Difference between revisions of "Morturi: Light Roles"

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(Bestiarius Tricks)
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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.
 
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.
 
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=Fast Beast=
 
=Fast Beast=
  
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* '''Snarling beast'''
 
* '''Snarling beast'''
 
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.
 
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
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* '''Attack:''' Light weapon - Roll 2+ to deal 2 damage.
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* '''Life Points:''' 8
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===Gallus Special Rules===
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'''Shield''' - Attacks against the front facing of the Gallus have a +1 to their to-hit number (e.g. 2+ to hit becomes 3+).
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===Gallus Tricks===
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Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.
  
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* '''Execute'''
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If the Bestiarius 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.
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* '''Twisting the Blade'''
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If the Bestiarius 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.
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* '''Opportunist'''
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When making a non-frontal attack, the Gallus can take any dice roll of 4 or 5, and change it to a 6.
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* '''Sand toss'''
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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).
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* '''Trip'''
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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 ''blinded'' 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.
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* '''Tumble'''
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If at any time the Gallus would be knocked prone, he is not knocked prone, and may immediately move one square for free.
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* '''Warrior Spirit'''
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The Gallus passes Survival checks on a base roll of 3+ rather than 4+.
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[[Category:Morturi|Light Roles]]
 
[[Category:Morturi|Light Roles]]

Revision as of 09:58, 22 September 2009

Morturi Te Salutant: Main Page -> Morturi: Gladiators -> Morturi: Light Roles

This page describes the various Light Roles.
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 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!
  • Fast Beast - An animal, such as a wolf or a panther, combining superlative speed with animal instinct.
  • Gallus - Essentially a light version of the Murmillo, this dagger and shield warrior is lightly armoured and relies on his speed and trickery to win battles.
  • 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.
  • Sagitarius - An archer, combining good range with good speed.



Servus

  • Move: 5
  • Attack: Dagger - Roll 2+ to deal 2 damage.
  • Life Points: 8

Servus Tricks

Servus Gladiators do not have any Tricks.

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.

Bestiarius

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

Bestiarius Special Rules

Hunter - A Bestiarius has an inherent +1 damage when attacking non-human targets.

Bestiarius Tricks

Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Hunter's Courage

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

The Bestiarius gains an additional +1 damage when attacking non-human targets. This stacks with the bonus from Hunter.

  • Target weak spot

The Bestiarius ignores damage reduction from Toughness bonuses.

  • Interrupt attack

When an enemy makes an attack against the Bestiarius against his front facing, the Bestiarius may make an immediate attack against that target. This attack is resolved simultaneously with the enemy's attack.

  • Confidence

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.

Fast Beast

  • Move: 6
  • Attack: Tooth and Claw - Roll 2+ to deal 2 damage.
  • Life Points: 8

Fast Beast Special Rules

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.

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

+1 to damage dealt against wounded targets.

  • Fast Movement

+1 to base movement rate.

  • Snarling beast

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.

Gallus

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

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

Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Execute

If the Bestiarius 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 Bestiarius 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

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

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

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 blinded 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

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+.