(Literally stealing this from the rp I posted before, but seeing as how I made it, I think ill allow myself to do so. XD Also, removing magic for now, unless someone messages me saying they wish to use it.
I'm considering this game STILL a work in progress.)
Man has always craved conflict. The last great war between the legions of Imperia and the barbarian hordes of Nordaugh. These two nations clashed almost endlessly, trying to destroy each other. After the final clash, with both sides suffering tremendous losses did a Valkyrie appear, and warn them that their actions would lead to destruction. It was there that an uneasy truce was formed, and both sides withdrew.
However, the craving of combat never went away, and thus the gladiator games were formed. Schools from all the lands would compete and prove a great outlet for Man's darker desires.
Are you a prize fighter seeking to make a name for yourself? A soilder trying to keep your skills sharp? A convict who would rather fight than face the noose? [Setting]
This world is broken up into four major nations: Imperia (Roman empire), Nordaugh (Viking esqu Norway), Windward Steppes (Mongolia), and the Southern Expanse (Egypt). Your character can originate from any of these places, but must explain why they decided to join a Imperial school (All characters will be a part of the same school, but may be made to fight each other in the arena for practice or actually competing.)
Cities of Imperia
Spoiler (click to show/hide):
Belfort - Legion garison turned city bordering Nordaugh.
Caltha - Biggest and most prosperous city in Imperia. Gladiators from all nations strive to compete here.
Cro Beska - Home to the beastmen of Imperia, infamous for their savage games and treatment of the losers.
Orgus - City built into the side of a volcano, famous for its hot springs and arena built in the eye of the volcano.
Pirgos - Considered the best place for any school to get started, typical Imperial town.
Syrna - One of the two major port cities, also know for it's arts and fine imports.
Trikata - The other major port city, known for its fishing and slave trading past.
Towns of Nordaugh
Spoiler (click to show/hide):
Fluich - Typical town in Nordaugh, the arena is typically a pigs pen in the off season.
Mordare - A city filled with mysticism, the arena is inside the skeleton of a dead dragon.
Orin - The city the Barbarian king resides, where his best warriors and gladiators train.
Roanor - Town opposite of Belfort on the Nordaugh side, known for it's Imperial 'imports'.
Sloan Forest - Borders a mostly unexplored forest, Galdyr witches appear here to compete on occasion.
Vargen - Highest and coldest arena in the land, said to be watched over by the spirit of a fallen Valkyrie.
Settlements of the Windward Steppes
Spoiler (click to show/hide):
Altahrun - A city built around ancient ruins, mainly used for historical reenactments.
Ononhaar - A city mainly made of temporary structures, known for their great archers.
The Wastes - A traveling city ripe in Nomadic tradition, rarely will you see it in the same place twice.
Yuset - The only really permanent city in the Steppes, borders Imperia.
Towns of the Southern Expanse
Spoiler (click to show/hide):
Akar An - Main city and capital of the Expanse.
Qaa Rah - Little more than a oasis with a few structures, known for its beast fights.
Saraa Izel - Main trade city and port of the Expanse.
[Classes and combat]
Spoiler (click to show/hide):
Combat will be d20 based, while damage will vary based on weapon and stat factors (i.e greatsword > longsword > dagger). If you are defeated in the arena, you will either be teleported out by a healer (if seriously injured), or you can be further humiliated by your opponent (i.e. stripped down, defiled, etc).
Classes
(Going to try and implement this now)
Classes are broken down into Light, Medium, and Heavy. That said, it forms a triangle of strengths and weaknesses. Light >Heavy, Heavy > Medium, Medium > Light.
Logic behind this: Light fighters are highly agile, making them harder to hit and faster to react. Medium has more balanced out stats, and heavy is just a upfront brawly tank. This means you have an advantage, but does not necessarily mean you will win.
(NOTE: I will be including your first feat if you choose a specific class. If you choose none, you are considered a medium character with no stat bonus, but may choose any feat you like.)
Light classes: (+2 to initiative, +1 Dex. Wears light armor.)
Bandit: A rogue who focuses on flanking enemies, hitting people where it hurts. [Feat: Dirty fighting]
Archer: Focuses on hitting people who are far away, very bad in close range. [Feat: Weapon training - Bows]
Dervish: Fast striking, elusive close range fighters. [Feat: Dual wielding, no prerequisite]
Gungnir: A javelin using fighter who throws from medium range, but can attack close range if needed. [Feat: Weapon training - javelin]
Secutor: A light fighter who excels in pissing off their opponent, and drawing the eyes of the crowd. [Feat: Taunt or Seductive, choose upon taking the class]
Medium classes: (+1 to 1 physical stat, +1 to a mental stat. Wears medium armor.)
