Chariot Racing Odds
Blue Faction: Blue Team (Primary), Red Team (Secondary)
Green Faction: Green Team (Primary), White Team (Secondary)
7 laps per race
All rolls are on a d6, unless noted otherwise
Race Events:
Order out of the Starting Gate:
• Order based on highest roll. Primary Teams get +1 to their rolls. Secondary Teams get -1 to their rolls. Ties roll again.
Odds of Overtaking chariot immediately in front on Each Lap:
• Primary Teams: 5 or 6
• Secondary Teams: 6
• Leading chariot does not roll.
• If overtaking is successful, roll for possible collision between chariots. Collision occurs on a 1 between hostile teams. Collisions occur on a 0 between friendly teams.
Effects of Collision:
1. On 1, overtaking chariot loses a wheel and is out of the race; roll a second time, if 1 or 2 is rolled, overtaking charioteer is killed.
2. On 2, the overtaking chariot is damaged or a horse is injured; overtaking is aborted and all future overtaking rolls require +1.
3. On 3, the overtaking chariot is forced to swerve badly, dropping it back a place from the spot it was before the overtaking began.
4. On 4, the leading chariot is forced to swerve badly, dropping it two places instead of one.
5. On 5, the leading is damaged or a horse is injured; dropping it to last place and all future overtaking rolls require +1.
6. On 6, leading chariot loses a wheel and is out of the race; roll a second time, if 1 is rolled again, leading charioteer is killed.
Odds of Cheating:
• Each faction rolls once at the start of each race. On a 6, the faction cheats.
Effects of Cheating:
1. On 1, charioteers attempts to whip any hostile charioteer who overtakes them. Success on 5 or 6, results in prevention of overtaking.
2. On 2, starting gate of one enemy chariot is jammed, putting them in last place out of the gate. Roll second time, on 1, 2, or 3 the Secondary chariot is effected, on 4, 5, or 6 the Primary chariot is effected.
3. On 3, starting gates of both enemy chariots are jammed, putting them in 3rd and 4th place out of the gate. Factions only compete with each other to determine complete starting order.
4. On 4, Primary chariot uses spiked wheel hubs. All overtaking rolls +1 to collision rolls. If collision occurs, reroll until the result damages the other chariot.
5. On 5, enemy team member bribed. Roll second time, on 1, 2, or 3 the Secondary enemy chariot is effected, on a 4, 5, or 6 the Primary enemy chariot is effected.
6. On 6, two enemy team members bribed, one affecting the Primary enemy chariot and one affecting the Secondary enemy chariot.
Effects of Team Member Bribery:
1. On 1, Horse Holder is bribed, dropping team back one place on start.
2. On 2, Encourager is bribed, making all overtaking rolls require +1.
3. On 3, Charioteer is bribed and will never take first place, also all overtaking rolls between friendly teams have +1 to collision rolls.
4. On 4, Pit-Stop Soaker is bribed, roll once on laps 4, 5, 6 & 7. On lap 4, roll of 6 results in fire. On lap 5, roll of 5 or 6 results in fire. On lap 6, roll of 4, 5, or 6 results in fire. On lap 7, roll of 3, 4, 5, or 6 results in fire. If fire, chariot is out of the race, roll again, if 1 or 2 is rolled, charioteer is killed.
5. On 5, Stable Worker is bribed to injure horse, making all overtaking rolls require +1. Every lap, roll to see if horse collapses; on 6, horse collapses, putting chariot out of the race. If horse collapses, roll again; on a roll 4, 5, or 6, charioteer is killed.
6. On 6, assassin is bribed to poison charioteer before the race, making all overtaking rolls require +1. Every lap, roll to see if charioteer dies; on 6, charioteer dies. If charioteer lasts the entire race, roll one final time; on 4, 5, or 6, charioteer dies after the race.
Charioteer Creation:
• Charioteer with best record gets the Primary team for his faction. If charioteers tied in record, charioteer who placed best last race gets Primary team.
• Charioteers who place 4th twice in a row, or who place 3rd or 4th three times in a row are replaced.
• Charioteers who die are replaced.
• For new charioteers roll. On 1 or 2 they have one trait. On 3 or 4 they have two traits. On 5 they have three traits. On 6 they have four traits. For each trait, roll once. 1 or 2 is a Negative Charioteer Trait. 3 or 4 is a Neutral Charioteer Trait. 5 or 6 is a Positive Charioteer Trait. The same traits can be taken multiple times with cumulative effects. Mutually exclusive traits cannot be held simultaneously, reroll if that would result.
• All new Charioteers also roll for one Background trait.
• After every two races, charioteers gain one trait.
