Lacco
2016-02-18, 02:43 PM
Based on the idea of Mr. Mask from this (http://www.giantitp.com/forums/showthread.php?477363-Party-Point-Buy-Pool) thread...
Here's a neat little idea, but by no means a good one. You have a point-buy system for your characters. However, your points are shared between all the members of the party. Similarly, when a character earns more points, anyone can use them.
Theoretically, you could really optimize your party, and could give the wizard a larger share of points so you can get a useful spell early on, or etc.. Similarly, you might have high-point classes and low-point ones. Let's say one of you plays a goblin fighter, that might not require many points to make them a workable member of the party, and then you have more for your wizard and alchemist.
This is probably a system that wouldn't be popular, and it may not be wise on many levels, but it would be a novel idea and might even make for some interesting mechanics.
Had another thought. Rather than each picking a character, you might all decide how many and what sort of characters you want in the party, then decide which one you want to play as and customize them a bit further. This'd allow you to make a more cooperative story between your characters, where you might feel less like a collection of protagonists wrestling for the spotlight. You might even trade or trade-in characters as the campaign progresses. Or, the group of players plays as the whole party, alternating between characters as often as they please.
...I started to build a point-buy system for game focused on adventuring party - one that has limited amount of members (consisting of player controlled Heroes and GM controlled, but player-influenced Hirelings) and certain goal. Thus the Expedition was born.
Please, feel free to comment, give feedback and if there are people interested in playtesting, let me know. Be gentle, it's my first homebrew design I post :smallsmile:.
The rule system I will be using for this is Riddle of Steel with some homebrew (specifically - classess, skills and magic), but hopefully it will be possible to adapt it to any system.
WARNING!
The premise of this playstyle assumes that the players are willing to cooperate and will fight against the environment. While it could be played as PvP, it will largely diminish possible enjoyment.
You have been warned.
So far I have this:
The Expedition
The Expedition is commissioned by the Adventuring Guild (or any equivalent thereof), who provides certain amount of starting resources (starting build points, from which the players build the expedition) and give the players basic information (i.e. map of area including pointers to few dungeons). The expedition starts by the first meeting in a tavern (as traditional), where the Players select/vote/choose the Expedition Leader and then decide the composition of the party and their base camp. After this part is finished, the Heroes are moved to the camp and first week may begin.
Party Leader
A party leader will be selected/voted/chosen at the beginning. Party leader has only one power - if the players can't settle on decision in any matter, his vote breaks the ties.
Time
In Camp the game time will be counted in weeks for the purposes of easier provisioning. While in dungeon, the play will slow down and will take the pace of normal dungeon crawl.
Build Points
In the beginning, there will be only one resource – build points. They represent all kinds of resources that the Adventuring Guild used for procurement of everything the expedition needs.
Assume 800 build points for the beginning (don’t worry, it’s not so much). From these, they will have to furnish their Base Camp, sign up Heroes and hire Hirelings.
The Camp
The base camp starts as a campfire in the middle of a meadow.
If players want to upgrade the camp, they have to spend build points in the beginning (or effort/materials/money during the game). For examples see below. This list is non-exhaustive, new options may be provided later.
Living space
Tent - 2 comfortable or 4 crowded places (1 point); protects against wind, cold and precipitation
Pavillon - 4 comfortable or 8 crowded places (3 points); protects against wind, cold and precipitation
Wooden housing - 6 comfortable or 12 crowded places (10 points); protected against elements, may include fireplace for heating/cooking (additional 2 pts)
Stone housing - 6 comfortable or 12 crowded places (20 points); well-protected against all elements, includes fireplace for heating/cooking
Sleeping area
Sleeping bags - 1 point per 10
Simple cots 1 point per 5
Bunk beds - 1 point per 2 beds (4 places)
Comfortable beds - 1 point per 1
Food
Storage room - 5 points
Cellar - 10 points
Cooking area - 3 points
Field kitchen - 5 points
Dedicated kitchen - 10 points
Protection
Stockade - 10 points
Wall - 20 points
Moat - 30 points
Watchtower 5 points
Tower - 15 points
Armoury - 10 points (less chance of stolen weapons)
Treasure room - 15 points (less chance of stolen treasures)
Traps - 3 points per area (entrance, armoury, tower, treasure room, etc.)
