OOC Thread

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SomeRando

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Jul 25, 2019
I think it would be a neat idea to focus on some form of feuds between Amazons, either between families or between individuals.
 

~NekoUke~

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Location
Somewhere other than nowhere.
It all looks good so far. I will agree on having political intrigue/drama between Amazon as well.

Only things I have to add right now are based around character creation. If all characters have to be male, Amazon origin or can they be any culture and sex? If applicable do female characters have to be dominant or can they be slaves themselves? In that case they may not be of Amazon origin if they were made against their will.

Another thing in regards to character creation. Are the starting statistics of a character binding from the first roll or can a person re-roll until they get one they are satisfied with? As long as it fits the character they are creating. It wouldn't make sense having a lowly peasant being built like a God and skilled like Chuck Norris.

As for now though I'm sure there's no rush getting the RP set up. It likely might not start until either 2 - 4 more members sign up. Ideally 6 would be the right number to start with but I've seen groups started with less and slowly build up.
 

humon

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Location
Canada
Characters can be any type. Male, female, amazon, slave. The RP is designed around male PCs fighting for their lives, and I'd like at least half the characters people create to be in that category, but I am not against players introducing other types of characters to populate the city with. Female characters don't have to be dominant. Many of them are quite agreeable, I'm sure, once you get to know them. And they are not all warriors, either. Many amazon women are content to live as civilians, working a farm or some other trade, and minding their own business.

Female slaves can exist, but they are less common compared to male slaves. Any female born in amazon territory cannot be made a slave, even if her mother was a slave, or she commits a capital crime (execution or exile are the punishments for such crimes). So the only way to have female slaves is to import them from outside, usually from slave traders, because typically when amazons raid and pillage a town, they only take the males prisoner (exceptions can occur in the case of particularly beautiful females, or in the case of females who have clear fighting potential).

There can be situations, of course, where an amazon agrees to serve in someone's household the way a slave would, for a fixed period of time, usually as part of the terms of losing a match in the fighting pits, or as a way of clearing a debt. But in this case it is not true slavery, since her temporary mistress is not allowed to do any lasting harm to her, cannot sell her or lease her to others, cannot force her to become pregnant, or command her to do anything dangerous or illegal, etc. A true slave, by contrast, has no more rights than a farm animal, and can be killed by his owner on a whim.

Starting stats are not rolled. There will be a method for selecting your stats as a package, in a sort of class-based character creation. But I'm still working out the details, so I haven't posted any information on that yet, as I don't want to confuse people with incomplete information. Basically, you'll be able to choose from a handful of loose archetypes that represent a range of body types and skill backgrounds that would likely be found on the crew of a merchant ship. At least, that will be for creating male PCs. For creating amazon characters, the rules will be more relaxed, with the only constraint being that matches in the fighting pits are arranged between fighters of similar ability, much like in boxing and MMA promotions, so if you make an amazon who is too powerful, she won't be in very many fights, because very few people can present enough of a challenge to be worth her time.

The initial set of fights, staged as executions of the captured sailors, will involve amazon gladiatrices of low-to-mid tier, because the higher-tier amazon warriors would consider such public execution duty to be beneath their dignity. It is thus a test of a male PC's worth, to see if he can survive a match against one of these lesser amazons. If he cannot hold his own here, then he deserves to die.
 

humon

Member
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Location
Canada
I think I've got character creation mostly sorted out, so you guys can begin putting together your characters. Post here if there are any problems you run into.

I worked out with SomeRando that we should do some test matches first to see how well the combat system works. I will create some threads for these scenarios as soon as the appropriate characters are made. I believe the test matches will involve:

1. Anaea vs. another amazon of similar low level -- Friendly match to submission or first blood. Winner will dominate the loser (basic combat system test).

2. Lydia vs. one of her weaker male slaves -- Sparring match in Lydia's courtyard as part of the slave's training. If he can defeat her, he can fuck her, but he probably can't, in which case he'll be humiliated in unspecified ways (test of the system under a lopsided power imbalance).

3. Some TBD matchup involving two powerful characters settling a dispute (Lydia might be one of them, or possibly one of her top slaves fighting as her proxy). Heavy consequences for a loss, such as the losing mistress being enslaved to the winner for a period of time (test of the system at high power levels).
 

