Here I present some optional homebrew rules for using hirelings in
13th Age. This could certainly use some refinement, as it hasn't been
playtested yet. Comments and criticisms are welcome, especially from
those who use hirelings in their own games!
Wages
A
hireling's wages are paid in gold pieces per full heal up (or
adventuring day), and is based on the hireling's level and adventuring
role. Use adventuring day to calculate wages during long periods
without encounters, such as when traveling long distances. While the
specific price (as well as hireling availability) will vary based on
location, local economy, and how dangerous the job is, GMs should
consider using the following baselines. Alternatively, some hirelings
might demand a share of any profits (up to an equal share, in the case
of Burglars and Warriors), possibly in addition to an initial fee paid
up front. Occasionally, the party may gain the benefit of free
hirelings for successful Icon Relationship rolls.
Porters:
Level gp/FHU
1 5
2 6
3 8
Guides:
Level gp/FHU
1 20
2 24
3 34
4 42
Burglars:
Level gp/FHU
1 50
2 62
3 85
4 105
Mercenary Warriors:
Level gp/FHU
1 80
2 100
3 140
4 165
On the Subject of Pricing
Porters
cost roughly 5% of the recommended maximum gp per character per full
heal up. Guides cost 20%, Burglars 50%, and Mercenary Warriors 80%.
The simple fact is, having another body in the party can be extremely
useful, especially in the case of warriors (who can handle themselves
relatively well in a fight) and burglars (who can increase the party's
profits and reduce the dangers from traps). In order to balance their
presence, the PCs should be giving up a significant amount of potions,
oils, and runes that they would otherwise spend their money on.
Reputation
While
hirelings can be extremely useful, the party should take care to treat
them well. If word gets out that those hired by the PCs usually don't
return, it's unlikely that they'll be able to find anyone willing to
adventure with them, even for massively inflated prices. On the other
hand, if hirelings return to their home towns the wealthier for it, the
party will probably enjoy the good will of the locals (and they'll
likely be regarded as heroes if they actively protect their hirelings
from danger).
Rumor has it that more competent
hirelings can be found in Drakkenhall, but most civilized folk elsewhere
in the Empire view those who hire them with some suspicion.
Recoveries
Hirelings can access recoveries in much the same way that PCs can, except that they are limited to only 1 Rally per combat.
Porters
Level 0 Mook, Initiative +1
Improvised or Basic Weapon +4 - 3 damage
HP 5, AC 14, PD 13, MD 12
Recoveries none
Level 2 Mook, Initiative +4
Improvised or Basic Weapon +6 - 5 damage
HP 9, AC 17, PD 15, MD 13
Recoveries none
Guides
Level 1 Troop, Initiative +4
One-Handed Sword (or similar) +6 - 5 damage
Show Them The Way! - Engaged Allies ignore Disengage penalties for multiple enemies.
HP 27, AC 16, PD 15, MD 13
Recoveries 4 - d6
Local
Knowledge - Once per session the party can invoke the Guide's knowledge
to learn something useful about the surroundings (location of an
important feature, a correct path, peculiar local customs, etc.). Roll
1d6. 1 - the Guide is misinformed, to the party's detriment. 2-4 the
party learns something useful, but it costs them a setback or
resources. 5-6 the party gains information without much (if any) cost.
Level 3 Troop, Initiative +6
One-Handed Sword (or similar) +8 - 10 damage
Show Them The Way! - Engaged Allies ignore Disengage penalties for multiple enemies.
HP 45, AC 18, PD 17, MD 15
Recoveries 4 - d6
Local
Knowledge - Once per session the party can invoke the Guide's knowledge
to learn something useful about the surroundings (location of an
important feature, a correct path, peculiar local customs, etc.). Roll
1d6. 1 - the Guide is misinformed, to the party's detriment. 2-4 the
party learns something useful, but it costs them a setback or
resources. 5-6 the party gains information without much (if any) cost.
Burglars
Level 1 Troop, Initiative +7
Dagger or Short Sword +6 - 5 damage
Backstab - Burglars have a crit range of 18+ if they're ganging up or if the target is unaware of them.
HP 27, AC 16, PD 15, MD 13
Recoveries 4 - d6
Trap
Sense: If a trap's attack that targets the burglar is a natural odd
roll, the burglar can force the trap to reroll the attack once.
Burglar Background: The burglar can roll burglary-related skill checks (1d20+8)
Level 2 Troop, Initiative +8
Dagger or Short Sword +7 - 7 damage
Backstab - Burglars have a crit range of 18+ if they're ganging up or if the target is unaware of them.
HP 36, AC 17, PD 16, MD 14
Recoveries 4 - d6
Trap
Sense: If a trap's attack that targets the burglar is a natural odd
roll, the burglar can force the trap to reroll the attack once.
Burglar Background: The burglar can roll burglary-related skill checks (1d20+9)
Mercenary Warriors
Level 1 Troop, Initiative +4
One-Handed Martial Weapon +6 - 6 damage
Miss - 1 damage
Javelin +6 - 5 damage
HP 27, AC 17, PD 15, MD 11
Recoveries 6 - d8
Level 3 Troop, Initiative +6
One-Handed Martial Weapon +8 - 11 damage
Miss - 3 damage
Javelin +8 - 9 damage
HP 45, AC 19, PD 17, MD 13
Recoveries 6 - d8
Originally posted at The Chamber of Mazarbul.
No comments:
Post a Comment