Building on the previous post regarding skeleton rules for RPG , here is additional details.
Begin OPEN GAME CONTENT
Additional Equipment
Armor | City | Rural | Base AC 📖 |
---|---|---|---|
Leather, Armor | 25 sp | 50 sp | 12 |
Chain, Armor | 100 sp | - | 14 |
Plate, Armror | 1000 sp | - | 16 |
Helmet | 25 sp | 50 sp | special |
Shield | 10 sp | 25 sp | +1 |
Melee Weapons | City | Rural | Notes |
---|---|---|---|
Light | 10 sp | 10 sp | - |
Improvised | - | - | -1 damage |
Medium | 20 sp | 50 sp | - |
Two-Handed | 50 sp | - | - |
Missile Weapons | City | Rural | Range ‡ | Notes |
---|---|---|---|---|
Bow | 25 sp | 25 sp | 50/300/450 | |
Crossbow | 30 sp | 50/200/600 | ||
Improvised | 10/20/30 | -1 damage | ||
Ammunition (20) | 5 sp | 5 sp | ||
‡ - Medium Range -2 to hit; Long Range -4 to hit |
Encounters
- Establish Encounter Distance (2d6×10 ft) (if applicable)
- Check Surprise (2 in 6) (if applicable)
- Check Reaction (2d6)
- Check Morale (2d6)
- Players may declare intent (+1 to initiative)
- Referee declares intent
- Remaining players declare intent (-1 to initiative)
- Roll Initiative (1d6 for each side in the conflict)
- Resolve Magic
- Resolve Missile
- Resolve Move
- Resolve Melee
- Go to Check Morale.
Check Reaction
2d6 | The encountered creatures are… |
---|---|
2 | Hostile |
3-5 | Unfavorable |
6-8 | Indifferent |
9-11 | Favorable / Talkative |
12 | Helpful |
If you have a chance to parlay, you may add your Charisma modifier. |
Check Morale
Player characters need never make morale checks. For all other intelligent creatures (including retainers and hirelings), morale checks are made if any of the following occurred in the round:
- Opposition is first encountered
- Half of the allies are incapacitated
- Leader is incapacitated
- Exposed to powerful fear affects (e.g. dragon fear)
Hirelings
Offering
3d6 | Result |
---|---|
3-4 | Refuse with Malice |
5-8 | Refuse |
9-12 | Uncertain |
13-16 | Accepts offer |
17-18 | Enthusiastic (loyalty roll +3) |
Add your Charisma modifier to the roll. |
Initial Loyalty
3d6 | Morale Modifier |
---|---|
3 | 2 |
4 | 3 |
5 | 4 |
6 | 5 |
7-8 | 6 |
9-12 | 7 |
13-14 | 8 |
15 | 9 |
16 | 10 |
17 | 11 |
18 | 12 |
Add your Charisma modifier to the roll. |
Over the course of play, a retainers morale score may increase or decrease based on treatment.
Checking Hireling Morale
Roll 2d6 and compare to loyalty of the retainer; If it is higher, then the retainer leaves.
When to roll:
-
Returning from perilous environs to relative safety of civilization
-
Exposure to a perilous situation
-
When the hiring character is incapacitated
-
When orders are given from the non-hiring character