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townsmen

TOWNSMEN

TEAMSTERS

Teamsters are the ones found driving wagons in town and in caravans between towns.

STABLE BOY (1/2 HD Laborer)

  • AC: 10 HD 1/2 HP 2
  • Resistance: 12
  • Mods: W-2/N+2/S+2
  • Speed: 30'; Load 12
  • Morale: -2
  • Stealth +2 Perception -2
  • Attack, Melee: -2; Damage: 1d6 bludgeoning (shovel)
  • Attack, Ranged: -2, Damage: 1d6 bludgeoning (sling)
  • S+2, D+2, C+2, I-2,W+2,Ch-2

MULE SKINNER (1 HD Laborer)

  • AC: 10 HD 1 HP 5
  • Resistance: 12
  • Mods: W-2/N+2/S +3
  • Speed: 30'; Load: 13
  • Morale: -2
  • Stealth +2 Perception -2
  • Attack, Melee: -2; Damage: 1d6 slashing (saex)
  • Attack, Ranged: -2, Damage: 1d6 bludgeoning (sling)
  • Skill: Occupation (teamster) +2
  • S+3, D+2, C+3, I-2,W+2,Ch-2

WAGON MASTER (2 HD Laborer)

  • AC: 10 HD 2 HP 9
  • Resistance: 12
  • Mods: W-1/N+3/S +4
  • Speed: 30'; Load: 14
  • Morale: -1
  • Stealth +3 Perception -1
  • Attack, Melee: -1; Damage: 1d6 slashing (saex)
  • Ranged Attack: -1, Damage: 1d6 bludgeoning (sling)
  • Skill: Occupation (teamster) +3
  • S+4, D+3, C+4, I-1,W+3,Ch-1

MERCHANTS

Merchants are members of trading houses who buy, transport and sell goods in bulk. These also include bankers, pawnbrokers, money changers and financial agents of all kind

CLERK:(1HD Expert)

  • AC: 11 HD 1 HP 5
  • Resistance: 8;
  • Mods: W -2/N+2/S+3
  • Speed: 30'; Load 8
  • Morale: -2
  • Stealth +3, Perception +2
  • Attack, Melee: +2; Damage: club 1d6
  • Expertise: Appraisal +3, Occupation (merchant)+2
  • S -2, D+3, C -2, I+3,W+2,Ch+2

SALESMAN OR BUYER (2 HD Expert)

  • AC: 12 HD 2 HP 9
  • Resistance: 9;
  • Mods: W -1/N+3/S+4
  • Speed: 30'; Load 9
  • Morale: -1
  • Stealth +4, Perception +3
  • Attack, Melee: +3; Damage: 1d6 piercing (dagger)
  • Expertise: Appraisal +4, Insight +4, Occupation (merchant) +4
  • S -1, D+4, C -1, I+4,W+3,Ch +3

DEALER (3HD Expert)

  • AC: 12 HD 3 HP 13
  • Resistance: 9;
  • Mods: W -1/N+3/S+5
  • Speed: 30'; Load 9
  • Morale: -1
  • Stealth +5, Perception +3
  • Attack, Melee: +3; Damage: 1d6 piercing (dagger)
  • Expertise: Appraisal +5 Deception +5, Insight +5, Occupation (merchant)+5
  • S -1, D+5, C -1, I+5,W+3,Ch +3

HOUSE CAPTAIN(4 HD Expert)

  • AC: 14 (gambeson) HD 4 HP 17
  • Resistance: 10;
  • Mods: W 0/N+4/S+6
  • Speed: 30'; Load 10
  • Morale: 0
  • Stealth +6, Perception +4
  • Attack, Melee: +4; Damage: 1d10 slashing (arming sword)
  • Expertise: , Appraisal +6,, Deception +6, Occupation (merchant)+6, Insight +6
  • S +0, D+6, C 0, I+6,W+4,Ch +4

MASTER MERCHANT(5 HD Expert)

  • AC: 14 (gambeson) HD 5 HP 21
  • Resistance: 10;
  • Mods: W 0/N+4/S+7
  • Speed: 30'; Load 10
  • Morale: 0
  • Stealth +7, Perception +4
  • Attack, Melee: +4; Damage: 1d10 slashing (arming sword)
  • Expertise: , Appraisal +7, Deception +7, Occupation (merchant)+7, Insight +7
  • S +0, D+6, C 0, I+6,W+4,Ch +4

CRAFTSMEN

These are the blacksmiths, goldsmiths, barrel-makers, tailors, shoe-makers, furniture makers etc. who are full-time creators of physical goods.