Crafts & arts
Basic tools and workbench/table - 2 points (allows basic repairs and enhancements, prerequisite for good quality items)
Small toolshed and workplace - 5 points (provides small bonus to repairs, allows assistance, prerequisite for fine quality items)
Workshop - 10 points (provides large bonus to repairs, allows assistance, prerequisite for masterwork items)
Miscellaneous
Campfire - basic, provides place to sit, talk, relax, unwind
Tent with bar/tavern - 10/30 points, place for 4/15 people to drink and unwind
Gambling tent/gambling den - 5/25 points, place for 4/15 people to gamble
Library - 10 points, stores books, provides place for research,
Training place/pit for fighting - 5/20 points, allows safe place to work out aggression and improve fighting skills
Shrine/small church - 5/20 points, place for 4/10 people to attend to their spiritual needs
Merchant caravan/shop - 10/25 points, provides shopping opportunity every 4 weeks/permanent shopping opportunity
Courier station - 10 points - provides messengers
Stables/kennels - 2/1 points per one animal
Healthcare
- basic - 3 points (one or two beds, some herbs and bandages)
- advanced - 5 points (4-6 places , quality equipment)
- infirmary - 10 points (10 places, fully equipped)
Heroes and Hirelings
Heroes are controlled by players. They are the PCs. Hirelings are controlled by the GM.
There are two costs listed at each class/concept. The first one is for Heroes, the second for Hirelings.
Heroes have all attributes at their minimum (2), one skill packet of their choice at 6 (competent), one weapon proficiency at 3 (half-trained), one professional skill as beginner, as well as the advantages and flaws written in text.
Hirelings are pre-generated with attributes (average or better), skills at level 6 (competent) and listed flaws/traits. Players can invest more points into them or add flaws to gain more points, but it is not necessary.
Starting equipment of a hero consists usually of one dull basic weapon, backpack and set of peasant clothes if not specified.
Special skill/Profession skill is a skill that is not available to other concepts/classes or is available at larger costs.
First concept is the "blank slate" - adventurer. For players that want to customize everything.
Adventurer
"Blank slate" hero, no advantages, no disadvantages. Fully customizable.
Comes with a dull basic weapon, backpack and set of peasant clothes.
Hero cost - 30 Hireling cost - Not Available
Advantages: No disadvantages
Disadvantages: No advantages
Skill packet (Special skill) - None
Equipment - Dull basic weapon, Backpack, Set of peasant clothes
Other concepts/classes below.
Academic/Scholar
Thinker, the "know stuff" class. Knows ancient languages and is able to read future from the stars. In camp/city can research information about dungeons and their denizens.
Hero cost - 35 Hireling cost - 36
Advantages: Buys Knowledge/lore skills with "pay 1 get 2" discount, one starting knowledge skill at 5
Disadvantages: None
Skill packet (Special skill) - Academic (Research - allows the academic to provide information about dungeons, threats, areas or items via research; Astronomer - allows reading of future/omens)
Equipment - Quarterstaff or Dull small dagger
Set of freeman clothes
Personal library
Writing utensils
Alchemist
Practicer of alchemy. While in camp can prepare concoctions of various magical or mundane effects. Cannot master any other type of magic.
Hero cost - 39 Hireling cost - 40
Advantages: Herbalism at -1. Can practice alchemy
Disadvantages: Cannot master any other type of magic
Skill packet (Special skill) - Ritualist (Alchemy - allows preparation of potions at camp or during resting; Herbalist - knows and collects useful herbs)
Equipment - Quarterstaff
Small dagger
3x Potion of healing (power 3)
Field laboratory
Ingredients
Small wagon and mule
Healer
Practicer of healing arts. Knows both ancient secret healing techniques as well as the "modern" surgery and is able to cure any wound, poisoning or disease if given enough time.
Hero cost - 33 Hireling cost - 36
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Healer (Ancient healing knowledge - speeds up healing; Surgery - may be able to revive fallen characters right after combat)
Equipment - Quarterstaff
Small dagger
10 bandage kits
Satchel with herbs (12 portions)
Surgery kit
Guardsman
Militiaman or guard. Able to handle a weapon, but his main strength lies in the knowledge how to effectively guard (and not fall asleep).
