After the battle, rolls will be done to determine what your you have won. Gear may be gained if you live through a battle for any active participant and slaves may be captured by the winning general.
There is a chance you may be injured, even in victory. RP afterwards if you suffer an injury would be helpful.
80 % chance of uninjured
20% chance of minor injury
10% chance of major injury (may prevent future involvement in war)
Slaves: Random [(5 to 20)/5] multiplied by how many thousand soldiers are in the enemy force.Example: There are 5000 enemy. A 10 is rolled. 10/5 = 2 * 5 = 10 slaves gained.
Slaves may be kept my the winning general. Sold for a profit of 125 denarii per slave. Or sold to other players at whatever price is negotiated.
Siege War: If you capture a town as a Consul, you will be able to loot the local temples for gold/statues/etc. Any loot is expected to be handed over to the treasury. A triumph may be awarded to display the loot you have won. Slave rolls are tripled if you capture a town.
Gear: There is a 33% chance to win a piece of gear. A random roll will be done for any one who participates in battle. A roll will then be done for a specific piece (see above; horses excluded). If you win a piece you already own, then you may sell it.
Awards: A Consul or Military Tribune may award phalerae (gold, silver, or bronze sculpted disks worn on the breastplate during parades) to any man he deems earned them on the field.
If you are in a levy that loses a battle there is a chance you may be injured, captured or die. A roll will be done for all participants, including Consul.
30% chance uninjured
40% chance minor injury
20% chance major injury
10% chance of death
Uninjured: 25% chance you are captured
Minor Injury: 50% chance you are captured
Major Injury: 75% chance you are captured
Dead: You lose your armor and cannot pass it on to your heir.
Ransom will be a random roll of 5,000 to 10,000 denarii
A senator shall have a 7% chance of being assassinated, and any Magistrate shall have a 5% chance of assassination when a player engages the talents of a professional assassin.
Players may combine their resources to attempt to remove a common foe. If two players hire professional assassins, the chance of a successful assassination of a Magistrate increases to 14% and so on, but there is a higher risk of being found out.
In any assassination attempt there is a 50% chance of the assassin being caught and interrogated, or information leaking about the source of the plot.
Players may also opt to perform an open assassination. Open assassinations have a higher chance of success but at greater personal risk. Charges may be brought against the characters of players who attempt open assassinations. The chances of success shall be 20% for senators and 10% for Magistrates. Again, players may opt to perform an open assassination with a colleague. Players MAY NOT perform an open assassination and hire a professional assassin for the same assassination. Open assassinations automatically mean that the origin of the plot is known. Characters must be physically close to one another for an assassination of this type to occur.
Assassinations within the home
These are a bit more peculiar. If you are attempting to assassinate the individual within his house, the same rules apply for normal assassination, but the killer will have a 50% chance of being captured by the household slaves, a 25% of escape, and a 25% chance of being killed by the household slaves.
If assassinating within your home, the same rules apply for normal open assassinations.
Modifiers can be added as the need arises. The particular position of a character may make them harder or easier to kill. It is much harder to kill a general on campaign while he is surrounded by soldiers, but perhaps easier to kill a Senator who is in the baths and relatively unguarded.
All assassination requests must be sent to a game moderator and must be approved. Have a good reason to assassinate the character, “I do not like him” is not good enough.
The Food System
Food Production:
The population must be fed. Each territory on the map under Roman control provides a certain amount of food based on its fertility rate.
Light Green(1): These territories produce 1 modus of grain food every year Green (2): These territories produce 2 modii of grain food every year Dark Green (3): These territories produce 3 modii of grain food every year.
Food Consumption:
The major provinces including Italy represent the major areas of food consumption. The breakdown of population determines consumption demands yearly:
50,000 people require 1 modus
100,000 people require 2 modii
150,000 people require 3 modii
Grain rots after 1 year in storage
If yearly production dips under the needed yearly consumptions for a period of more than one year, the following takes place:
Within Rome and Italy
5% shortage: Opinion of the senate drops by -2
10% shortage: Minor rioting in the streets, opinion drops by -4
20% shortage: Major rioting in the streets with a chance to damage buildings
35% shortage: Major rioting with a chance of lynchings (5%) and a chance of arson destroying buildings
<50% shortage: The plebs begin to revolt against the government and begin actively hunting to lynch senators (10% chance of dying). The levy becomes impossible.
Senate Rules and Random Events
The senate may levy more legions by a simple majority vote.
All proposed laws shall be voted on for a period of 24 hours.
The senate may outlaw any character if he begins acting contrary to the decrees of the senate and breaks a law of the republic.