APPRENTICE:(1HD Expert)

  • AC: 11 HD 1 HP 5
  • Resistance: 8;
  • Mods: W -2/N+2/S+3
  • Speed: 30'; Load 12
  • Morale: -2
  • Stealth +3, Perception +2
  • Attack, Melee: +2; Damage: 1d6 slashing (saex)
  • Expertise: Craft Skill +3, Appraisal +3, Another Skill +3
  • S +2, D+3, C -2, I+3,W+2,Ch-2

JOURNEYMAN (2 HD Expert)

  • AC: 12 HD 2 HP 9
  • Resistance: 9;
  • Mods: W -1/N+3/S+4
  • Speed: 30'; Load 13
  • Morale: -1
  • Stealth +4, Perception +3
  • Attack, Melee: +3; Damage: 1d6 slashing (saex)
  • Expertise: Craft Skill +4, Appraisal +4, Another Skill +4
  • S +3, D+4, C -1, I+4,W+3,Ch-1

MASTER CRAFTSMAN:(3HD Expert)

  • AC: 12 HD 3 HP 13
  • Resistance: 9;
  • Mods: W -1/N+3/S+5
  • Speed: 30'; Load 13
  • Morale: -1
  • Stealth +5, Perception +3
  • Attack, Melee: +3; Damage: 1d6 piercing (dagger)
  • Expertise: Craft Skill +5, Appraisal +5, Another Skill +5
  • S +3, D+5, C -1, I+5,W+3,Ch-1

SHOP KEEPERS

Tavern keepers, food sellers, iron mongers, anyone who buys wholesale and sells directly to the public.

MAID, CLEANING BOY (1/2 HD Laborer)

  • AC: 10 HD 1/2 HP 2
  • Resistance: 12
  • Mods: W-2/N+2/S+2
  • Speed: 30'; Load 12
  • Morale: -2
  • Stealth +2 Perception -2
  • Attack, Melee: -2; Damage: 1d6 bludgeoning (broom)
  • Skill: Occupation (domestic work) +2
  • S+2, D+2, C+2, I-2,W+2,Ch-2

STORE CLERK/BARMAN/BARMAID (1 HD Laborer)

  • AC: 10 HD 1 HP 5
  • Resistance: 12
  • Mods: W-2/N+2/S +3
  • Speed: 30'; Load: 13
  • Morale: -2
  • Stealth +2 Perception -2
  • Attack: -2; Damage: 1d6 bludgeoning (club)
  • Skill: Occupation (customer service) +2
  • S+3, D+2, C+3, I-2,W+2,Ch-2

STORE MANAGER (2 HD Laborer)

  • AC: 10 HD 2 HP 9
  • Resistance: 12
  • Mods: W-1/N+3/S +4
  • Speed: 30'; Load: 14
  • Morale: -1
  • Stealth +3 Perception -1
  • Attack, Melee: -1; Damage: 1d6 slashing (saex)
  • Skill: Occupation (customer service) +3
  • S+4, D+3, C+4, I-1,W+3,Ch-1

HUSTLER:(3HD Special)

  • AC: 10 HD 3 HP 13
  • Resistance: 9;
  • Mods: W -1/N+3/S+5
  • Speed: 30'; Load 13
  • Morale: -1
  • Stealth +5, Perception +3
  • Attack, Melee: +3; Damage: 1d6 piercing (dagger)
  • Expertise: Appraisal+5, Deception +5, Insight +5, Occupation (salesman) +5
  • S +3, D-1, C -1, I+5,W+3,Ch +5
townsmen.txt · Last modified: 2020/01/23 13:35 by dave