Post by Ark Larkins on May 23, 2010 15:35:03 GMT -5
Dark Heresy Arena
Concept: League of competing arena teams; teams compete for wealth and
fame, entertaining the lower class masses.
Starting a Team
A beginning team is just starting out, and will probably have the basic equipment
to get started making a name in the arena.
Wealth: You begin with 1500 TG.
Initial Market: For your first market visit, you may buy anything of Average
availability or less at normal price.
Equipment: Ignore the starting kits for each class.
Recruitment Costs
New recruits begin with 300 XP.
Adept: 100 TG
Assassin: 200 TG
Cleric: 200 TG
Guardsman: 200 TG
Tech-Priest: 200 TG
Imperial Psyker: 300 TG
Scum: 200 TG
Characteristics
Each character gets 6 normal statistics and 1 good statistic. Normal statistics
are equal to base value + 10. Good statistics are equal to base value + 15.
Income
Teams do earn a level of income even when they're not winning games. This usually stems
from gambling on other games, using trade skills to earn a few thrones, or occaisonally
donations from adoring fans.
Between each game in a season, a Team earns 25 TG, plus a bonus based on team member careers.
3 TG: Adept, Cleric
2 TG: Tech-Priest, Scum
1 TG: Guardsman, Assassin, Imperial Psyker
Fame
As a team wins matches, it builds up a reputation that follows it around. The greater this
reputation is, the more likely people are to bet on them, and thus the team makes more
money. Fame can also come from promotional effects and random events.
Too much Fame!
Eventually, its impossible for a team to be any more beloved, and most people get
bored of hearing about the same fellows all the time anyway. The maximum Fame you
can acquire is 20.
Well, that was expected...
When a popular team beats an unpopular team, its no real shock to the crowd. When a
team loses to a team with at least double its Fame, it doesn't suffer any Fame loss.
Gee, they can't be that bad, can they?
You can't acquire negative Fame.
The Market
Inbetween matches and seasons, you have the option to search the market for items.
Under normal circumstances, each fighter on your team, plus the team manager* can make
an Inquiry check for an item. This is a normal Inquiry check as if you were searching
for it amongst the population (normal rarity modifiers apply).
*The team manager has an Intelligence and Fellowship of 30, and is skilled in Inquiry
and Barter.
You can find any Average or less rarity type ammunition without a check.
In the case of the following items, it is assumed you find 1d10 of them available with a
successful Inquiry check;
Any kind of grenade, ammunition, drugs
Barter checks may made as normal, but each member of your party can only attempt Barter
once per market visit.
Experience Advancement
Fighters earn XP based on their accomplishments.
For each game they survive +100 XP
For each wound suffered +10 XP
Critical Wounds suffered +25 XP each
Victorious Game +10% XP gains for that game
Objectives varies
Tech-Use Success +25 XP
Disable an opponent (duel) +25 XP
Specials varies
Team Promotion +25 XP (+5 for each degree of success)
Aid Promotion +25 XP (+5 for each degree of success)
Successful First Aid +25 XP
Match Types
Name
>Match Variant
Duel
A one on one fight until one is down, dead, or surrenders.
Rules
A duel will last 8 turns.
If neither opponent is disabled by turn 8, then Sudden Death is played;
Both of them are placed 10m from each other in a 20m Radius circle.
Combat is worked out until one is down, or one leaves the circle.
Leaving the circle (or getting moved out of it) is cause for defeat.
Results
Victory: If you disable your opponent.
Winning team earns 3d10 + (Fame)d5 thrones, and +d3 Fame.
Defeat: If you get disabled.
Losing team loses -1 Fame.
Defeat: If you surrender (Full-action)
Losing teams loses -d3 Fame.
>Duelathon
A series of Duels, pitting random members of each team against each other.
A pre-arranged number of duels occur, and the team with the most winning
duels wins the glory of victory.
Results
Work out the earnings of each duel individually, as above. When a winner
of the whole event is found, work it out as if he had won an additional
Duel (and the other team having lost another one), except double those
gains and losses.
