The Glam Master, or GM for short, is the player that is in charge of the world and NPCs. They create tension by creating drama and challenges for the Gladiators. The GM should be a fan of the Gladiators, but should never go easy on them, never be afraid to test them and force them to get creative to overcome obstacles.
Sponsors
Royal Sponsors are self-absorbed, demanding, and dramatic. They will ask for constant praise, and always be pushing you to do more for them. They will offer weapon upgrades, supplies, and “allies”, whatever they think you need to get the job done. However, these allies are usually there to make sure the job gets done, not to save your ass when things go sideways. The supplies and upgrades are usually branded and require you to do shout-outs when you use them.
Community Sponsors are often exactly what they seem on the surface. Many of them aren’t great on the viewing orb, but they’re honest, and they won’t forget what you’ve done for them, unless you decide to go back to a Royal. The allies you gain are ones that last, and what what’s best for you. The equipment you gain is hand made with care. They’re quality items that the crafters believe in, no logos or shout outs needed.
Creating Quests
Royals wants Quests for personal gain. They ask Gladiators to do dangerous things in order to retrieve powerful artefacts or to secure lucrative deals with other Royals.
Communities sponsor quests that will help their communities. They’re asking the Gladiators because they don’t have an alternative. The Quests can be dangerous, but the end goal is always helping people.
Obstacles, Enemies, and NPCs
All Obstacles, Enemies, and NPCs are made of dice. They will have a base die rating assigned to their name or title, such as d8 Thief, d6 chasm, or d10 Captain Zulon. Enemies and NPCs will also have assets, scars, and sometimes Special Techniques. Usually one asset is their assignment, or what they want. A scar is a fear or a desire that conflicts with their assignment.
When an NPCs have a condition, it can be used as an asset in an opposing pool if it would make sense for their action. If the condition is raised above the level of their base die, they are taken out
Below is a sample of some enemies you might come across in Mooreth.
- 3d6 Swarm - a swarm of vermin
- d8 Scar: Hungry. They’re driven by food, and the Gladiators can use this to their advantage
- d8 Bandit - A highwayman, low level gangster, or private security
- d6 weapon - usually a blade, staff or bludgeon
- d6 scar: false bravado. They come on strong, but will generally flee if they know they’re outmatched
- d10 Beast - Any sort of large terrestrial animal
- d6 Natural Armor: Scales, leathery skin, or a thick coat of fur protect the beast
- d8 Natural Weapons: Teeth, Hooves, horns, or claws
- d8 Scar: Predictable. Animals rely on their instincts, understand that and you’ll know exactly what it’s next move is
- d10 Bombadier
- d8 Grenades - range: 1 - attacks all enemies in target zone
- d8 blast armor
- Special Technique: d8 Rocket Jump. When making an attack in your zone, move to an adjacent zone
- Scar: Hydrophobia - Wet gunpowder and fuses mean they’re defenseless, so water makes them scared and erratic
- d8 Sharpshooter
- d8 Crossbow - range: 2
- d6 leather armor
- scar: d8 social distancing. Get in their face and they falter
Spark
GMs also have Spark. It can be spent on Special Techniques and Gladiator Scars. The GM starts each session with 1 Spark for each Gladiator at the table, with a maximum of 10 Spark. GM Spark cannot be converted to Stride, if the GM wants to upgrade an enemy, they can do so between sessions.