1. This is a game of historical faction, but it defaults to all historical realities of the period in the absence of fictionalization. This means that the names of important actors are not the same, but the provinces are all the same.
2. This is a game of teamwork, but does not necessitate everyone working together at every time. Factions may form - and ultimately there are several avenues to achieving your goals in this game: through transactions among characters, threats, and coercion. The manner in which you choose to deal with PC characters (who represent the elite of Roman society) may determine how the NPC masses react to you.
3. These rules are not exhaustive or meant to put you in a corner, creativity can be highly rewarding or detrimental to your position.
State Income and Taxes
Income for the state will be 5,000 denarii per year to reflect immediate taxation. This is subject to modification based upon in game events.
Economy
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Battle Rules
Clandestine Assassination
This type occurs when a victim least expects it and is carried out by anonymous individuals. D20 rolls will govern assassination attempts:
1-4 = successful assassination
4-12 = unsuccessful assassination
12-16 = unsuccessful assassination and evidence left behind
16-20 = unsuccessful assassination and identity becomes known
Open Assassination
This assassination type is publicm the identity of the assassins is known
1-8 = successful assassination
8-20 = unsuccessful assassination
Assassinations within the home
Any type of assassination within the home gains a +2 modifier to the rolls. The host will be a suspect, even if no evidence is left behind.
In your own home
4/20 for successful capture
In someone else’s' home (by the host)
15/20
In a public space
10/20
Pro-Consular Rules
Province Edict System
Once a Proconsul is in his province, he may select two edicts from two of the following branches (for a total of four edicts) to remain active for the year.
Military Branch
1. -15% legionary recruitment
2. -15% legionary upkeep
3. -50% legionary retinue cost
4. Recruit local Legatus (general with random traits)
5. -15% Naval recruitment Costs
6. -15% Naval upkeep costs
Economic Branch: Exploitation
Taking any of these action will reduce provincial good will*
1. +15% income
2. D20 x 100 added income
3. +25% income
4. D20 x 200 local auxilia conscripted (varies by region)
5. -10% building costs
6. D20 x 500 income
*Provincial goodwill refers to the love the people of the province bear you. If you exploit them, your influence will decrease. If you govern well, they will appreciate your efforts. The more loyal a province to an individual, the more benefits a person can extract from the provinces later on. One example is fleeing to the province for sanctuary.
The number selected will be the number deducted from your “good will” points. These points will be measured against the points of others in the same province to determine overall influence.
This is not an exhaustive list. Propose an action in the game and ask for a moderator’s opinion of what it Is worth.
Economic Branch: Investment
This branch increases province good will in the corresponding number as outlined above.
1. -10% income
2. -20% income
3. Construct a tier I building for public works
4. Raise a legion from the province
5. Construct a tier II building for public works
6. Construct a tier III building for public works
This is not an exhaustive list. Propose an action in the game and ask for a moderator’s opinion of what it Is worth.
Provincial Capitals are as follows:
Italy: Rome (Italia I, Nota bene: pleb and patrician point systems govern this area. The region of Italia I is exempt from this system)
Spain: Carhtago Nova (Tarraconensis VI)
Africa: Carthage (Africa Proconsularis I)
Greece: Athens (Acheae I)
Gaul: Massalia (Nabonensis I)
NPC Interactions
A base chance of success for all NPC Interactions are 0/20. Modifiers will be added but it is the responsibility of the player to explain why modifiers to be added as well as recommend the number of modifiers. The final ruling is up to moderator discretion.
[COLOR=#0000CC]A character may ask for virtually any sort of roll ranging from the incitement of mob violence to the use of an NPC tribune in order to veto legislation. In the event of some RP events started by characters, players may eventually gain complete control of some NPCs (such as a tribune). This "sub-character" may be officially adopted as a main character in some cases but a player may only have quasi control over the character, the nature of the relationship of the "sub-character" will be that of patron and client with the main senator instigating the NPC action. "Sub-characters" may not have traits or income but they can marry and be attached to armies.
I want to take a moment to clarify some things regarding votes. Much of this 'system' is informal and meant only to reflect some realities that existed historically but cannot exist in game because it would simply get too complicated. See this for a breakdown.
Elections
When running for offices, we are creating a fiction in our voting. Historically, the comitae would have a say in the election of magistrates. The fiction we've created is that each Senator or candidate, by merit of being a Roman aristocrat, has certain numbers of followers as clients who will vote for them in elections. The number of followers, then, is somewhat fluid. Generally speaking and for the sake of simplicity, we have one vote per person. Someone may increase that total number of votes permanently or temporarily based on actions taken in game which might be rewarded. Expanding your client base can add votes.
Passing Laws
The biggest fiction in our game is that the Senate passes laws. The Senate never passed any laws themselves, rather they issued "advice" which was then sent to the assemblies to vote into law. The Senate, therefore, acts more like an executive cabinet than a legislative body, though in our fiction it somewhat acts as a legislative body. Our fiction of the client network of support expands to encompass this. Each Senator is presumed to have a following in a vote, so that if one Senator votes yes in the Senate, his followers who vote in the assemblies will also vote yes. Therefore it stands to reason that a wildly unpopular piece of 'advice' from the Senate may be rejected if it reaches too far in the assembly. This would be rare but is definitely possible.
Last edited by Pontifex Maximus; January 26, 2019 at 10:45 PM.