Hive Fight
Sometimes prisoners are forced to fight in haphazard teams in the arena. These are often
unskilled degenerates given only mediocre equipment, but oftentimes their weight of
number and desperation will see them conquer a witless team.
Dreg Team Generation
Roll through this system to find out what kind of scum has been assembled today.
Unless otherwise stated, use the default entries (exclude Gear carried).
]Unique: (d10)
1-3 Heretek with...
Stub automatic, monoknife
4-6 Skulker
7-9 Slaughterman
10 Witch with... (d5)
1 Puppeteer
2 Seer
3 Pyrokine
4 Giest
5 Choose any.
]Core: d6 Dregs, d3 Scum
]Support: (d6)
1-2 Heavy with... (d6)
1 Great weapon
2 Autogun
3 Pump-Action Shotgun
4 Shield and Axe
5 Flail
6 Choose any.
3-4 Gun Servitor
5-6 Mutant Abomination
Roll Major Mutation.
Deathmatch
A straight up fight, lasting for a predetermined number of rounds. The team with the most
standing members at the end of time wins.
Random Time
10 Rounds; at the end of the last round, roll a d6. On 4+, the game continues. The game
cannot go for longer than 20 turns.
Random Deathmatch Size (d10)
1-3: 2v2
4-6: 3v3
7-9: 4v4
10: 5v5
Results
Victorious Team
Gains (team size)d10 + (Fame)d5 TG; gains d6 Fame.
Defeated Team
Gains (team size)d3 + Fame TG; loses d3 Fame.
Tied Game
Both gain (team size)d5 + (Fame)d3 TG; gain 1 Fame
Weapon Limitations
It's sometime common that arena owners limit the presence of more powerful weapons in the arena.
If playing with limited weapons, the most usual limit is that a team may only have 1 heavy
weapon in the arena.
Beasthunt
Fighting one of the many deadly beasts from around the galaxy is always a good show.
Random Beast Generation
Prior to the game, a team requests what level they'd like to fight in; Minor or Major.
Major games are more profitable, but also far more dangerous. Minor games have a limit
of 4 players allowed on the field.
>Minor Chart(d10) [roll twice]<
1-2 Agitated Grox
3-4 Slithering Creature
5-6 d6+1 Walking Creatures
7-8 d6+1 Flying creatures
9-10Ferocious Creature
>Major Chart(d10)<
Roll four times on Minor chart.
2 Sabre-Wolves
Saurian Carnosaur
Capture the Skull
A traditional crowd favorite, the two teams fight to capture a skull. Oftentimes equipment
is limited to produce more fierce close combat fighting.
Team Sizes: A Capture the skull game is typically 3v3 or larger.
Weapon Limitations
The nature of this game doesn't lend well
Light the Towers
Daemonhunt
Rare matches a team is pitted against a daemonic foe. Incredibly dangerous and highly entertaining.
Medical Attention
After the end of games, wounded gladiators have access to Poor Quality care;
Int 30, Medicae Skilled
Alternatively, members of your team may administer medical care to others with
whatever skills they have available. You can perform medical care as long as you're
not critically wounded.
Team members not participating in fights may administer extended care. Each game in a
season constitutes a week of natural healing time. Extended care of Poor quality is
available for 50 TG per week.
Random Events
The world of gladiatorial combat is an uncertain one; who knows what could happen
behind the scenes, even out of the arena!
Before each game, each Captain rolls a d100 and consults the chart below to see
what oddities occur.
Nothing Interesting: Well, that was dull.
Spare Change: One of your fighters acquired some spare change, and it's been confiscated.
Gain d10 TG
A Life of Crime: One of your fighters gets caught committing a crime, and is being held in
jail. He'll be stuck there until you pay his bail of of 10 TG.
Sudden Sickness: One of your team members is struck with a debilitating disease. He suffers
no permanent harm, but is too sick to play this game while the medics treat him.
Fight in the Cells: One of your team members has gotten into a fight in the holding area. He
cannot be used in this game, suffers d6 wounds, and does not heal naturally for missing
a match. If this would put him in negative wounds, roll on the Impact (body) table.
