The adventuring party
The adventuring party is made up of multiple PCs with similar (or
converging) goals. The party is often more important than any single PC. If a
PC dies, it can be immediately replaced by a retainer if one is present.
Otherwise, the player can create a new PC when the party is back to
civilization.
Sometimes, a player can control multiple characters at a time (usually,
a PC and some retainers, or multiple PCs if the GM allows). If a PC dies and
has no retainers left, other players should offer their retainers to allow the
player to continue playing the game.
Retainers
A retainer is an aspiring adventurer: a veteran, hunter, or outlaw, a
cleric or mage seeking knowledge and power, one of the impoverished or
desperate searching for gold, or one of the overconfident chasing glory. Most
don’t live long, but this is a dangerous world for everyone.
Availability. To estimate how many retainers a settlement has, assume
about 2% of its population is available at any given time under most
circumstances. This number takes a long time to replenish when retainers die.
Creating a retainer. The GM decides race, class, and ancestry according
to the nature of the setting and the place (human fighters are usually the
easiest to find, then experts). To determine level, roll 2d6, take the lowest
die, and subtract one, giving a level from 0 to 5.
Role. Retainers are NPCs who will follow the PCs into adventure (and
may eventually become PCs themselves). They are not simple journeymen or
mercenaries, but (relatively) loyal adventurers willing to face the weird, the
unexpected, and the dangerous. They are built like PCs.
Limits. A PC’s maximum number of retainers equals their Charisma
divided by two, rounded up. A PC’s retainers must always be of lower level than
the PC.
Control. The GM decides how much control the players have over
retainers. Usually, PCs can order them around within reason and control them in
combat, provided they don’t make the retainers act suicidal. Retainers who are
treated unfairly will usually refuse orders, walk away, or even act against the
PCs.
Costs. 0-level retainers will ask for 10 sp in advance to go on a mission (which they spend immediately on family, debts, church, etc.), in addition to a share (usually half as much as a PC) of the treasure found or 10 sp a day, whichever is higher. These costs are doubled to 20 sp for level 1 retainers, then doubled again for levels 2, 3, 4, and 5 (to 320 sp). Most will want to go back after a period of a week or a month, but they can be convinced to join further expeditions.
Leveling up. Retainers level up like PCs according to the treasure received
while adventuring. They also get a share of XP for monsters slain and other
challenges (usually half, because “just following orders” will not get you far).
Hiring. When the PCs try to hire someone and the result is not obvious,
the GM may roll 2d6 in secret to see how the NPCs react to an offer. A
successful Persuasion check from a PC grants advantage on the roll (roll 3d6
and discard the lowest). Especially good or bad offers (or circumstances, such
as finding a retainer with the same alignment as the PC or with converging
goals) may give the PC an advantage or disadvantage to this check. Each PC must
hire his or her own retainers.
Roll NPC Reaction to the
offer
2 Hostile
3-5 Refusal (roll again if
better offer)
6-8 Bargain (requires better
offer)
9-11 Acceptance
12 Enthusiastic (see below)
Better offer. Includes a full share of treasure or triple the advance.
If such terms are offered before the roll, the GM may decide acceptance is
automatic.
Hostile. If the roll is 2, the GM flips a coin: the NPC either refuses
the proposal and becomes suspicious of the PCs, making future offers in the settlement
harder (disadvantage), or accepts the offer but will eventually betray the PCs,
trying to steal treasure, selling secrets to enemies, etc.
Enthusiastic. If the roll is 12, in addition to accepting, the NPC gets
a +1 bonus to morale (see below).
Morale (optional)
Most ordinary retainers start with morale 7, but this number can be raised or lowered, from 5 to 11, depending on circumstances (if morale falls lower than 5, the retainer is likely to quit or run away). Here are some suggestions; use them with common sense.
Circumstance Modifier
Each successful expedition +1
Significant treasure found and shared +1
Each event that causes PC or retainer death -1
Abuse or carelessness from the PCs -1
Good/bad working conditions (pay, danger, etc.) +1/-1
Morale must be tested whenever retainers face extreme circumstances (GM’s call): the first PC or retainer death in a battle (only the PC who hired the retainer, and other retainers from the same PC, count), when half their side is defeated or heavily wounded, when fighting seemingly impossible odds or unbearably bizarre creatures, etc. It should be tested no more than once for each combat or situation. Creatures will also test morale when put in a bad situation. PCs never test morale; it is up to the players to decide if they will choose a fight to the death or a tactical retreat.
When morale is tested, roll 2d6. If the result is greater than current morale, the test is failed. Retainers will lose 1 point of morale and retreat or run away (they will escape if possible, otherwise they will hide until killed or convinced that the danger is over). Otherwise, they will continue following orders.
A PC can spend an action to rally his or her retainers, giving them a second opportunity after a failed roll (with a successful Persuasion check, one attempt).

No comments:
Post a Comment