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El Limite del Imperio

Creacion de legionarios

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19/10/2013, 20:20
Director

Las reglas de siempre. Ver cualquiera de las partidas de SW que hemos hecho. Cosas especiales

Lenguajes: Se usan las reglas de habilidades. Todos hablais Latin. Para aprender mas idiomas, teneis que gastar puntos

Sanity: Sanity is a derived trait that monitors your character’s mental health and wellbeing. A soldier’s starting Sanity is 2 plus half his Spirit die type unless modified by Edges and Hindrances

Requerimientos para ser legionario

Strength d6+, Vigor d6+, Fighting d6+, Throwing d6+, Shield Wall;

Equipment: lorica segmentata (Imperial), legionary helmet, scutum, gladius, two pila, two stakes, dolabra.

Teneis que tener todo lo de arriba. El resto de las habilidades/edges los elegis vosotros. Como teneis un edge extra por ser humanos, ese va a Shield Wall. Los otros dos avances que conseguis por los hindrances, los que querais

Shield Wall:The Roman legions defeated barbarian forces much larger than themselves through iron discipline and  teamwork. Legionaries with the Shield Wall Edge and a shield add +1 to each adjacent man’s Parry if that man has the Edge (and a shield) as well. The maximum bonus for this Edge is +2 (if there is one man to the left and right), and stacks with any Parry bonuses for the shields or weapons they hold.

Requerimientos para ser Decanus:

Strength d6+, Vigor d6+, Fighting d8+, Rank (Decanus)
Equipment: lorica segmentata (Imperial), legionary helmet, scutum, gladius, two pila.

El que sea decanus tiene que tener todo lo de arriba. El resto de las habilidades/edges los elegis vosotros. Como teneis un edge extra por ser humanos, ese va a Rank (decanus). Los otros dos avances que conseguis por los hindrances, los que querais

Rank (decanus): The Roman military machine promoted legionaries based on their experience and skill. This warrior was the most senior man in his contubernium (tent group) of eight men and was responsible for their actions in camp and on the march. He was identified by two feathers on the front of his helmet. Works as Command (and therefore needs its prerequisites)

Requerimentos para ser scout

SPECULATORES/EXPLORATORES: Speculatores and exploratores were the scouts and reconnaissance units for the Roman army. Serving both in legions as well as praetorian camps, initially speculatores served as scouts, but quickly became bodyguards, couriers, law-enforcers, and even executioners. Exploratores were tasked to keep watch on enemy movements. Both types were capable of infiltrating enemy ranks as spies and assassins. They were the original espionage units, and from them rose organizations such as the Roman Empire’s feared internal police, the frumentarii.

Requirements: Smarts d6+, Fighting d6+, Notice d6+, Stealth d6+, Woodsman. 

Equipment: Pugio, local clothing (for spying). Those serving as legionaries are equipped as appropriate for the time period.

Teneis que tener todo lo de arriba. El resto de las habilidades/edges los elegis vosotros. Como teneis un edge extra por ser humanos, ese va a Woodsman. Los otros dos avances que conseguis por los hindrances, los que querais. 

Solo es necesario un Decanus. El resto puede ser legionarios, no hace falta un explorador

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19/10/2013, 23:07
Director

HINDRANCES Y EDGES

The following Edges are not available to player characters in this setting: Adept, Arcane Background (Any), Champion, Holy/Unholy Warrior, Martial Artist, Mr. Fix It, Rich, Rock and Roll, luck. Edges which list any of the above as requirements are also off-limits.

Nuevas Hindrances

REPLACEMENT (MINOR)
This soldier is fresh to service and still rough around the edges. Not every young man fresh off the farm has this Hindrance—only those who take a little longer to adjust to the realities of war. The warrior is not dealt an Action Card on the first round of any combat (he’s always “surprised”). In addition, he subtracts 2 from Notice rolls made to detect ambushes or booby traps, as well as most Common Knowledge rolls related to military operations. The replacement is often assigned the worst duties—latrine detail, punishing slaves, carrying water, and so forth.