The senate may declare A State of Emergency when any enemy or hostile force has entered Italy by a 3/5 majority. During a state of emergency all levy costs in Italy and allied provinces increases by 10%.
Most guidelines governing Senatorial conduct are found in the Constitution.
1. Rome attacked
2. Diplomatic event (political)
3. Diplomatic event (economic)
4. Farms produce double
5. Farms produce half
6. The Tibur floods
7. Material x shortage in y area
8. Epidemic
The willingness of the Plebeians to accept the government is contingent upon the government's ability to meet their needs. The relationship between classes will be affected by the following:
1. How the yearly plebeian demands are handled
2. The amount of food in Rome
3. The type of food in Rome
4. Whether or not the levy is currently called
5. Any other unforeseen circumstances
At different levels of dissatisfaction, adverse political or economic affects will be felt.
-3: -10% tax income
-6: Levy decreases by 10%, -10% tax income
-9: Levy decreases by 25%, -25% tax income
-12: Levy decreases by 50%, -50% tax income
-15: The Plebs abandon the city and refuse to pay taxes at all
Every year, circumstances will be assessed and the following taken into effect:
Levy being called for more than one year: -1
Levy being called for more than two years in succession: -2 points
Levy being called for more than three years in succession: -5 points
Levy being called for more than four years in succession: -8 points
Levy being called for more than five years in succession: -12 points
Levy being called for more than six years in succession: -15 points
Levy not being called for one year: +1 point
Grain shortage in the city (assessed by severity) -1 - -3 points
Religious observances satisfied: +/- 1 points
Sufficient meat in the city: +1-3 points
Patrician/Plebeian Points System
Disclaimer on Points: Quality RP (or lack thereof) may result in the gaining or loss of points, outside of the listed ways to accumulate points, by your actions IG , to be determined by the mods.
Plebeian Points:
Spoiler Alert, click show to read:
Each turn a mob roll shall occur which outlines the wishes of the mob.
1: The plebs demand social reform (1 point)
2. The plebs demand social reform (2 points)
3. The plebs demand social reform (3 points)
4. The plebs demand lower taxes (1 point)
5. The plebs demand a grain dole, Senators forgo half their farm income (2 points)
6. The plebs demand a war of retribution
7. The plebs demand employment
8. The plebs want a religious festival
9. The plebs want city improvements
10. The plebs demand improvements be made to the city
11. The plebs agitate for the creation of a colony
Making speeches and spending money on entertainment in the city will provide popularity from the mob at moderator discretion.
Being appointed to a minor priesthood is worth 2 populist points.
End a war by personal duel: 4 points
Sustaining a grievous injury in service to the Republic: 3 points
Holding the office of tribune for three consecutive years will add 10 populist points.
Proposing and passing a law to send out a colony: 2 points
Build a small public structure (Only the contractor and proposing Senator): +2 points
Build a medium public structure (Only the contractor and proposing Senator): +4 points
Build a Large public structure (Only the contractor and proposing Senator): +6 points
Build a Grand public structure (Only the contractor and proposing Senator): +8 points
Provide meat to the market: 3 points
What can I do with my points? Spend them.
Influence voters: Check Gravitas Help Thread
Sufficiently Popular: 3 points (25% chance of having any case brought against you dismissed)
Renowned Orator: 3 points (Negates chances of dismissing a suit brought against a magistrate)
Inspire the plebs, 5 points: Improves Pleb/Patrician relations by +2.
Cause a strike: 10 points, The plebeians refuse to register for the levy.
Activist: 12 points, allows you to build small public structures
Become Legendary: 20 points, allows you to begin private construction efforts in the city, and a certain degree of vanity in these projects.
Tribune Vetoes on a reform bill:
If a tribune of the plebs ever vetoes a reform bill, he will incur negative reactions from the mob:
Veto of a 1 point measure: An angry mob attacks your family servants and property causing 1Dx15 denarii in damage.
Veto of a 2 point measure: An angry mob descends upon the house of the tribune, 10% chance of being lynched
Veto of a 3 point measure: Unable to run for tribune for one year, 10% chance of being lynched
Patrician Points:
Spoiler Alert, click show to read:
While some elements of the senate have chosen to appeal and pander to the mob, conservative minded Senators may choose to directly oppose this and remain more traditional. Historically these men were more likely to be among the families of Rome's ancient ruling elite, the patricians. These Republican minded elitists work against populism and consider it a corrupting and negative influence to traditional Roman values.
