recruitment
RECRUITMENT
THE DECKS
There are 4 decks of potential underlings available to recruit from:
- Adventurers: used to draw henchmen and adventurer hirelings
- Mercenaries: used to draw bands of soldiers and their leaders
- Specialists: used to draw special non-combat NPC's such as armorers and alchemists
- Sailors: used to draw sailors and sea captains for sea voyages.
PROCEDURE:
- Pick a deck from which you want to draw candidates.
- Go to a town or city and spend a week posting notices and spreading the word.
- For each 50gp spent on the recruitment drive per week 1d6 draws from the chosen deck will arrive.
- There is a maximum of 1d6 per 1000 people in any town or city’s population during any one week.
- The party member with the highest Charisma gets to choose to hire first and must roll his CHA or less on a d20 to succeed in hiring his choices.
- The remaining party members who paid into the recruitment drive get to choose and make offers in the same fashion, going down the list of players in descending order of CHA.
- If the whole party is hiring adventurer hirelings (i.e., NPC partners), the highest CHA party member makes the hiring roll, if he fails, he can make a second offer for more money or other significant enticement.
RECRUITMENT SKILL
A character with the RECRUITMENT SKILL can use it it a slightly different way. He spends 1 week in a town or city, he needs to spend no money on the search, and if he makes his skill-roll he can pick exactly the character or band from one of the decks. Or, he can pick exactly the character type (class, species, special skill) he wants and create or have the Judge create that character.
recruitment.txt · Last modified: 2021/02/05 14:37 by dave