SHIRKER (MINOR)
This soldier procrastinates and actively tries to dodge any sort of work, or tries to get someone else to do it for him. When forced into doing something, he attempts to finish whatever he’s doing as quickly as possible. Shirkers suffer –2 to Promotion rolls. His reputation for being lazy may not sit well with his companions or superior officers, so he has a –2 to
his Charisma with them.

SLOW (MAJOR)
This soldier is a little slow on the uptake or freezes up when arrows start flying. He draws two cards in combat and acts on the worst. If he draws a Joker as his first card, he uses it normally and ignores his Hindrance for the round.

Nuevos Edges

FELIX (LUCK)
Requirements: Novice
Felix means “fortunate,” and is the Weird Wars Rome name for the Luck Edge. Greater Luck is known as Felix Magnus (“great luck”).

MILITARY FAMILY
Requirements: Novice
The hero’s father was a career soldier who rose to the ranks of centurio (or higher with the War Master’s permission) or legatus (for parents with the Equestrian or Military Family Edge). He begins the game with a d4 in Fighting, Knowledge
(Battle), Riding, or Throwing (player’s choice). In addition, he has +1 Charisma when dealing with officers of centurio rank and above and to promotion rolls because of his father’s reputation. Should he fail to live up to his father’s deeds (War
Master’s discretion), he suffers a –2 penalty to Charisma until he makes amends.

MEDICUS (MEDIC)
Requirements: Novice, Healing d6+
A character with this Edge can get wounded soldiers quickly up and fighting again. If the medic can get to a wounded non-Wild Card by the end of the round in which he was wounded, he can make an immediate Healing roll at –2. If the roll is successful, the victim is merely Shaken instead of wounded.

SIGNIFER
Requirements: Novice, Smarts d6+, Spirit d6+,
Fighting d8+
Every century has a signum, a spear shaft decorated with the century’s combat awards topped with an open hand, which signifies the oath of loyalty all soldiers take. The bearer of this signum is a signifer. In combat, the signum serves as a rallying point. A signifer has immunis when making camp and +1 Charisma among his century. When the signum is carried, the signifer gains the benefits of one Leadership Edge of his choice, though he must meet all the requirements. He
may only choose and use one such Edge per game session. The signifer typically also ran a “burial club,” collecting regular payments from the men to ensure they had a decent burial.

STICKY FINGERS
Requirements: Novice
The legionary has an eye for valuables or is quick to pocket prizes before his companions. The character adds +2 to Common Knowledge rolls made to look for Spoils.

Notas de juego

Hay mas, pero esos son los de novice

Cargando editor
19/10/2013, 23:17
Director

EQUIPO DE UN LEGIONARIO

Con asterisco se marca el obligatorio

En este mundo la carga permitida es Str x8 en vez de Str x5.

ARMADURA

(*) Lorica Segmentata: Worn by imperial legionaries, this is the armor most often portrayed in movies. The chain mail of the Republican troops has been replaced with a flexible shirt made of layered metal strips. It covers the arms and torso

Armor: +2 Weight: 18

Greave: Hardened leather or interlaced bronzed plates fitted to the
warrior’s shin.

Armor +1 (leather)/+2(mail) Weight 2/4

(*) Legionary Helmet: A sturdy and relatively comfortable helm with cheek guards and openings for ears and eyes. It provides a 75% chance to protect against head shots

Armor +3 Weight: 4

(*) Large Shield (Scutum): The standard shield of the Roman legions provides cover from knee to neck. It has a large boss on the front which protects the hand holding the shield from penetrating thrusts, and can be used to bash foes (Str+d4). It grants +2 Parry and +2 Armor vs. ranged attacks.

Weight: 18

En total un peso de 40-44. Se necesita fuerza d10 o d6 con Brawny para poder llevar todo eso sin penalizadores (Y sin contar las armas!). Los penalizadores por peso son:

Carrying too much weight inflicts a –1 penalty for every additional multiple of your Load Limit. The penalty applies to
all Agility and Strength totals, as well as skills linked to either of those two attributes. And pace

ARMAS DE UN LEGIONARIO

Como legionarios, teneis que llevar las siguientes armas. Si quereis llevar mas (de las del libro base), esta permitido

Gladius (Short Sword): The ubiquitous Roman stabbing sword. En 177AD todavia usan esa espada corta en vez de la Spatha que haria mas daño. En fin, supongo que no eran munchkins.

