Characters in Glamorous Gladiators are naturally called Gladiators. These are people that live to fight, or fight to live. They generally have immense power, and won’t hesitate to use violence. Gladiators do Quests from Sponsors. While on a Quest, people can watch what the Gladiators are doing with a magical device.

Stats

Characters are made up of 3 stats, that define the ways that you can approach any challenge. Choose your distribution and assign the dice to your 4 stats

Distribution Dice
Generalist d8,d6,d6
Adept d8,d8,d4
Specialist d10,d6,d4
  • Force - Strength and Toughness
    • Harm: Strained
  • Focus - Analytical Skills and Intellect
    • Harm: Scattered
  • Finesse - Fast and precise movement
    • Harm: Sluggish

Strengths

Strengths are positive aspects that help define your character, you have 4 Strengths

  • Glam (Select a Glam from the list below. Glam starts with a rating of a d8)
  • Kin (+1 die size for each kin element that’s beneficial, -1 for each that is harmful)
    • Elephant: Large, Leathery Skin, Tusks, Trunk
    • Ram: Medium, Horns, Hooves, Powerful Legs
    • Songbird: Small, Singing Voice, Wings, Brilliant Coloration
    • Beetle: Small, Exoskeleton, Adhesive Feet, Extra Limbs
    • Wolf: Medium, Nose, Teeth, Thick Fur Coat
    • Gator: Large, Rudder Tail, Cold Blooded, Jaws
    • Orca: Large, Blowhole, Blubber, Echolocation
    • Chameleon: Medium, Camouflage, Long Tongue, Prehensile Tail
    • Spider: Small, Web, Too Many Legs, Venom
  • Background (+1 die size for each background element that’s beneficial, -1 for each that is harmful)
    • Home (Steppe, Desert, Coast, Forest, Mountain, etc)
    • Former Profession (Farmer, Alchemist, Con Artist, Fisherman, etc)
    • Disposition (Aggressive, Cocky, Suave, Calculating, Passionate, etc)
    • Your Drive: Why you became a gladiator (to avenge someone, to save someone, to escape, to find a purpose, to become a protector)
  • Your Reputation (based off your current quest & sponsor level, replaced with Motivation when persuing personal quest)
    • Create your personal quest. What are you working towards, who are you fighting for?
    • Some Examples: Trying to buy back the family farm from a royal. Finding a cure for your sick mother. Searching for your missing childhood best friend. Keeping a promise to someone you lost

Scars

Scars are negative aspects that tell the story of your past failures. They can be mental, emotional, or physical.

  • An insecurity (someone you couldn’t save, someone you pushed away, a goal that slipped from your grasp, something that you left unsaid, a strange habit, your guilty pleasure, something you wish you were good at)
  • A weakness in your technique (tunnel vision, overwhelmed in melee, easily distracted, an old injury slows you down, hates product placement, weak to environmental hazards)

Rate one Scar at a d8 and the other at a d6

Glam

Your Glam defines your approach to combat and why people choose to watch you over other gladiators. Your glam has a die rating that you can use outside of combat. It also defines the maximum die rating of the associated Special Techniques

Glam:

