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 Gladiator OTT V1.03

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Markatansky
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PostSubject: Gladiator OTT V1.03   Mon Feb 02, 2009 5:42 pm

Here's something I've been working on all of today. Enjoy!

Gladiator OTT wrote:

Gladiator OTT
by Mark Paterson

This was designed to be a fast, furious, brutal and brilliant game designed for any number of players (well any number higher than 1!). You create a character in mere minutes (maybe seconds?) and then charge headlong into battles filled with glory, death, dismemberment and serious loot!

“Where’s my sword?”
To play everyone wanting to take part will need a model each and two leg token, two arm tokens and one head/torso token. Some terrain should also be set up on a board in the style of an arena, and you’ll also need some 6 sided dice. Some weapon tokens would also be handy to keep track of weapons equipped and weapons dropped (a good idea is to have the weapons damage effects on the back).

“What’s this lever do?”
For quick games, just use these rules for movement and fighting. Every player should roll a dice to see who goes first and then go in dice order or just go clockwise (or anti-clockwise) round the table until everyone has had a turn.

Movement
Every character can move up to 7” per turn in any direction they wish, provided they are not in combat. If the character is in combat, they can choose to push their opponent back by 3” thus breaking the combat – the character is then free to move up to 8” that turn. The character cannot move in this way if they kill another character after being in combat with them – they’re too busy basking in the glory of the kill! They must choose if they are going to push them back or attempt to wound them before they roll the dice to see who wins the Brawl.

Brawling
All characters are equipped with a sword. When a character moves into base contact with another character they’ve started a Brawl with that character (or are getting involved in one that’s already taking place!). To determine the winner of a Brawl both players in control of each character must roll a D6 (shorthand for 6 sided dice). To win the Brawl, you must roll a number on the D6 that is at least 1 number higher than your opponents. In the numbers rolled are the same or consecutive (one after the other) then it’s a stalemate and nobody wins – both characters stay to brawl for another round.

For example, Player 1 rolls a 3. Player 2 must roll a 5 or a 6 to win the duel, but will lose if they roll a 1. They roll a 4, which causes a stalemate.

If one character wins and chose to attempt a wound, they must roll another D6 and compare the result against the weapons damage effect chart. The effect is immediately applied to the character being wounded!

Dismemberment
If dismemberment is rolled on a weapon damage effect chart, the player who caused the dismemberment may choose which limb was removed (meaning left or right limb) - this has the same effect as Disarmed, except the weapon is knocked to 3" behind the character and their limb is not removed! It’s a good idea to keep track of which hand the character’s weapon was in! If a character loses an arm, they can hold nothing in that arm. If a character loses two arms, they can hold nothing! If a character loses a leg, they can only move 4” per turn. If a character moves both legs, they can’t move! Should both arms and legs be removed then the character is dead. With each limb a character loses they take 1 away from their D6 to see who won a Brawl. A character with no arms automatically loses any Brawl they enter into or take part in – the character that attacked them also gets the choice of which weapon damage effect is applied without rolling a D6. Anything that happens to a character’s head kills them outright. Being impaled also causes an instant kill. Armour and shields have no effect against an instant kill.

Champion!
The game ends when there is only one character left alive – he or she is declared champion!

“Is this the End?”
You can easily make the game more interesting by adding these extra rules below:

Dual Wielding
When a character kills another character in a Brawl, they make pick up their dropped weapon. This allows the carrier to make another roll on the weapon damage effect roll for that weapon whenever they successfully win a Brawl against another character and wound them successfully. This extra roll is taken immediately after the first successful roll. If the character being wounded was killed after the first roll then the character may use their second roll to instead Brawl with another character in base contact, if this Brawl is successful and wounds successfully, the character may not make a third attack that turn. Second weapons can also be bought if the player wishes it.

Throwing Weapons
Weapons that have been picked up can be thrown at another character provided the thrower is not in combat already. This is treated as a Brawl except that if the target wins they are assumed to have dodged out of the way and cannot strike at the thrower. Both the target and the thrower are free to move and brawl as normal after the weapon has been thrown. Weapons can be thrown up to 12”. After a weapon has been thrown, it is removed from the throwing character's hand and placed in base contact with the target character regardless of whther it killed them or not. It can be picked up again afterwards.

Role-Play
To make the games a bit longer lasting and more connected, Role-Play elements could be added. Great for ladder tournaments!

“It’s Character Building!”
To make a character, you simply have to choose a name and body type. The name can be as wimpy, brutal, fiendish or extravagant as you like (try to keep it pronounceable!) and your body type is one of the three below.
Brutal – Brutal characters move 1” less than normal, but add +1 to all weapon damage effect rolls.
Average – Average characters follow all the normal rules with no exceptions on their behalf.
Agile – Agile characters can add +1 or force their opponent to subtract 1 from their result in the result of a stalemate during a Brawl. They also move an extra 1” per turn.

Every character starts with 0 gold and a sword . They earn gold depending on different actions in and outside the ring. Inside the ring you can earn gold in the following ways:
1. Killing an enemy = 10 gold.
2. Dying = 5 gold.
3. Being the last man standing = 30 gold.

Outside the ring a player can bet on the result of a game. You can bet up to as much gold as you have on which character will be the last one alive (you can bet on yourself!). After a game has ended, take the gold from the losing betters and split it evenly between all the winners. If nobody won the bet, then the gold is not awarded to any player and is put in the Treasury (and never seen again!). All gold dropped by dead characters is kept by the controlling player and used to buy a new character after the game. Gold can only be used to buy equipment for a character while they are outside the arena.

Crowd Control
To keep track of how much a character is loved by the audience, you can add a Fame rating. This is simply the sum of these acts and their relative values:
• Killing an enemy = 2 fame points per kill.
• Removing a limb = 1 fame point per limb.
• Being the last man standing = 5 fame points.
If you kill an enemy character that has a higher fame rating than yours, you increase your Fame rating to match theirs. If your character is killed, their Fame rating is reset to zero – should you wish to bring them back. Fame only changes after a game has ended.

Weapons and Equipment

Sword
10G
1-2: No effect
3: Disarmed!
4: Lose Leg!
5: Lose Arm!
6: Lose Head!

Axe
15G
1-3: No effect
4: Lose Leg!
5: Lose Arm!
6: Lose Head!

Hammer
20G
1-2: No effect
3-5: Knocked back 3”
6: Head smashed!

Spear
15G
1-4: No effect
5-6: Impaled!

Trident
20G
1-3: No effect
4-6: Impaled!

Flail
25G
1-2: No effect
3-4: Knocked back 3”
5-6: Head smashed!

Shield
15G
1-4: Take damage as normal
5-6: Damage ignored

Armour
50G
1-2: Take damage as normal
3-6: Damage Ignored


Armour and Shields are used whenever a character is about to recieve damage. Shields can be removed by being 'Disarmed!'.
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