Damage: Str + d6 Weight: 4

2 PILUM: The pilum is a heavy javelin. The heavy metallic head bends on impact, preventing enemy forces from throwing it back. Its main use was to stick into an enemy’s shield and render it useless. If a successful Throwing attack misses by the enemy’s shield’s Armor modifier, roll a die. If the result is even, the pilum sticks in the shield. Until it’s removed (a Str roll at –2), the victim cannot use it. Repairing the head of a thrown pilum takes 10 minutes, some basic tools, hot fire,and a Repair roll. Pilum are poor in melee—treat them as improvised weapons.

Damage: Str + d6 Weight: 6 (3 each) ROF:1 Range: 3/6/12

OTRO EQUIPO

Cosas que llevaba cada legionario cuando iba de marcha, pero no cuando estaba estacionado como estais vosotros en esta aventura, con asterisco. El resto cosas asi en general

Candle: A candle provides clear light in a Medium Burst Template for two hours. A
candle blows out in a strong wind or whenever the character holding it runs.
Weight 1/5
Cooking Gear: Small metal pot, plate, knife, and spoon. A large cooking pot is carried
by each contubernium’s mule.
 Weight 2
(*)Dolabra: A tool with a pick on one end and a small shovel or hoe on the other. They’re
unbalanced as weapons and so inflict a –1 penalty on the user’s Parry and Fighting
scores. They cause Str+d6 damage.
Weight 5
Grappling Hook and Line: A grappling hook is attached to a light line of variable length
but usually no more than 15 yards in length). The user throws the hook just as if he were
attacking a target. It has a range of 3/6/12. If it “hits,” the hook has set and can hold up
to 200 pounds of weight.
Weight 10
Marching Pack: A leather satchel on a stout wooden pole, used to carry rations and
personal effects.
Weight2
Medicus Kit: Includes bandaging material, a set of surgical instruments, and supplies
like unguents, salves and medicines. It adds +2 to all Healing rolls and has five uses
before it needs refilling.
Weight 10
Oil (1 pint): Besides providing light when used in lanterns, oil can also be used as a
weapon. This is most commonly done by putting oil in a ceramic flask with a lit fuse. The
flask is then thrown at the target where it breaks and the fuse sets the oil alight. Lighting
a fuse requires 1d6 rounds with flint and steel (1 round with open flame), so it’s best to
light the fuse before a fight starts (a fuse stays alight for 10 minutes). The flask’s range is
3/6/12. Anything it hits is set alight on a d6 roll of 5–6, causing 1d10 damage per round.
The fire has a chance of growing each turn as described in Savage Worlds.
Weight 1
Pavilion: Pavilions are large tents used by officers. They vary greatly in size, from small
ones housing just four to six people, to those of the Emperor, which can house over 30
people and have internal partitions.
Weight 40
Rations: Each soldier is required to carry two week’s basic provisions, typically bread
and a few meager vegetables.
Weight 15
Rope (20 yards): The rope can safely handle 300 pounds. For every 50 pounds over that,
roll 1d6 every minute or whenever the rope suffers a sudden stress. On a 6, the rope
breaks under the strain.
Weight 15
(*)Stake: Every soldier carries two sharpened stakes with him for the purposes of building
temporary marching camps.
Weight 5 each
Tent: Tents provide much needed shelter for weary soldiers. Each tent houses eight men
and is usually carried by a mule on campaign.
Weight 20
torch: A torch provides clear light in a Large Burst Template. Properly prepared torches
last for two hours. Temporary torches can be made with some wood, rags, and one pint
of oil for every 10 torches. These last half as long, however.
Weight 2
Waterskin: Holds 2 quarts of liquid. Usually this is watered-down, vinegary wine. Weight 1
Wicker Basket: Used to remove soil from entrenchment excavation as well as hold goods
while on the march.

Notas de juego

El total del peso minimo son 54. Cuando os moveis de un lado a otro, y suponiendo que una mula lleva lo pesado 74.

