+ and deals no damage. If successful, the target is moved 1 square directly away from the Sun Runner, and the Sun Runner is moved into the square just vacated. This is a fear effect.

  • Circuit of Sol Invictus

At the start of the battle nominate one square anywhere in the arena. An opposed Lanista of your choice nominates two other squares anywhere in the arena. Any time the Sun Runner enters one of these three squares, make a note. If, during the battle, the Sun Runner has entered all three squares, then you immediately gain D6 points of Crowd's Favour and D6 Web points. This gladiator may only declare and complete this trick once per battle.

  • Determination

If an attack reduces the Gladiator to exactly 0 Life Points, roll a D6. If you roll an odd number, the Gladiator immediately regains that many Life Points.

  • Hard Target

If an attack misses this gladiator, he may immediately move 1 square for free.

  • Light Mobility

After making any attack against a target, this gladiator may move 1 square for free.

  • Will to Live

The gladiator receives a +1 bonus to the dice roll on Survival checks.