How points are gained or lost:
Successfully debate down and oppose a populist measure, leading to its failure, without resorting to a veto: 1-3 points
Own 100 slaves: 2 points
Own 200 slaves: 2 points
Successfully prosecute or defend a case tried before the Consuls: 4 points
End a war by personal duel: +3 points
Build a small private structure: +2 points
Build a medium private structure: +4 points
Build a Large private structure: +6 points
Build a Grand private structure: +8 points
Address the Roman people promoting traditional Roman values: 1-5 points (only once per week)
Take part in religious activities in Rome (substantive RP required involving priesthoods, cults, creation of Temples etc): 1-10 points
Be prosecuted for any crime: -2
Support a populist measure: -1 point
Spend points on:
Influence voters: Check Gravitas Thread
Influence foreign Leaders in times of trouble (50% chance of leader sending aid to the Senate, D4x400): 5 points
Gain a 5% reduction in price to any purchase with every 1 point spent (maximum of 5 points used each purchase, only applies to one item)
Influence the Equites, 5 points: The cavalry levy increases by 5% for one year
Well-Connected Friends, 10 points: You contact your merchant friends, and they are able to ship enough food to satisfy 25% of the city's food needs.
Prideful: 12 points, allows you to build small private structures.
Become Legendary: 20 points, allows you to begin private construction efforts in the city, and a certain degree of vanity in these projects.
Support and "Invisible" Senators
The Senate is not just made up of players. Non-player ("invisible") senators will not play major roles in the economy and they will not hold offices.
Gravitas and Support
A character's gravitas will be determined by adding their plebeian and patrician points.
In addition to gaining points, gravitas can be increased by:
Holding office
Holding priesthoods
Victory in battle
Honors granted by the Senate
Individual gravitas divided by the total gravitas of all players represents the percentage of the Senate which (generally) supports the player. This is the player's base support.
Bills and Voting
When a bill is proposed in the senate, it may be debated until the consuls (or consul and censor, if one consul is at war) agree to put it to a vote.
Votes are determined by adding up the base support percentages for each player voting on the issue. If someone abstains, their supporters are distributed to the others proportionally.
Then, per-issue modifiers will be given to the "supporter" and "opposition" factions based on various factors:
Current conditions (e.g. wars, famines, international relations, etc)
Speeches and debates
Parties held to influence senators (must spend resources such as wine and olive oil, and perhaps money to hire entertainers)
Bribery - players must contact the moderators if they wish to bribe senators
Elections and Campaigning
The same rules apply as for bills.
In addition to the above modifiers, election-specific modifiers will be given to a candidate based on their performance in previous offices, and their adherence to the cursus honorum. Players may make promises to the plebs and patricians to improve their chances in the election, but will lose influence (points) with these groups if they fail to deliver.
Players only vote once per office
Only players with plebeian points can vote for the Tribune of the Plebs
You can split your gravitas to back more than one person for each office via PM to the Gravitas Mod
The Cursus Honorum
Senators were expected to attain various magistracies in a specific order, and each magistracy has a set minimum age. A senator elected to a position at the minimum age is said to have been elected "in his year"; this is considered a great accomplishment, especially in the higher offices. Senators are generally expected to retire soon after the age of 60, or ten years after completing a term as censor.
Dictators have an in-office bonus of +6, but there is no ex-dictator bonus.
Note that gravitas bonuses in the same column do not stack. For example: a censor who has completed the cursus has +4 for being censor and +2 for being ex-consul (but not +1 for ex-praetor). On completing his term, he becomes a normal senator with +3 gravitas for being ex-censor.
Character Rules
Religion
Is elected for life
Oversees the Vestal Virgins
May live at the Domus Publicus
Chooses the Rex Sacrorum from the nominate list
Presides over most religious ceremonies and is involved is most ceremonies
The head of Roman religious activity
Should be attending any religious ceremony as long as he is present in Rome (this does not include sacrifices from individual citizens)
Flamen Dialis
The high priest of Jupiter. Responsible for the the Temple of Jupiter Optimus Maximus and all services and festivals to Jupiter. This is the most restrictive position, but also the most prestigious, save Pontifex Maximus.
