The Gladiators

The Gladiators are always looking for fresh meat to put on a show for the more bloodthirsty citizens of the Kingdom.

Guildmaster

Kingdom: High Champion Slash
Barony Van Heusen: Champion Maximus Decimus Meridius

Joining

A starting character can join the guild immediately.

A non-starting character can join the guild immediately.

Requirements

A member of the Gladiators must

  • never refuse a challenge to combat.
  • never learn any magic, religious or subterfuge skills.
  • never allow spells or miracles which enhance their natural fighting abilities to be cast on them (A Mage/Priest who casts such a spell/miracle must be killed). As an example, Strengthen 0 enhances their natural fighting abilities, as does Float. Basically, the restriction on Gladiators goes beyond simply boosting them to do more damage with their attacks or gain greater protection. The only help that a Gladiator will grudgingly accept is healing and even then a well played Gladiator in the middle of a fight will never ask for it and may even be angry at the healer who’s butted in.
Tax

10%

Advanced Training

A member of the Gladiators has access to

  • Melee Weapon skills to Legendary Mastery.
  • Melee Weapon Adepts.
  • Shield skills to Legendary Mastery.
  • Armour skills to Legendary Mastery.
Bonuses

A member of the Gladiators gains the following bonuses.

  • [LOSE] May use the title Gladiator up to Rank 15, Champion above Rank 15.
  • [KEEP BOUGHT] Learn all melee (not thrown or missile) weapon skills at half CP cost, including specialist skills (Subdue, Weapon Adepts, Favoured/Chosen Weapon etc.).
  • [KEEP RESTRICTED] The Gladiator gains Gladiator Points to use on exceptional physical & mental feats.
    Never learn any magic, religious or subterfuge skills.
    Never allow spells or miracles which enhance their natural fighting abilities to be cast on them.

Gladiator Points

The Gladiator gains Gladiator Points based on his Guild Rank & Race as follows:

Race Gladiator Points
Human, Elf, Half-Elf 1/3 Guild Ranks
Half-Orc 1/4 Guild Ranks
Half-Ogre 1/5 Guild Ranks

The points are rounded down, thus a Human Gladiator has 1 Gladiator Point at Guild Rank 3, 2 Gladiator Points at Guild Rank 6, etc. Points are recovered after the Gladiator has slept for at least 2 hours.

Once a day the gladiator may enter a 15 minute trance in which they are unaware of and unable to interact with their surroundings. Once performed, this restores their Gladiator points to their normal maximum. If interrupted this cannot be restarted.

Durational effects e.g. Power Damage can be started instantly and cancelled instantly. However once active they cannot be ‘paused’.

Example: Mattias spends 3 Gladiator Points to do 3 Power Damage. He must now do 3 Power damage with any weapons he uses for the next 15 minutes. He cannot lower/stop the 3 Power Damage without cancelling the effect completely.

Gladiators can use their points in the following ways:

Power Damage
Overuse: 10 Power Damage
For 1 point the Gladiator can cause 1 point of Power damage with any weapon. This will last for 15 minutes and can be stacked.
When used to perform power damage, Gladiator points do not protect a weapon, but can be added to any and every attack. Thus a disarmed Gladiator can take up another weapon and do power damage with it without needing to expend another point. This includes fist attacks.
The call upon a successful hit is “Mystic <n>”.

Power Armour
Overuse: 10 Power Armour
For 1 point the Gladiator can have 1 point of Power Protection. This lasts for 15 minutes and can be stacked.

Normal Damage
Overuse: 10 Normal Damage
For 1 point the Gladiator can boost his base Normal damage by 1 with any weapon. This lasts for 15 minutes and can be stacked.

Boost Strength
Overuse: 3 Strength levels
For 3 points the Gladiator can boost his Strength by a level. This lasts for 15 minutes and can be stacked.

Example: Brend has Double Strength. He spends 3 Gladiator points to boost this to Triple Strength (or 6 Gladiator points to boost this to Quadruple Strength etc.) for 15 minutes.

Resist Willpower
For 2 points the Gladiator can boost his Willpower by a level to resist the effects of a single spell/miracle. The Gladiator must use this ability within 3 seconds of the attacking spell/miracle. The player must give some indication that he is performing the action (e.g. saying “No!” loudly). This use can be stacked.

Example: Cyrus has Willpower 2 and is targeted by a Fear 4. He immediately spends 4 Gladiator Points to boost to Willpower 4 temporarily, shaking off the effect.

Boost Willpower
Overuse: 3 Willpower levels
For 3 points the Gladiator can boost his Willpower by a level. This lasts for 15 minutes and can be stacked.

Example: Cyrus has Willpower 2. He spends 6 Gladiator Points to boost this to Willpower 4 for 15 minutes.

Resist Toughness
For 1 point the Gladiator can boost his Toughness by a level to resist the effects of a single spell/miracle. The Gladiator must use this ability within 3 seconds of the attacking spell/miracle. The player must give some indication that he is performing the action (e.g. saying “No!” loudly). This use can be stacked.

Boost Toughness
Overuse: 3 Toughness levels
For 2 points the Gladiator can boost his Toughness by a level. This lasts for 15 minutes and can be stacked.

Unstoppable
For 3 points the Gladiator is able to push his body beyond its normal limits. He can remain active even if his Life Points drop below 0, though he will still die when his Death Threshold is reached. He can also continue using a location even if its Body Points drop below 0, though any location that drops to -10 is still severed or crushed. This lasts for 15 minutes.

Overuse

If you try to boost one single ability by more than its Overuse property, then the Gladiator Point cost increases by 1.

Example: Mistral spends 10 Gladiator Points to do 10 Power Damage for 15 minutes. To do 11 Power Damage it would cost 12 Gladiator Points, 20 Power Damage 30 Gladiator Points, 21 Power Damage 33 Gladiator Points.

Example: Mistral has Strength. To boost this to Quadruple Strength would cost 9 Gladiator Points, Quintuple Strength 13 Gladiator Points.

Extension

The Gladiator can choose to extend the duration of any Gladiator Point boosted ability by pushing his body and soul beyond its limits. This reduces the Gladiator’s effective Death Thresholds by 1 for the next 24 hours for every ability boosted with 5 associated life point damage, and extends the duration for 15 minutes. This cannot be used if the Gladiator has an effective Death Threshold of 0.

Example: Mistral has boosted her Willpower by 2 and her Power Damage by 7 to fight some evil necromancers. However in the process of dealing with regenerating undead, 15 minutes has elapsed. Rather than lose the ability to harm the undead and run in terror, she reduces her death threshold by 2 and takes 10 life damage in order to retain the boosts for another 15 minutes.