~NekoUke~

Member
Joined
Jan 3, 2019
Location
Somewhere other than nowhere.
Sounds like it's all coming along nicely then. Shouldn't be too long before I submit my first character since I have a pretty good idea of what I want to do with him. Question is, where does noble stand? Citizen soldier or savvy trader?

The idea that MC was a Roman noble sent to talk trade. Leaning slightly toward citizen soldier since if I'm right, Roman males were expected to train. I could be wrong though, my brain never works.

Regardless, looking forward to see this take off once more people join.
 

humon

Member
Joined
Jan 3, 2019
Location
Canada
This game is set in 1100 BC, several centuries before the formation of the Roman empire. The closest thing to a centralized military power around here would be Egypt. The other great empires of the region--Mycenaeans, Hittites, Babylonians--had all collapsed or shrunk down to just a single city during a perfect storm of unfortunate events that took place in and around 1177 BC (it was a combination of earthquakes, droughts, fires, civil unrest, and barbarian invasions, plus all the economic fallout from the established trade routes being disrupted -- it is also believed that the sack of Troy happened close to this period, around 1180-ish BC). Some cities in Greece, Crete, Anatolia, Mesopotamia, and the Levant might still be functioning, each with its own noble caste, but they are shells of their former glory, and naturally rather desperate to find new trading partners, especially for copper and/or tin, since these two metals are never found together in the same geographical region.

In any case, the backgrounds are just loose archetypes, and need not be tied to any particular social class or specific circumstances. A 'citizen soldier' type need not actually be a citizen of any city, or even a professional soldier (he could be a mercenary, a deserter, a nomadic warrior, etc). That background just means he is someone who received a lot of formal training in how to fight with the weapons of war, and might have been officer material if such structures existed. A 'savvy trader' need not actually be a merchant, but merely someone who is very intelligent and well adjusted to civilized society.

Any of these background types could be held by someone of noble birth (which often just means your father owned land, or a large herd of animals). Even scoundrels and provincials could be noblemen who are just not very bright or all that civilized. Many barbarian warlords would think of themselves as nobles, no less so than any toga-wearing aristocrat from a city.
 

~NekoUke~

Member
Joined
Jan 3, 2019
Location
Somewhere other than nowhere.
This game is set in 1100 BC, several centuries before the formation of the Roman empire. The closest thing to a centralized military power around here would be Egypt.
Ah, balls. I knew I went wrong somewhere. I could just settle for Egypt or do a bit of research around the games time period. Either way, I hope to have a character up soon.
 

humon

Member
Joined
Jan 3, 2019
Location
Canada
I'm working on a template for tracking the important variables involved in a fight. The idea is to be able to paste a character's status at the top of each post in a way that's compact and contains all the relevant information for quick reference. The key variable is stamina, which is listed on the first line, but it's also useful to know other numbers like combat dice, damage thresholds for critical wounds and instant kills, and traits that might influence a roll.

Here's my first attempt at it, below. I've provided two copies of the same template, one with colour formatting and the other without. I find it's a lot easier to read if the sections have distinctive colours. The downside being that it may take a bit more work to maintain the formatting.

Code:
Name -- Sta: 00/00 * =======---xxoo | CT: 00 | KT: 00
0 - 0 | Equip: Item, Item, Item | Prof: 0
Base: 1d00 - Def: 0(00) | AS: 00 SM: 00 DS: 00 | T: xx, xx, xx

[COLOR=gold]Name -- Sta: 00/00 * =======---[/COLOR][COLOR=red]xx[/COLOR][COLOR=white]oo[/COLOR] | [COLOR=red]CT: 00 | KT: 00[/COLOR]
[COLOR=green]0 - 0[/COLOR] | [COLOR=gold]Equip: Item, Item, Item[/COLOR] | [COLOR=green]Prof: 0[/COLOR]
[COLOR=gold]Base: 1d00 - Def: 0(00)[/COLOR] | [COLOR=green]AS: 00 SM: 00 DS: 00[/COLOR] | [COLOR=teal]T: xx, xx, xx[/COLOR]
With colours, it looks like this:

Name -- Sta: 00/00 * =======---xxoo | CT: 00 | KT: 00
0 - 0 | Equip: Item, Item, Item | Prof: 0
Base: 1d00 - Def: 0(00) | AS: 00 SM: 00 DS: 00 | T: xx, xx, xx

The bar at the top is for Stamina, with the intention being that each '=' character is one point of stamina remaining, and each '-' is one point of stamina that was consumed. Each 'x' is a point of max stamina lost due to injury, and each 'o' is a point of max stamina suppressed because of the encumbrance of heavy equipment.

