<strong>Non-combatant characters</strong><br/><br/><strong>Concubine stats:</strong>M 6, WS 1, BS 1, S 2, T 3,  W 1, I  3, A 1, LD 5 (popularity) Save____<br/><br/>Each gets 20 points to spend in creation.  From raising a stat (only one stat can be improved at creation.)  To trained skills and abilities.   Like the gladiator stats are 1 for 10 pts.<br/><br/><strong>Abilities</strong><br/><br/>Each one costs 7 pts   each one is for game effects, and adds 1 to your LD roll further explained.<br/><br/>Double Jointed<br/>Fertile  (gives +1 to the roll of getting pregnant or getting one pregnant)<br/>Flexible<br/>Scent<br/>Tight<br/>Well-endowed bosom (or package for males)<br/><br/><strong> Skills </strong><br/><br/>Skills cost 5 pts each.<br/><br/>The skills are of a social and sexual nature.  No matter what they are, each one adds +1 to the LD score in accumulatively.<br/><br/><em> Think of a sexual prowess, an it is a skill costs 5 pts to list it. </em><br/><br/><strong>Concubine status</strong><br/><br/>When a concubine lays with a gladiator.   She will make a prowess check.  This is her LD X 2 score adjusted by any modifiers then subtracted by the Gladiator’s LD score.   A roll is made on 2D6 of equaling or under the target number.   Which means the concubine had been pleasing and gains a popularity point and 1 experience pt.   Failure means a loss of LD score by 1 pt and no experience point awarded.<br/>(example the Concubine has a LD of 5 x 2 = 10 + 3 for skills, for a 13 - 6 for gladiator = 7 is needed to roll equal or under for a success for the concubine.)<br/><br/><strong>Pregnancy roll</strong><br/><br/>Each time a concubine is taken, she most rolls for becoming pregnant.   This done by taking her T score and the Gladiator score dividing by two and adding any applicable modifiers.    Then rolling under the target number on 2D6.   It is encourage the concubines breed, in game terms a reward of 15 experience pts and the award of 3 LD pts, is awarded for becoming pregnant.<br/><br/><strong>Combat</strong><br/><br/>Initiative:  D6 + I and any other modifiers/ highest goes first.<br/><br/>Move:  (Charge is double your move)<br/><br/>Melee:   Attacker who has charged attacks first.  Unless a skill or other circumstance denotes otherwise.  It no charge or the two combatants remain locked in combat.   The highest initiative goes first.  If they are the same, then who had won the initiative roll to go first.<br/><br/>To attack compare ones WS vs opponents WS.  For example if both are WS 3 then the roll would remain, you need a 4+ to hit on a D6.  If your opponent has a WS of 4 and yours is 3 then a 5+ is needed to hit.<br/><br/>If successful hit is scored then either and/or a parry, save is rolled.    The parry is a counter attack roll by the defender.  Successful it parries the strike.   Saves are adjusted by the strength of the attack or type weapon.   A fist gives +1 to save those a gladiator with a 5+ save now has a 4+ save.<br/><br/>Strength mods to Save;  1 (+2),  2 (+1), 3 (-), 4 (-1), 5 (-2), 6 (-3)<br/><br/>If the save is missed or there is none.   Then a too wound is rolled that is attackers S vs defenders T.   If the attacker is using a two handed sword giving a +2 to S then his score is 5, the defender has a 3 so a 2+ is needed to wound.<br/><br/>Then with a successful wound roll.  Roll a D6 to see effect.<br/><br/>1 – Only a glancing blow.<br/><br/>2 – deft strike –1 to defender to S, T, & I<br/><br/>3 - Knocked down<br/><br/>4 – Hampered  - 1 M<br/><br/>5 – Stunned lose attack this turn (if not gone) and next turn   Hits auto the next turn on you.  Cannot parry.<br/><br/>6 -  Incapacitated the fight is over.<br/><br/><em>Once the match has ended.   A roll for crowd reaction for live or die on the vanquish gladiator.   A roll of equal or under the defeated gladiator LD/popularity on 2D6 has the crowd show mercy and spare his life, to fight another day.    A roll higher and well you have fallen from favor and thumbs down as death is called for.    Also, note regardless of how high your popularity goes, a roll of boxcars double 6’s is always death. </em>[/color]<br/>