Swindling Thief: Some low-life scum has robbed the team's safe! You lose 5d10 TG.
Generous Grant: An anonymous donor has granted your team 5d10 TG.
Insulting Fans: A crowd of troublemakers throw blunt objects and shout curses at your team
throughout the match. Lose 1 Fame.
Cheering Fans: A crowd of approving fans cheer for your team! Gain 1 Fame.
Lord's Disapproval: An influential lord expresses his dislike of your ragged team, and his
followers spread the word of it. Lose 3 Fame.
Lord's Approval: A famous local lord of some sort personally supports your team! Gain 3 Fame.
Turn of Fate: Have your opponent roll another die on his table, and you choose which result
he applies. If both players roll this result, then both just reroll on this table.
Busy Night: There's been a few more events than normal! Roll again on this table two times,
effecting both results.
Special Actions
There are several out of combat actions your team members can participate in.
Promotion
A member skilled in speaking can dedicate his time to promoting the time, increasing
its Fame. Any member of the team who is not doing anything else during a match can
promote his team.
This is a Challenging (+0) Fellowship check. For success, the team's Fame is increased
by d6 - (Current Fame / 2) [your Fame cannot decrease from this.] For each degree of success,
1 is added to that roll. Any bonuses to Performer(any) apply to this check, and the Master
Orator talent adds +20 to the skill. Each Peer talent adds +5 to this check. For every two
degrees of failure, your promotor has failed disastrously and your team loses 1 Fame.
A member of your team skilled in Literacy can attempt to aid promotion efforts. This is a
Challenging (+0) Intelligence check. Any bonuses to Literacy and Trade (any) apply to this
check. For success, the promotion difficulty is made easier one step. Every degree
of success, it is made easier another 5%. Only one aid attempt can be made for each promotion
attempt.
Special Modifiers
Scum may promote, but if they do and fail, it'll attract some bad attention. If they fail,
roll twice on the next Random Events roll you have, and apply on the worse of the two results.
On the other hand, if you do and succeed, instead of increasing Fame, roll twice on the
Random events table and pick the one you like better.
Concept: League of competing arena teams; teams compete for wealth and
fame, entertaining the lower class masses.
Starting a Team
A beginning team is just starting out, and will probably have the basic equipment
to get started making a name in the arena.
Wealth: You begin with 1500 TG.
Initial Market: For your first market visit, you may buy anything of Average
availability or less at normal price.
Equipment: Ignore the starting kits for each class.
Recruitment Costs
New recruits begin with 300 XP.
Adept: 100 TG
Assassin: 200 TG
Cleric: 200 TG
Guardsman: 200 TG
Tech-Priest: 200 TG
Imperial Psyker: 300 TG
Scum: 200 TG
Characteristics
Each character gets 6 normal statistics and 1 good statistic. Normal statistics
are equal to base value + 10. Good statistics are equal to base value + 15.
Income
Teams do earn a level of income even when they're not winning games. This usually stems
from gambling on other games, using trade skills to earn a few thrones, or occaisonally
donations from adoring fans.
Between each game in a season, a Team earns 25 TG, plus a bonus based on team member careers.
3 TG: Adept, Cleric
2 TG: Tech-Priest, Scum
1 TG: Guardsman, Assassin, Imperial Psyker
Fame
As a team wins matches, it builds up a reputation that follows it around. The greater this
reputation is, the more likely people are to bet on them, and thus the team makes more
money. Fame can also come from promotional effects and random events.
Too much Fame!
Eventually, its impossible for a team to be any more beloved, and most people get
bored of hearing about the same fellows all the time anyway. The maximum Fame you
can acquire is 20.
Well, that was expected...
When a popular team beats an unpopular team, its no real shock to the crowd. When a
team loses to a team with at least double its Fame, it doesn't suffer any Fame loss.
Gee, they can't be that bad, can they?
You can't acquire negative Fame.
The Market
Inbetween matches and seasons, you have the option to search the market for items.
Under normal circumstances, each fighter on your team, plus the team manager* can make
an Inquiry check for an item. This is a normal Inquiry check as if you were searching
for it amongst the population (normal rarity modifiers apply).