Between the numerical counter for stamina and the visual bar, there is a '*' symbol. This represents a character's available use of Second Wind. Once it has been used, the '*' is replaced by a 'o' to represent an empty slot.

'CT' stands for critical threshold. It's the amount of damage needed to cause a critical wound.
'KT' is kill threshold; the amount of damage needed to kill the character instantly.
Both of these numbers are going to change with stamina, so they are listed in the top line for that reason.

The numbers on the left side of the second row are Strength and Intelligence, respectively. Then there is the list of equipment (weapons, shield, armour, helmet). Then the character's Proficiency score with whatever weapon system is equipped (there may need to be multiple numbers here if the character has more than one weapon available).

On the bottom row is the base combat dice for the character's weapon set, and the defence value of his armour/shield/helmet, with the number in brackets being the effective defence that comes from using the defensive fighting style. Next to that are the combat dice for each fighting style (AS for Aggressive Style; SM for a Special Maneuver; DS for Defensive Style). Next to those values are any relevant traits (T) that would affect combat, listed as a two-letter short form to save space (ev, ni, so, to, ss, ru, ra, dh, op, ct, bt, ta, at, dv, go).


Below is an example for Neko's character, Kristos.

In his execution fight, he is given only a sword, a mid-sized shield, and a loincloth. His proficiency for fighting with sword and shield is 1, because both sword and shield are in the martial group.

Kristos -- Sta: 12/12 * ============oo | CT: 6 | KT: 16
3 - 6 | Equip: Sword, M.Shield | Prof: 1
Base: 1d10 - Def: 4(12) | AS: 13 SM: 12 DS: 15 | T: so, ev, ni

The heavy shield reduces his max stamina from 14 down to 12, represented by the two white 'o's. Because he is not wearing a helmet, his critical threshold is only one plus half his stamina (1+6), and then because of the Soft trait, it's reduced to just 6. His kill threshold is one plus stamina plus strength (1+12+3 = 16). His base dice is 1d10 for sword and shield, and his defence is 4, because of the shield, which he can improve to 12 when fighting defensively (4 base + 1 parry + up to 7 by spending up to 4 stamina).

His aggressive style (AS) roll is: 10 + 3 + 0.5 = 1d13
His special maneuver (SM) roll is: 10 + 1.5 + 1 = 1d12
His defensive style (DS) roll is: 10 + 1.5 + 3.0 + 0.5 = 1d15

And he has the Soft, Evasive, and Nimble traits (Linguist doesn't affect combat, so it is not listed).

If Kristos perhaps decided he didn't like carrying a heavy shield, and wanted a smaller and lighter one, then his stats would look like this:

Kristos -- Sta: 13/13 * =============o | CT: 6 | KT: 17
3 - 6 | Equip: Sword, S.Shield | Prof: 1
Base: 1d10 - Def: 2(10) | AS: 13 SM: 12 DS: 15 | T: so, ev, ni

And if he wanted to ditch the shield entirely and fight with only a sword, it would look like this:

Kristos -- Sta: 14/14 * ============== | CT: 7 | KT: 18
3 - 6 | Equip: Sword | Prof: 1
Base: 1d8 - Def: 0(8) | AS: 11 SM: 10 DS: 13 | T: so, ev, ni

Notice that the Base die changes from 1d10 to 1d8 here, representing the loss of the off-hand bashing option. Because his defence is now zero outside of the defensive style, he's much more likely to get killed early in the fight, even though his stamina is higher. So it's probably a better idea to re-equip the big heavy shield.

To further the example of how this status bar would work during combat, here's an example scenario.

