by Gnaeus Dionysius Draco on Sat Aug 04, 2007 1:46 pm
Salvete sodales,
After a year of absence, I've revamped the Ludi Societatis (chariot racing), and returned!
Competing is very, very simple. You just send me a pm containing:
1. Your charioteer's name
2. Your chariot's name
3. Your factio (Albata, Aurata, Praesina, Purpurea, Russata or Veneta)
4. Your statistics (more below)
5. Your tactic (more below)
You can distribute 30 points across five statistics. You can't spend more than 10 or less than 1 point on a statistic.
Statistics
Speed
The top speed of your chariot. Obviously, the higher you make this, the likelier you are to come out on top. If you choose tactic B (the Dolphin) or tactic G (the Rhino), you can't spend more than 9 points on this statistic.
Acceleration
Your acceleration determines how fast you attain your top speed. A lower top speed with a very high acceleration can sometimes prove more beneficial than the reverse. Acceleration and speed are used to calculate your total speed throughout the races. If you choose tactic B (the Dolphin), you can't spend more than 9 points on this statistic.
Turning circle
Making a turn around the meta, the column at the narrowest part of the circus, is a dangerous affair. Lowering your turning circle to less than 5 points will decrease your chances of fatally crashing against the meta, but it will also lower your acceleration. Conversely, raising your turning circle statistic will increase crash chances, but it will also increase your acceleration with one point for each point you attribute to this stat that is more than 5.
For example, if you gave your chariot an acceleration of 6, and your turning cirle is 8, then your actual acceleration will be 9. Also keep this in mind when you select tactics. If you choose tactic D (the Eagle), you can't make your turning circle more than 7, and if you choose tactic H (the Hyena), you can't attribute more than 8 points to this stat.
Defence
Defence kicks in when you have to defend against violent charioteers, who use their whip to beat you out of your chariot or strangle you. The higher your defence is, the likelier you are to survive an encounter with a violent charioteer. If you use tactic E (the Hippo), you can't spend more than 7 points on this statistic, and if you use tactic A (the Stallion), you can't spend more than 9 points on it.
Power
Power is only important for those charioteers who opt for violent tactics. This means that it's pointless to attribute more than 1 point to this stat if you're using tactics A through E. For the other three, it is a vital statistic, as it helps you dispose of your adversaries through means other than raw speed. If you choose tactic F (the Wolf), you can't give this stat more than 5 points, and if you choose tactic G (the Rhino) or tactic H (the Hyena), you can't spend more than 7 points on it.
Tactics
A - The Stallion (keep a steady pace)
Safe and sound is the motto of those who choose the Stallion as their preferred tactic. It gives the following effects:
+1 speed
+2 total speed
+1 defence
-1 risk of crashing against the meta
-1 risk of crashing against the walls
B - the Dolphin (hurry in the straight lines)
While taking caution in the bends, the Dolphin frolicks freely in the straight lines.
+1 speed
+1 acceleration
+1 risk of crashing against the wall
C - the Cheetah (hurry in the last laps)
When push comes to shove, the Cheetah makes an extra effort in the last laps to sprint past everyone else.
+4 total speed
D - the Eagle (ride closely against the spina)
Any charioteer knows that riding closely against the spina and the meta is dangerous, but it also dramatically increases overall performance. Only the Eagle dares.
+3 turning circle
E - the Hippo (defend)
What could possibly harm the Hippo? Not even the most forceful, violent charioteers can knock it off its path.
+3 defence
-4 risk of crashing against the meta
-4 risk of crashing against the walls
F - the Wolf (whipping opponents)
Speed isn't enough, and the Wolf knows that. A good ol' ass-whopping is what your opponents need.
+5 power
G - the Rhino (pushing opponents against the walls)
It's dirty, but the Rhino is a dirty animal. Expect to see blood smeared against the walls of the circus.
+1 speed
+3 power
+2 risk of crashing against the walls
H - the Hyena (pushing opponents against the meta)
This task requires utmost precision and cruelty, but the Hyena is up to the task.
+2 turning circle
+3 power
-2 defence
Point distribution
Once a race is run, points are allotted to each charioteer.
Quarter finals
1st place: 3 points
2nd place: 1 point
Semi finals
1st place: 10 points
2nd place: 8 points
3rd place: 6 points
4th place: 3 points
Finals
1st place: 25 points
2nd place: 20 points
3rd place: 15 points
4th place: 10 points
Champions
Each year, the highest-ranking charioteer may add an additional point to his or her statistics at the end of the year. There is also a separate ranking of factiones.
The first races will be held as soon as there is a minimum of eight participants. Choose your factio carefully!
You can alter tactics and redistribute points between ludi, but not within a single ludus.
Once you enter a chariot, it will remain racing for as long as you stay a sodalis of the SVR.
Gn. Dionysius Draco Invictus