User Tools

Site Tools


hench

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
hench [2020/02/05 19:41] andrewhench [2020/02/25 19:48] (current) – imported rules from buying/selling/recruiting andrew
Line 14: Line 14:
  
 PCs are powerful leaders, and as such will acquire NPCs in their service. PCs are powerful leaders, and as such will acquire NPCs in their service.
-Retainers are controlled by the GM, but given orders by their PC commander. Retainers generally demand 10gp per HD per day in service under dangerous conditions and a fraction of that if serving in a less stressful capacity.+Retainers are controlled by the GM, but given orders by their PC commander. Retainers generally demand 10gp or more per HD per day for service under dangerous conditions and a fraction of that if serving in a less stressful capacity.
  
-A PC can’t command more than their CHA retainers.  +A PC can’t command more than their Charisma score in retainers. 
- +
-Retainers are all created from one of the retainer [[class|classes]] and are hired from the retainer deck+
  
 Retainers only advance in skill and power under certain circumstances. Retainers only advance in skill and power under certain circumstances.
Line 28: Line 26:
 Henchmen advance in skill and power just like PCs, except they may only do so by spending the gold given from their patron PC's share of any adventure.  Henchmen advance in skill and power just like PCs, except they may only do so by spending the gold given from their patron PC's share of any adventure. 
  
 +As a general rule, a PC may have no more than one henchman at a time. PCs with an exceptional Charisma score and/or a high level may attempt to recruit more, but retaining the new and previous henchmen in the future will be at a Disadvantage. A PC may never have more extra henchmen at a time than the PC's CHA bonus.
  
  
Line 33: Line 32:
 ===== Recruiting ===== ===== Recruiting =====
  
-Henchmen may be recruited from the hench deck, in which case they usually start around 3rd level or so. Alternatively, they may be rolled by the player just like a new 1st level PC. Henchmen may be recruited by taking a week of downtime and spending 100gp per attemptIt requires a CHA check to draw 1D6 potential henchmenand a second successful check to convince one or more of them to join as henchmen. +If players want to recruit Retainers or Henchmen, they must spend at least a week of time and money in townDuring this timethey are doing their best to find able-bodied free men interested in work
  
-==== Reknown ====+Retainers are all created from one of the retainer classes and are hired from the retainer deck. If players want to recruit Retainers, spend 1 week (and maintenance) looking. In Kingston, roll 2D6 adding the player's CHA bonus to the roll for the number of retainers drawn from the deck. In smaller towns, roll 1D6 plus CHA bonus. In a village roll 1D4, but only Laborers will be available. Retainers expect 10gp per HD per day and are hired for a single expedition.
  
-PCs can garner renowna rating of their infamyThe higher their renown, the more likely an NPC knows of a PC’s exploits.+Henchmen may be recruited from the hench deckin which case they usually start around 3rd level or soAlternativelythey may be rolled by the player just like a new 1st level PC. If players want to recruit Henchmen (and are eligible for such) spend a week in Kingston to attract 1D6+ CHA bonus or 1D4+CHA bonus in a smaller town for candidates.  A Charisma check must be passed to recruit a candidate. Henchmen are permanent followers, swearing an oath of homage. While they require no salary, there is cost of 1gp per HD per day in general living expenses, and only advance in skill if you give them a treasure share.
  
-Renown = PC’s highest ability mod + level. 
  
-The GM can choose to roll for an NPC’s familiarity, judging off of the PC’s renown. 
-If rolling, the GM rolls 1D20; the NPC knows the PC if equal or under their renown. If the GM thinks it likely or unlikely that an NPC would know the PC but still wishes to roll, they may do so at advantage (the NPC is more likely to know the PC, take the lower result) or disadvantage (the NPC is unlikely to know the PC). 
  
-==== Sacking or Quitting ====+===== Sacking or Quitting =====
  
-Hench may be dismissed from service, or they may decide that their patron's treatment is poor or they decide that they have their own agendas so they strike out on their own. In these cases, the Henchmen leaves the PCs service and returns to the hench deck. +Hench may be dismissed from service, or they may decide that their patron's treatment is poor or they decide that they have their own agendas so they strike out on their own. In these cases, the Henchmen leaves the PCs service and returns to the hench deck. At the beginning of each session, a quick morale check should be made for all the PC's hench to confirm that they are still dedicated to service. If, however, if the Henchman and the PC both swear oaths of homage, then the association is permanent until both agree otherwise.
  
 +Retainers expect to work for one specific expedition.  However, if the PC offers 1gp/HD per day in pork-chop money, the retainer will stick around until the next expedition.
  
 +{{ :hench.jpg?direct&600 |}}
  
hench.1580931672.txt.gz · Last modified: 2020/02/05 19:41 by andrew