hench
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
hench [2020/02/05 19:49] – [Retainers] andrew | hench [2020/02/25 19:48] (current) – imported rules from buying/selling/recruiting andrew | ||
---|---|---|---|
Line 26: | 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 34: | ||
If players want to recruit Retainers or Henchmen, they must spend at least a week of time and money in town. During this time, they are doing their best to find able-bodied free men interested in work. | If players want to recruit Retainers or Henchmen, they must spend at least a week of time and money in town. During this time, they are doing their best to find able-bodied free men interested in work. | ||
- | Retainers are all created from one of the retainer classes and are hired from the retainer deck. | + | 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' |
- | Henchmen may be recruited from the hench deck, in which case they usually start around 3rd level or so. Alternatively, | + | Henchmen may be recruited from the hench deck, in which case they usually start around 3rd level or so. Alternatively, |
- | Recruiting requires a CHA check to draw potential followers, and a second successful check to convince one or more of them to join on with the PC patron. | ||
- | ==== Reknown | + | ===== Sacking or Quitting ===== |
- | PCs can garner renown, a rating of their infamy. The higher their renown, the more likely an NPC knows of a PC’s exploits. | + | Hench may be dismissed from service, or they may decide that their patron' |
- | + | ||
- | Renown = PC’s highest ability mod + level. | + | |
- | + | ||
- | The GM can choose to roll for an NPC’s familiarity, | + | |
- | 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 ==== | + | |
- | + | ||
- | Hench may be dismissed from service, or they may decide that their patron' | + | |
+ | Retainers expect to work for one specific expedition. | ||
+ | {{ : | ||
hench.1580932146.txt.gz · Last modified: 2020/02/05 19:49 by andrew