*The team manager has an Intelligence and Fellowship of 30, and is skilled in Inquiry
and Barter.
You can find any Average or less rarity type ammunition without a check.
In the case of the following items, it is assumed you find 1d10 of them available with a
successful Inquiry check;
Any kind of grenade, ammunition, drugs
Barter checks may made as normal, but each member of your party can only attempt Barter
once per market visit.
Experience Advancement
Fighters earn XP based on their accomplishments.
For each game they survive +100 XP
For each wound suffered +10 XP
Critical Wounds suffered +25 XP each
Victorious Game +10% XP gains for that game
Objectives varies
Tech-Use Success +25 XP
Disable an opponent (duel) +25 XP
Specials varies
Team Promotion +25 XP (+5 for each degree of success)
Aid Promotion +25 XP (+5 for each degree of success)
Successful First Aid +25 XP
Match Types
Name
>Match Variant
Duel
A one on one fight until one is down, dead, or surrenders.
Rules
A duel will last 8 turns.
If neither opponent is disabled by turn 8, then Sudden Death is played;
Both of them are placed 10m from each other in a 20m Radius circle.
Combat is worked out until one is down, or one leaves the circle.
Leaving the circle (or getting moved out of it) is cause for defeat.
Results
Victory: If you disable your opponent.
Winning team earns 3d10 + (Fame)d5 thrones, and +d3 Fame.
Defeat: If you get disabled.
Losing team loses -1 Fame.
Defeat: If you surrender (Full-action)
Losing teams loses -d3 Fame.
>Duelathon
A series of Duels, pitting random members of each team against each other.
A pre-arranged number of duels occur, and the team with the most winning
duels wins the glory of victory.
Results
Work out the earnings of each duel individually, as above. When a winner
of the whole event is found, work it out as if he had won an additional
Duel (and the other team having lost another one), except double those
gains and losses.
Hive Fight
Sometimes prisoners are forced to fight in haphazard teams in the arena. These are often
unskilled degenerates given only mediocre equipment, but oftentimes their weight of
number and desperation will see them conquer a witless team.
Dreg Team Generation
Roll through this system to find out what kind of scum has been assembled today.
Unless otherwise stated, use the default entries (exclude Gear carried).
]Unique: (d10)
1-3 Heretek with...
Stub automatic, monoknife
4-6 Skulker
7-9 Slaughterman
10 Witch with... (d5)
1 Puppeteer
2 Seer
3 Pyrokine
4 Giest
5 Choose any.
]Core: d6 Dregs, d3 Scum
]Support: (d6)
1-2 Heavy with... (d6)
1 Great weapon
2 Autogun
3 Pump-Action Shotgun
4 Shield and Axe
5 Flail
6 Choose any.
3-4 Gun Servitor
5-6 Mutant Abomination
Roll Major Mutation.
Deathmatch
A straight up fight, lasting for a predetermined number of rounds. The team with the most
standing members at the end of time wins.
Random Time
10 Rounds; at the end of the last round, roll a d6. On 4+, the game continues. The game
cannot go for longer than 20 turns.
Random Deathmatch Size (d10)
1-3: 2v2
4-6: 3v3
7-9: 4v4
10: 5v5
Results
Victorious Team
Gains (team size)d10 + (Fame)d5 TG; gains d6 Fame.
Defeated Team
Gains (team size)d3 + Fame TG; loses d3 Fame.
Tied Game
Both gain (team size)d5 + (Fame)d3 TG; gain 1 Fame
Weapon Limitations
It's sometime common that arena owners limit the presence of more powerful weapons in the arena.
If playing with limited weapons, the most usual limit is that a team may only have 1 heavy
weapon in the arena.
Beasthunt
Fighting one of the many deadly beasts from around the galaxy is always a good show.
Random Beast Generation
Prior to the game, a team requests what level they'd like to fight in; Minor or Major.
Major games are more profitable, but also far more dangerous. Minor games have a limit
of 4 players allowed on the field.