  • The Disciplined: Eat. Breath. Fight. No gimmicks or tricks, just strength, skill, and determination
    • Enough Games! Clear any assets dX or lower in this zone
    • Qi Strike: Attack up to 1 zone out of your range and gain a dX qi asset for this attack
    • Deep Breathing: Ignore stress or a condition with die dX or lower until your next turn
    • One with your weapon: Increase your weapon by one die level
  • The Spectacle: All fights need to have some flair, use flashy moves, and unique takedowns to turn every battle into a show
    • This move is sponsored by: Increase the die size of any supply
    • HYPE TRAIN: When you inflict stress, gain a dX asset. Asset loses one die size each turn. Expires when reduced beyond d4 or when you fail to inflict stress on your turn. You must attack every turn you have a HYPE TRAIN asset
    • From the top rope: Increase the die size of a scene asset when using it in an attack
    • Signature Finish: gain a bonus dX when attacking an enemy rated below dX
  • The Acrobat: Use expert mobility and dexterity to overwhelm your opponents
    • Parkour: Increase the size of a scene asset when using it to move
    • Hit and Run: After a successful attack, move into an adjacent zone
    • Don’t Blink: Gain a dX asset to move against an enemy holding a zone
    • Time to Bounce: Move into an adjacent zone after successfully defending an enemy attack
  • The Monstrous: Alter your body to unleash its full potential
    • Adaptive Immunity: Ignore a hazard, disaster, or condition of dX or lower
    • Adaptive Mobility: Swap one kin tag for each die level when you make a move action
    • Adaptive Attack: Swap one kin tag for each die level when you attack
    • Adaptive Defense: Swap one kin tag for each die level when you defend
  • The Toxic: Winning quickly is no fun, slow and weaken your enemies, then wait for them to beg for your mercy
    • Venomous coating: This attack applies or increases the Toxin condition
    • Toxic Gas: Creates a dX hazard in this zone, enemies in this zone increase their Toxin condition instead of stress
    • Toxic Traps: Hold a zone applies Toxin instead of stress
    • Finishing blow: If toxin is equal to the enemies base die, gain a dX asset for this attack
  • The Deceptive: Nothing is what it seems. Use shadows, decoys, smoke, and mirrors to get into your opponents head
    • Deception: Create a dX Deception asset in your zone
    • Double Decker: After hitting an opponent in a zone with your Deception, make another attack against them
    • Disappearing Act: Move into an adjacent zone and leave a dX Deception asset behind
    • If no enemies are in your zone, move into any zone that has one of your Deceptions

Your glam is your fighting style, and also the reason people become your fans. Grants 4 Special Techniques

Weapons:

  • Staff [Range:1] (A staff, spear, mop, or other pole weapon)
    • Stay Back!: Keep multiple enemies at a distance
    • Vault: Use your weapon to increase your mobility
  • Blade [Range:0] (Sword, axe, pizza cutter, or other bladed weapon)
    • Dash Slash: Run past your opponent and slash through their defenses
    • Cleave: Damage an opponents weapon
  • Bludgeon [Range:0] (Hammer, club mace, Frying Pan or other short blunt weapon)
    • Bonk: Hit your opponent on the head, stunning them. Skips their next turn
    • Get Back!: Knock an enemy into an adjacent zone
  • Hook [Range:1] (Kusarigama, fishing pole, giant crochet hook, shepherds crook, or other hooked weapon)
    • Come Here: Move an opponent 1 zone towards you
    • Watch your step: Trip your opponent, they must make a move action to get up
  • Inferno [Range:0] (Torch, Lantern, Matches, or other source of fire)
    • Can’t Touch This: Light yourself on fire, granting you a dX bonus to attack and defense against enemies in the same zone. Degrades by 1 die size per turn
    • Blaze: Set a zone on fire. Creates a dX asset in the zone. Becomes a hazard in flammable zones, does not work in zones with no flammable material
  • Fist [Range:0] (Brass Knuckles, Hand Wraps, Boxing Gloves, or your bare hands)
    • Grapple: Make an attack to grapple with an opponent. Your opponent must break the grapple before leaving this zone, and cannot use their weapon while grappled
    • Flurry: After an attack, make an additional attack with a dX asset
  • Shoot [Range:2] (bow, sling, paper airplanes)
    • Ricochet: shoot around obstacles. Negates a cover asset, or allows a shot through connected zones without direct line of sight
    • Don’t Move: create a dX asset that can be used against an enemy by your or an ally when that enemy tries to make a move or attack action
  • Throwing [Range:1] (throwing knives, rope dart, cutlery, shards of glass)
    • Pin: stick opponent to ground or wall. Opponent must overcome a dX immobilize condition in order to move
    • Tactical Retreate: move and attack multiple enemies in your zone (one per die size)

Weapons come with 2 special techniques. Choose one weapon

Special Techniques

You start with two Special Techniques, chosen from the combined list of your Weapon and your Glam. Rate one at a d8 and the other at a d6.

Eventually you can unlock all Special Techniques from your Weapon and Glam, and additional Special Techniques can be gained as Quest Rewards.


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