Kristos -- Sta: 12/12 * ============oo | CT: 6 | KT: 16
3 - 6 | Equip: Sword, M.Shield | Prof: 1
Base: 1d10 - Def: 4(12) | AS: 13 SM: 12 DS: 15 | T: so, ev, ni

Let's say Kristos opens the battle by fighting defensively. He rolls 1d15 but the RNG hates him and he rolls a 1. His opponent, let's say, rolls 11. The difference is 10, and so we take away 4 from the shield's defence, and 1 one from the sword parry, and we're left with 5 more points that Kristos needs to cover by spending Stamina. He has the intelligence to do this, and so he spends 3 Stamina to eliminate what would have otherwise been 5 points of damage.

My next post would show the following status

Kristos -- Sta: 9/12 * =========---oo | CT: 4 | KT: 13
3 - 6 | Equip: Sword, M.Shield | Prof: 1
Base: 1d10 - Def: 4(12) | AS: 13 SM: 12 DS: 15 | T: so, ev, ni

Spending stamina has replaced three of the '=' signs with '-' signs to represent lost stamina. Also, his CT and KT have gone down, because of the reduction in remaining stamina.

Continuing on, let's say that Kristos tries to pull off a tripping maneuver against his opponent. He rolls 1d12 and gets a 7. His opponent rolls a 13. Having lost by 6, reduced by 4 from his shield, he's left with 2 damage that he can't escape from because he was not fighting defensively. The damage is thus marked as two red 'x's, reducing both his stamina and max stamina.

Kristos -- Sta: 7/10 * =======---xxoo | CT: 3 | KT: 11
3 - 6 | Equip: Sword, M.Shield | Prof: 1
Base: 1d10 - Def: 4(12) | AS: 13 SM: 12 DS: 15 | T: so, ev, ni

Fearful that his critical threshold is getting quite low, Kristos returns to a defensive style and perhaps also uses his Second Wind. Even though it's not an optimal time since he still has more than half his stamina remaining, one can never be too careful, especially with the Soft trait; if he lets his stamina dip too low, he might just end up getting critted before he gets a chance to Second Wind, and then the fight would be over, and since he's only been fighting for 2 rounds and did nothing special, the crowd would likely call for his death.

So let's say he rolls high this time, like a 12, and his opponent rolls mediocre, allowing Kristos to land a flesh wound on his opponent while his Second Wind goes through:

Kristos -- Sta: 10/10 o ==========xxoo | CT: 5 | KT: 14
3 - 6 | Equip: Sword, M.Shield | Prof: 1
Base: 1d10 - Def: 4(12) | AS: 13 SM: 12 DS: 15 | T: so, ev, ni

Note that Second Wind restored his stamina to full, but the 2 points he had lost previously to injury still remain. He's going to need a couple days' rest to make that go away.

In the fourth round, the RNG gods decide that they truly hate Kristos, and they curse him with another natural 1 while he's fighting defensively. His opponent this time had gone full aggressive style and rolled a 16. Had he not been fighting defensively, the difference of 15 points would have rung in for 11 damage, easily within the crit range. But because Kristos had his guard up the whole time, his opponent's relentless assault merely exhausted much of his stamina and led to another flesh wound.

Roll difference of 15 subtract 4 from shield, minus 1 for parrying with the sword, minus a max of 7 that he can absorb from the defensive style (int 6 plus 1) at the cost of 4 stamina, leaves 3 points left over for damage. So just like that, his stamina goes from 10/10 to 6/10 to 3/7.

Kristos -- Sta: 3/7 o ===----xxxxxoo | CT: 1 | KT: 7
3 - 6 | Equip: Sword, M.Shield | Prof: 1
Base: 1d10 - Def: 4(11) | AS: 13 SM: 12 DS: 15 | T: so, ev, ni

Now he's really up shit's creek, if you look at his CT. The next point of damage he takes is going to end the fight in his defeat. But maybe he'll get lucky and bust out some really good rolls and kick his opponent's ass instead. I'll leave that as a cliffhanger.


I would like to get comments from players on whether this status bar thingy works for you. If you think the format should change, or the colours, or the data that's included, drop a reply. I could also add crowd appeal to the status block, but I'm not sure where it should go.
 
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