Cargando editor
20/10/2013, 13:27
Director

SPOILS

Los spoils se consiguen superando una tirada de inteligencia despues de cada batalla. Hay modificadores (cuanta mas pequeña la batalla mas dificil encontrar algo de valor)

 Spoils are treasures legionaries collect beyond their normal pay, and are a somewhat randomassortment of coins, jewelry, objects of art, or even money from captives sold to bands of slavers who always followed the legions on campaign. Each Spoil weighs two pounds and must be carried and watched after like all other gear. It may be spent on any of the actions below when appropriate and with the War Master’s permission. Each action costs one Spoil, does not stack with
itself, and generally cannot be repeated for at least a month of game time.
Blessing: The character makes a donation to the local temple or priest of his chosen deity. He adds +1 to Spirit and all Spirit-based rolls for the next game month.
Carousing: While on leave, the soldier parties like Bacchus himself. He gains a Benny that may be saved between sessions until used.
Immunis: The soldier pays a superior to grant him immunity from camp work for a week if on the march, or a month if in camp (see Making Camp).
Indulgence: The hero spends a Spoil on something meaningful—helping someone less fortunate or a personal interest. This strengthens his mental resolve and recovers one lost point of Sanity.
Rest and Recuperation: If the soldier has been stricken with a disease, illness, or Fatigue, he may spend a spoil to get the best medical care, unguents, and medicines. With a successful Vigor roll, all Fatigue and illness is removed. No refund is due if the roll is failed.

FORCE MARCHES

Troops can travel further by force marching, making a group Vigor roll every two hours after a full eight spent marching. The War Master can decide if he wants to make these rolls per legion, cohort, etc, based on the size of the force. Failed rolls cause Fatigue, which can lead to Incapacitation. Only in rare circumstances— extreme heat or cold, multiple days spent force marching, etc.—should the War Master allow force marches to cause death. Fatigue gained from force marches fades at the rate of one level every eight hours of complete rest.
 

MAKING CAMP

When on the march, legionaries constructed a temporary castrum each night they stopped. After a long day’s march carrying a full pack, possibly in adverse weather conditions, this could be exhausting. All legionaries must make a Vigor roll at the end of each day’s march after the camp is constructed, on top of any Forced March rolls made during the march. Those who fail gain a level of Fatigue. A critical failure causes two levels of Fatigue. This
can lead to Incapacitation, but not Death. Four hour’s rest recovers one level of this Fatigue. As well as lowering Notice rolls (and other traits), soldiers also suffer these penalties to avoid falling asleep—an offense which can lead to execution for dereliction of duty (see Sleep in Savage Worlds). A soldier may avoid duty by bribing his superior with one Spoil (see Immunis, under Spoils).

Cargando editor
21/10/2013, 19:36
Titus Silo
Sólo para el director

Notas de juego

Me puedo hacer un milites speculator si cumplo con los requisitos de ambos?

Cargando editor
21/10/2013, 20:26
Director

Si. De hecho si eres un speculator te han metido como legionario al necesitar gente y estas con el resto

Cargando editor
21/10/2013, 21:46
Director

NOMBRES ROMANOS

Roman names were broken down into three parts:

The first, the praenomen, served a similar function to modern Christian or first names. Praenomen’s were often taken from a place or thing. Cicero, for example, means “chick pea.” The second, the  nomen, was the name of the clan, or gens, to which the person belonged. Such clans shared a common  ancestor at some distant point. Finally, there was the cognomen, which differentiates families within the same clan.

Praenomen:

Appius, Aulus, Gaius, Lucius, Mamercus, Manius, Marcus, Publius, Quintus, Servius, Sextus, Surious, Tiberius, Titus.

Nomen:

Aelius, Annius, Antonious,Appuleius, Atilus, Aurelius, Caelius,Calpurnius, Cassius, Claudius,Cornelius, Decimus, Didius, Fabius,Flavius, Furius, Hortensius, Julius,Licinius, Lucilus, Magius, Manlius,Norbanius, Octavius, Oppius, Ovidius,Petronius, Plautius, Pompeius, Porcius,Publius, Rutilius, Sulpicius, Terrentius,Titius, Vettius.