Charioteer Traits:
Positive Charioteer Traits: (d10)
1. Fast out of the Gate: +1 to Order out of the Starting Gate rolls. (ME N1)
2. Sturdy Chariot: If collision occurs and effects charioteer, reroll once. (ME N2)
3. Intimidates Enemy Charioteer: +1 to Overtake rolls against one enemy team. Roll 1, 2 or 3 to effect Secondary team. Role 4, 5, or 6 to effect Primary team. (ME N3)
4. Strong Starter: +1 to Overtake rolls on laps 1 and 2. (ME N4)
5. Strong Finisher: +1 to Overtake rolls on laps 6 and 7. (ME N5)
6. Healthy: If charioteer loses a death roll, reroll once. (ME N6)
7. Lucky: May reroll an Overtaking, Collision, or Collision Effect die once per race. (ME N7)
8. Good with 4 Horse Teams: +1 to overtake rolls when using a 4 Horse Team. (ME N8)
9. Good with 2 Horse Teams: +1 to overtake rolls when using a 2 Horse Team. (ME N9)
10. Experienced Encourager: First collision to occur is completely avoided by both teams. (ME N10)
Negative Charioteer Traits: (d10)
1. Slow out of the Gate: -1 to Order out of the Starting Gate rolls. (ME P1)
2. Flimsy Chariot: If collision occurs and effects the other charioteer, reroll once. (ME P2)
3. Afraid of Enemy Charioteer: Enemy team gets +1 to Overtake rolls against charioteer. Roll 1, 2 or 3 to effect Secondary enemy team. Role 4, 5, or 6 to effect Primary enemy team. (ME P3)
4. Weak Starter: -1 to Overtake rolls on laps 1 and 2. (ME P4)
5. Weak Finisher: -1 to Overtake rolls on laps 6 and 7. (ME P5)
6. Unhealthy: If charioteer survives a death roll, reroll once. (ME P6)
7. Unlucky: The second time the charioteer wins an Overtaking or Collision Effect roll, reroll it. (ME P7)
8. Bad with 4 Horse Teams: -1 to Overtake rolls when using a 4 Horse Team. (ME P8)
9. Bad with 2 Horse Teams: -1 to Overtake rolls when using a 2 Horse Team. (ME P9)
10. Inexperienced Encourager: +1 to collision chance on the first collision roll. (ME P10)
Neutral Charioteer Traits:
1. Aggressive: +1 to all Collision rolls. (ME N2)
2. Cautious: -1 to all Collision rolls. (ME N1)
3. Drives Horses Hard: +1 to all Overtake rolls on laps 1, 2, and 3. Overtake rolls made against Charioteer on laps 5, 6, and 7 gain +1. (ME N4)
4. Easy on Horses: Overtake rolls made against Charioteer on laps 1, 2, and 3 gain +1. +1 to all Overtake rolls on laps 5, 6, and 7. (ME N3)
5. Corrupt Team: +1 to Odds of Cheating Rolls for faction. If enemy team cheats, reroll Effects of Cheating until 5 or 6 is rolled. (ME N6)
6. Honest Team: -1 to Odds of Cheating Rolls for faction. If enemy team cheats, reroll Effects of Cheating until 1, 2, 3, or 4 is rolled. (ME N5)
Background Charioteer Traits: (d20)
1. Young
2. Old
3. From Nobility
4. From Peasantry
5. Veteran Soldier
6. Non-Greek
7. Deformed
8. Handsome
9. Famous Racer
10. Complete Unknown
11. Devoted to the Basileus
12. Scorns the Basileus
13. Devout Orthodox
14. Scorns Religion
15. Bully
16. Kind
17. Intelligent
18. Stupid
19. Fat
20. Short
Active Charioteers:
Constans Kaspax
Blue Faction
Record: First (R1), Third (R2), Third (R3)
Background Trait: Kind
Charioteer Trait(s): Strong Starter, Honest Team, Easy on Horses
Longinius Nicerite
Blue Faction
Record: Third (R1), Second (R2), First (R3)
Background Trait: Short
Charioteer Trait(s): Weak Finisher, Lucky
Magnentius Ferro
Green Faction
Record: First (R2), Second (R3)
Background Trait: Intelligent
Charioteer Trait(s): Cautious, Honest Team, Drives Horses Hard, Strong Starter
Inactive/Dead Charioteers:
Phocas Dandalo (Fired)
Green Faction
Record: Fourth
Background Trait: Young
Charioteer Trait(s): Drives Horses Hard
Falkon Xerus (Retired due to losses)
Green Faction
Record: Second (R1), Fourth (R2), Fourth (R3)
Background Trait: Famous Racer
Charioteer Trait(s): Unlucky, Sturdy Chariot, Weak Starter
Unused Charioteer Names:
http://cunnan.sca.org.au/wiki/Byzantine_Names
Previous Races:
Race 1: 1081 AD:
2 Horse Race
1: Blue - Constans Kaspax
2: Green - Falkon Xerus
3: Red - Longinius Nicerite
4 White - Phocas Dandalo
Race 2: 1095 AD:
4 Horse Race
1: White - Magnentius Ferro
2: Red - Longinius Nicerite
3: Blue - Constans Kaspax
4: Green - Falkon Xerus
Race 3: 1132 AD:
4 Horse Race
1: Red - Longinius Nicerite
2: Green - Magnentius Ferro
3: Blue - Constans Kaspax
4: White - Falkon Xerus
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