Restrictions:
May not be consul
May not be absent from Rome overnight
May not touch a horse or iron, or see an army
Must wear the apex (pointed hat) and laena (heavy woolen cloak) in public, and must have no knots in his attire
May not swear an oath
May not wear a ring, except a plain one without stones
May not strip naked in public
May not walk beneath a canopy of vines
May not touch flour, leaven, or bread
May not touch a corpse or enter a burial place, but may attend funerals
May not touch or name a dog, she-goat, ivy, beans, or raw flesh
Only a free man may cut his hair
None but him may sleep in his bed, and the legs of his bed are smeared with clay, and his bedstand may not be in contact with a box containing cakes
Must marry a woman who was a virgin at the time of their marriage and may not divorce her
If his wife dies, he must resign
Privileges and rights:
Is free from his father's control
Has one lictor
May wear the toga praetexta (white with a broad purple stripe, as a consul wears)
May sit upon a curule chair
Seated above all others, save the Rex Sacrorum, at banquets and festivals
If a man in bonds takes refuge in his house, he is freed and his bonds are cast down from the roof unto the street
If a criminal on his way to punishment falls suppliant at his feet, he is given respite for a day
The Flamen Dialis gets +3 Gravtias
Flamen Martialis
The high priest of Mars. Specific duties include performing rituals when preparing for war and sacrificing a horse in the Campus Martius every October.
May not leave the city without permission of the Pontifex Maximus.
Flamen Quirinalis
The high priest of Quirinus. Especially responsible for the festival of Quirinalia, held in February.
May not leave the city without permission of the Pontifex Maximus.
The Flamen Martialis and Flamen Quirinalis get +2 Gravitas
The Rex Sacrorum carries on the religious nature previously attributed to the kings of Rome. He sacrifices on the Kalends of every month, and must cover his head while sacrificing.
Restrictions
Must be a married patrician; if his wife dies, he must resign
Privileges
Sits above all others at banquets and festivals
Carries a ceremonial axe
The Rex Sacrorum gets +2 gravitas
All Major priests are expected to perform their yearly duties to the best of their abilities. They are expected to help with sacrifices at the appropriate temple/alter for other people of Rome. Lack of activity when a person is in Rome will result in significant gravitas loss, especially for the Pontifex Maximus
-3 Gravitas each year for a major priest does not fulfill yes expected yearly duties
-1 Gravitas each year for a minor priest who does not fulfill his yearly duties
-5 Gravitas each year for the Pontifex Maximus if he does not fulfill his yearly duties.
Trait System
Players aged 20-30 may start with 1 trait
Players aged 30-40 may start with 2 traits (or the equivalent in upgrades)
Players aged 40-50 may start with 3 traits (or the equivalent in upgrades)
Players may be awarded extra traits based on their success in battles over time. Every five years players may add a trait.
Infantry Command
+3 to infantry rolls
+2 to infantry rolls
+1 to infantry rolls
Cavalry Command
+1 to cavalry rolls
+2 to cavalry rolls
+3 to cavalry rolls
In Defense of the Homeland
When defending Roman territory
+1 to personal battle/duel rolls, +1 to battle rolls
+1 to personal battle/duel rolls, +2 to battle rolls
+2 to personal battle/duel rolls, +3 to battle rolls.
Charismatic Leader
+1% to total levy size in all categories
+2.5% to total levy size in all categories
+5% to total levy size in all categories
Skilled Swordsman
+1 to duel rolls, +5 to Injury Rolls
+2 to duel rolls, +7 to Injury Rolls
+3 to duel rolls, +10 to Injury Rolls
Trader
+1 to Trading Rolls
+2 to Trading Rolls
+3 to Trading Rolls
Miner
+10% to Mining Rolls
+20% to Mining Rolls
+30% to Mining Rolls
Farmer
+ 5 to Farming Rolls
+ 7 to Farming Rolls
+10 to Farming Rolls
- Players may only sign up one Senator; either Pleb or Patrician
- Players may have a limit of 4 children (minimal of 2) who are direct offspring or adopted children of your main character
- Characters must be of Roman descent only
- Main characters can only be Senators
- Characters may commit suicide
- Characters can retire at the age of 60 from Senatorial duty.
--> After the age of 60, if one does not retire, you will begin to lose gravitas over time.
--> His son/heir will succeed him as a Senator if of the age of 20 years old.
--> If the son/heir of the retired or deceased Senator is not of age, players may use or create a relative to temporarily take over till the son is of age to become a Senator. Once the heir is of age, the temporary relative must retire.
- A death roll will happen when a character turns 55 and each year with a 20% chance of death and after with increasing odds (7% per year)
- Upon a Character's death, 50% of the family's estate is inherited by the names heir in the will of the deceased. Heirs may only receive a maximum of 50% of the total assets of the deceased. The other 50% can doled out to anyone, or anything, else including donations to temples, other people, the state treasury, or to public works. Points and gravitas are partially inheritable (1/2 transferred to new character). If a character is killed in combat, 3/4 of his possessions may be inherited.
Last edited by Rhapture; November 11, 2014 at 12:06 PM.
Gaming Director for the Gaming Staff
Gaming Director for the Play-by-Post Subforum and the RPG Shed