Cognomen:

Africanus, Albinus, Bestia, Brutus, Caesar, Caldus, Caprarius, Cato, Catulus, Cicero, Crassus, Damaticus, Dives, Drusus, Flaccus, Galba, Gracchus,Lentulus, Limentanus, Longius,Lucullus, Magnus, Maximus, Merula,Nasica, Nerva, Paulus, Ravilla, Reginus,Rufus, Scaurus, Scipio, Serranus, Strabo,Sulla, Varus

Notas de juego

Yo, para los dos notas de vuestro contubernio, he usado un roman name generator que he encontrado en google.

Cargando editor
22/10/2013, 07:03
Director

No se que leches habia pasado. Aqui esta otra vez

Cargando editor
22/10/2013, 15:07
Marcus Annius Africanus "Corsicanus"

Como parece que la gente tiene dudas sobre qué legionario hacerse, copio la tabla de personalidades para PNJs del manual (p81) por si alguno quiere dejar que los dados le ayuden a decidir cómo va a ser su PJ...

d20    Personalidad

01    Joven
02    Cruel
03    Viejo
04    Feliz
05    Experimentado
06    Entusiasta
07    Vago
08    Ruín
09    Inteligente
10    Lelo
11    Basto
12    Ágil
13    Observador
14    Estúpido
15    Misterioso
16    Creativo
17    Artista
18    Valiente
19    Cobarde
20    Heroico

Notas de juego

Yo tengo ganas de hacerme un macarra, pero puesto que tanta gente parece tener ganas de algo parecido igual me hago otra cosa.

Si algún día tengo tiempo, igual me hago un generador de personajes que haga preguntas sobre el pasado del personaje y recomiende desventajas y rasgos...

Cargando editor
22/10/2013, 15:46
Marcus Annius Africanus "Corsicanus"

Notas de juego

Yo, para los dos notas de vuestro contubernio, he usado un roman name generator que he encontrado en google.

Qué filtro has usado para las fotos? Así todos tenemos la misma pinta...

Cargando editor
22/10/2013, 16:01
Director

las fotos las he encontrado en google. No se si es filtro o alguien que lo ha dibujado. Viendo como funcionan esos filtros me da a mi que son dibujos hechos a mano

Cargando editor
22/10/2013, 16:27
Marcus Annius Africanus "Corsicanus"

Pues ya tengo nombre para mi legionario: Marcus Annius Africanus, de los Africanus de toda la vida, glorioso clan lleno de historia.

Praenomen: 3 + 5 - 1 = 7 (de 14)  --> Marcus
Nomen: 1 * 2 = 2 (de 36) --> Annio
Cognomen: 1 * 1 = 1 (de 36) --> Africanus
 

- Tiradas (4)
Cargando editor
22/10/2013, 16:40
Manius Octavius Ruso

Name: Manius Octavius Ruso
Race: Human

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d6
Skills: Fighting d10, Gambling d4, Healing d4, Notice d6, Persuasion d4, Shooting d4, Stealth d4, Throwing d6

Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2); Sanity: 4

Hindrances:
Code of Honor: Character keeps his word and acts like a roman gentleman
Poverty: Half starting funds, inability to hang onto future income
Ugly: –2 Charisma due to appearance

Edges:
Command: +1 to troops recovering from being Shaken (from Decanus)
Rank (Decanus): null
Shield Wall: null
Trademark Weapon: +1 Fighting or Shooting with particular weapon

Gear:
Gladius (Short Sword) (Str+d6, )
Legionary Helmet (Modern) (+3, Covers head, 75% chance vs. head shot)
Lorica Segmentata (+2, Covers arms and torso)
Pilum (Range 3/6/12, Str+d6, Shots 1, See notes) x2
Scutum (Large Shield) (+2 Parry, +2 Armor vs. ranged attacks)

Notas de juego

Primera versión.

Un pobre diablo que se cree toda la propaganda romana, patriota, noble y seguidor de las buenas costumbres. Jura por Cató. Tampoco es que tenga otra opción que la Legión porque es un borrachín y totalmente incapaz de ahorrar un sextercio. Y encima feo, y por supuesto putero.