>Minor Chart(d10) [roll twice]<
1-2 Agitated Grox
3-4 Slithering Creature
5-6 d6+1 Walking Creatures
7-8 d6+1 Flying creatures
9-10Ferocious Creature
>Major Chart(d10)<
Roll four times on Minor chart.
2 Sabre-Wolves
Saurian Carnosaur
Capture the Skull
A traditional crowd favorite, the two teams fight to capture a skull. Oftentimes equipment
is limited to produce more fierce close combat fighting.
Team Sizes: A Capture the skull game is typically 3v3 or larger.
Weapon Limitations
The nature of this game doesn't lend well
Light the Towers
Daemonhunt
Rare matches a team is pitted against a daemonic foe. Incredibly dangerous and highly entertaining.
Medical Attention
After the end of games, wounded gladiators have access to Poor Quality care;
Int 30, Medicae Skilled
Alternatively, members of your team may administer medical care to others with
whatever skills they have available. You can perform medical care as long as you're
not critically wounded.
Team members not participating in fights may administer extended care. Each game in a
season constitutes a week of natural healing time. Extended care of Poor quality is
available for 50 TG per week.
Random Events
The world of gladiatorial combat is an uncertain one; who knows what could happen
behind the scenes, even out of the arena!
Before each game, each Captain rolls a d100 and consults the chart below to see
what oddities occur.
Nothing Interesting: Well, that was dull.
Spare Change: One of your fighters acquired some spare change, and it's been confiscated.
Gain d10 TG
A Life of Crime: One of your fighters gets caught committing a crime, and is being held in
jail. He'll be stuck there until you pay his bail of of 10 TG.
Sudden Sickness: One of your team members is struck with a debilitating disease. He suffers
no permanent harm, but is too sick to play this game while the medics treat him.
Fight in the Cells: One of your team members has gotten into a fight in the holding area. He
cannot be used in this game, suffers d6 wounds, and does not heal naturally for missing
a match. If this would put him in negative wounds, roll on the Impact (body) table.
Swindling Thief: Some low-life scum has robbed the team's safe! You lose 5d10 TG.
Generous Grant: An anonymous donor has granted your team 5d10 TG.
Insulting Fans: A crowd of troublemakers throw blunt objects and shout curses at your team
throughout the match. Lose 1 Fame.
Cheering Fans: A crowd of approving fans cheer for your team! Gain 1 Fame.
Lord's Disapproval: An influential lord expresses his dislike of your ragged team, and his
followers spread the word of it. Lose 3 Fame.
Lord's Approval: A famous local lord of some sort personally supports your team! Gain 3 Fame.
Turn of Fate: Have your opponent roll another die on his table, and you choose which result
he applies. If both players roll this result, then both just reroll on this table.
Busy Night: There's been a few more events than normal! Roll again on this table two times,
effecting both results.
Special Actions
There are several out of combat actions your team members can participate in.
Promotion
A member skilled in speaking can dedicate his time to promoting the time, increasing
its Fame. Any member of the team who is not doing anything else during a match can
promote his team.
This is a Challenging (+0) Fellowship check. For success, the team's Fame is increased
by d6 - (Current Fame / 2) [your Fame cannot decrease from this.] For each degree of success,
1 is added to that roll. Any bonuses to Performer(any) apply to this check, and the Master
Orator talent adds +20 to the skill. Each Peer talent adds +5 to this check. For every two
degrees of failure, your promotor has failed disastrously and your team loses 1 Fame.
A member of your team skilled in Literacy can attempt to aid promotion efforts. This is a
Challenging (+0) Intelligence check. Any bonuses to Literacy and Trade (any) apply to this
check. For success, the promotion difficulty is made easier one step. Every degree
of success, it is made easier another 5%. Only one aid attempt can be made for each promotion
attempt.
Special Modifiers
Scum may promote, but if they do and fail, it'll attract some bad attention. If they fail,
roll twice on the next Random Events roll you have, and apply on the worse of the two results.
On the other hand, if you do and succeed, instead of increasing Fame, roll twice on the
Random events table and pick the one you like better.