Legionnaire: A rank a file soldier who works best in a group. [Feat: Shield Training or Weapon Training - 1 one-handed weapon, choses on creation]
Barbarian: The most prominent type of fighter in Nordaugh, the anger in them fuels their strength. [Feat: Toughness or Rage]
Murmillo: A real crowd pleaser. They love to hear the crowd as much as the crowd loves to see them. [Feat: Showmanship or Seductive]
Heavy Classes: (+2 to Con, +1 to Str, -2 to Initiative. Wears Heavy armor.)
Centurion: Commanders of the fighting forces in Imperia, known for their martial prowess. [Feat: Weapon training - 1 type of heavy weapon, or Power Attack]
Samnite: Hulking masses of muscle who do their best to break their opponents. [Feat: Grappler or Armor Training]
30 points to spend, maximum 10 in a single stat, even after class choices. Feats will be gained every odd level.
Str, Dex, Con, Int, Wis, Cha.
Feats
I will be accepting suggestions for these. As you put points into the same feat, it will cost more, but become more powerful.
Spoiler (click to show/hide):
Weapon Training: +1 to hitting with the chosen weapon.
Toughness: Bonus hp each level. +2 hp per level when it is taken.
Shield Training: Ability to use a shield. Start off not being able to use one.
Taunt: Anger your opponent, excite the crowd. Makes the opponent more likely to attack you, but gives you a +2 rep if you beat them.
Showmanship: Increases your reputation gain after a win. +10 reputation on a win, -5 lost on a loss.
Armor Training: Affects how well you move in your armor. Upgrades the armor you are able to wear, and reduces the penalty to moving in heavier armor.
Seductive: More likely to have an opponent try to defile you than kill you. +2 to defile vs. knocking out.
Rage: -1 stat bonus to dex, +2 to damage.
Dual Wielding: Pre-requisite : Weapon training - Ability to wield a 1 handed weapon in each hand, - 3 to hit with both, ×2 attacks.
Swift Strikes: Attack twice with your weapon, 3/4 damage, rounded down.
Power Attack: -2 to hit, +4 to damage.
Dirty Fighting: Use a underhanded technique (throwing sand, flashing, etc), chance to stun your opponent.
Grappler: +2 to attempts to pin your opponent, and all maneuvers against your opponent while they are pinned (except attacks).
Weapons
Spoiler (click to show/hide):
Weapons are distributed based on how the classes play. Example: A bandit usually uses a dagger, and therefore would not be usually able to wield a heavy weapon or two handed weapon, but can learn to through customization.
Light weapons: Dagger: 1 d4 + Dex, piercing.
Light axe: 1 d4 + Dex, slashing.
Light mace: 1 d4 + Dex, blunt.
Medium weapons: Long sword: 1 d6 + Str, slashing.
Short sword: 1 d6 + Dex, slashing.
Hand axe: 1 d6 + Str, slashing.
Mace: 1 d6 + Str, blunt.
Rapier: 1 d6 + Dex, Piercing.
Heavy weapons / Two handed weapons
Heavy spear: 1 d8 + Str, piercing.
Maul: 1 d8 + Str, blunt.
Great sword: 1 d8 + Str, slashing.
Great axe: 1 d8 + Str, slashing.
Ranged:
Bow: 1 d6 + Dex, piercing. Range: 20-60 feet.
Javelin: 1 d6 + Str, piercing. Range: Melee - 30 ft.
Armor
Spoiler (click to show/hide):
Armor will mitigate some of all damage done to the character, and be limited by size. Armor training makes it so you can reduce the penalties on wearing heavy armor, and give the lighter classes the ability to upgrade their defenses.
Light armor (-1 to damage taken from all types.)
Light chainmail: -2 taken from slashing.
Light Leather: -2 taken from blunt.
Cloth: No damage reduction, but generally made more risqué, making it easier to remove or flash your opponent. [Will add bonuses later]
Medium armor (-2 to damage from all types.)
Chainmail: -2 from slashing.
Leather armor: -2 from blunt.
Padded cloth: -1 from piercing, easy to remove like cloth armor.
Heavy armor (-3 to damage from all types, -5 to movement range.)
Heavy chain: -2 from slashing.
Plate mail: -2 from blunt, -1 from slashing, another -5 movement.
Experience + leveling
You start off needing 10 exp. Every level you go up, it resets to zero, and you add 5 till next level. Participating in a arena or show will give you 1xp, defeating a opponent will grant 2 xp, and certain other acts or achievements will vary.
Reputation: All characters start off with 0 reputation, having either been new to the arena or shamed in the past. As you gain more reputation, people will start talking about you, maybe earning you a discount at the shop, or people throwing gifts at you as you leave the arena. If your reputation goes negative, people will insult you, shops may refuse to sell to you without bribing, and you will have to do more demeaning things to get your reputation back up.
(Any input or suggestions can be posted here, or pmed to me.)
Sometimes I think i'm crazy, but then my other voice says i'm alright.
I'm not sure if i'm just too creative, or just cant focus on one thing.