Cargando editor
22/10/2013, 17:41
Director

No Ok al Decanus de Rivera. Tienes que definir tu Arma trademark

No Ok al legionario de Sergut: te falta asignar un punto de habilidad. Asesinato seria Wanted (Major) no minor, por si quieres cambiarlo. En cualquier caso el minor te da -2 a promociones y el major -4. Los rumores es lo que tiene.

No Ok al PJ de Puck.  Bueno, ese esta a medio hacer :-)

Cargando editor
22/10/2013, 17:52
Manius Octavius Ruso

No Ok al Decanus de Rivera. Tienes que definir tu Arma trademark

El Gladius, herencia de su abuelo.

Cargando editor
22/10/2013, 18:34
Marcus Annius Africanus "Corsicanus"

No Ok al legionario de Sergut: te falta asignar un punto de habilidad. Asesinato seria Wanted (Major) no minor, por si quieres cambiarlo. En cualquier caso el minor te da -2 a promociones y el major -4. Los rumores es lo que tiene.

Asignado el punto de habilidad que faltaba. Le he quitado Bajos Fondos que no le pegaba y le he puesto puntos extra en otras habilidades.

También le he cambiado el origen. Iraklio no se había fundado en esta época, así que lo suyo sería que hubiera nacido en Gortynia... pero entonces lo normal/esperable sería que hablara griego además de latín... así que le he cambiado a otra isla en donde todo el mundo habla latín y nada más.

Según el manual, un crimen serio (como el homicidio) es una desventaja menor si se está lejos del escenario de campaña (p31). No tengo claro si Marcus ha matado a alguien (lo decidiré más tarde o lo dejo a la Fortuna); pero suponiendo que alguien hubiera muerto, eso ocurrió muy lejos hacia el sur, y lo más probable es que nadie venga a buscar a Marco hasta la Germania Superior.

Lo de -2 a las promociones es regla casera para favorecer que cojamos otras desventajas que no sean Buscado? En ese caso igual puedo cambiarlo por un Mezquino o un Sanguinario, que también las estuve barajando...

Notas de juego

"Un desertor yo? Repítelo!", dice, mientras despliega su navaja.

Cargando editor
22/10/2013, 19:11
Director

Hindraces que afectan conceptos solo de roma (que no venga en su descripcion)

Regla casera sujeta a discursion en off-topic o dudas de reglas

Yellow -4 a promocion

Wanted -2/-4 a  promocion

todas las que quiten carisma te quitan lo mismo a promocion (y viceversa) - eso creo que ya estaba

Code of honor, Heroic, loyal dan +2 a  promocion  Pensandolo mejor un hindrance no deberia dar cosas positivas sin mas

Pobre da -2 a la tirada de spoils obliga a gastar el spoil a la minima oportunidad. 

Cargando editor
22/10/2013, 20:03
Titus Silo

Tito Verginio Silo

Traits Dice
Agility d6
Smarts d4
Spirit d6
Strenght d10
Vigor d6

Edges

Shield Wall
Berserk
+1 Str

Hindrances

Código de honor
Leal
Habito

Derived Total
Charisma 0
Pace 6
parry 9
Toughness 7(2)

Sanity 3

Skills Total Dice
Fighting d10
Climbing d4
Driving d4
Intimidation d6
Riding d4
Streetwise d4
Swimming d4
Throwing d6

 

Notas de juego

Bueno, a ver que tal. La idea es un tipo que sería un buen legionario, si no fuera por el pequeño detalle de que cuando entra en combate se le va la olla.

Entiendo que en el momento en que entre en Berserk, no podrá usar (ni colaborar en) shield wall, ya que se requiere una mínima concentración para mantener la formación.

La verdad es que la idea me la dio este trailer.

Cargando editor
22/10/2013, 20:38
Manius Octavius Ruso

Un puto berseker en mi decuria... ahora entiendo porque nos dejaron aquí.

Cargando editor
22/10/2013, 20:43
Titus Silo

Viendo que te gusta la idea, entonces podemos hablar del equipo...