Hero cost - 34 Hireling cost - 36
Advantages: Additional proficiency point (Sword&Shield, Mass Weapon & Shield, Poleram/poleaxe)
Disadvantages: None
Skill packet (Special skill) - Guardsman (Guarding - guards get 1/2 fatigue for guarding and add to security by allowing their skill to substitute for camp perception rolls to notice trouble)
Equipment - Bent spear
Rusty mace
Banged-up wooden shield
Leather armour
Bladeslinger
An adventurer, who prefers to use his sword and wits, not only strength. However, he is easily provoked into violence...
Hero cost - 40 Hireling cost - 40
Advantages: Can improve his starting proficiency to 9 (by paying 5 points). Additional +1 WIT and AGI
Disadvantages: Must take "Troublemaker" minor flaw
Skill packet (Special skill) - Swordsman (Read Body Language - provides bonus on defence; Style Analysis - is able to estimate manuevers that will be used)
Equipment - Arming sword or bastard sword
Leather armour
Oil and whetstone
Small dagger
Riding horse
Fighter
Fighter lives for the fight and tries to master several weapons. His greatest virtue is his flexibility in fight.
Hero cost - 40 Hireling cost - 39
Advantages: Each proficiency with 6 points in it gains 1 free point (to 7).
Disadvantages: None
Skill packet (Special skill) - Soldier (Tactics - is able to provide tactical advantage in combat)
Equipment - 3 weapons (tier 2, good quality)
20 arrows/quarrels or 3 javelins/throwing axes
Up to light mail armour
Tools for weapon maintenance
Riding horse
Warrior
Clan or wildling warriors, feared for their physical provess, for their skill with weapon and for their fearlessness. Poor as they can get, but proud.
Hero cost - 45 Hireling cost - 44
Advantages: Additional +1 and +2 to ST or TO (players choice), Trait "Quick healer"
Disadvantages: Must take "Overconfident" minor flaw
Skill packet (Special skill) - Clan Warrior (Courage - is able to better withstand fear effects)
Equipment - 2 weapons (tier 2, bad quality)
10 arrows/quarels or 1 javelin/throwing axe
Leather armour
Mercenary
This one fights for money - and he expects a lot of it will come out of this expedition. However, he is skilled with a weapon and has no qualms about using it.
Hero cost - 43 Hireling cost - 42
Advantages: Additional weapon proficiency points (3)
Disadvantages: Must take "Paid to Work" minor disadvantage
Skill packet (Special skill) - Mercenary (N/A)
Equipment - 3 weapons (tier 2, 1 good and 2 poor quality)
10 arrows/quarrels or 1 javelin/throwing axe
Up to light mail armour, of poor quality
Work horse
Squire
Knight-in-training. He wants to test his mettle, but learns rather quickly.
Hero cost - 37 Hireling cost - 36
Advantages: Trait "Quick learner"
Disadvantages: None
Skill packet (Special skill) - Knight (N/A)
Equipment - 2 weapons (tier 2 and 1, poor and good quality)
Riding horse
Up to scale armour
Knight
A full-fledged knight. His armour may not be shiny, but he has a good horse, a strong arm, hard head and a set of ancestral armour.
Hero cost - 48 Hireling cost - 54
Advantages: Free destrier horse
Disadvantages: Must take "Code of Conduct" and "Wows" minor flaw
Skill packet (Special skill) - Knight (N/A)
Equipment - 3 weapons (sword/hammer/axe, spear/lance and shield, good quality)
Plate armour (poor quality)
Large tent, personal servant on mule
Crusader
A holy warrior. His touch can heal his allies and destroy his opponents and he wishes only to rid the world of evil and fulfill his mission.
Hero cost - 50 Hireling cost - 54
Advantages: Can practice paladin magic
Disadvantages: Must take "Code of Conduct" and "Wows" major flaw
Skill packet (Special skill) - Knight (Purification - can provide morale to his allies)
Equipment - 1 good quality weapon
shield
mail armour
warhorse
Entertainer
This jester can sing, dance, tell bawdy or inspiring stories. The best companion for evenings around campfire or for marching. Just having him around can benefit good mood...
Hero cost - 32 Hireling cost - 37
Advantages: One starting "Perform" skill at 6
Disadvantages: None
Skill packet (Special skill) - Entertainer (Entertain - can entertain and thus increase morale of people in camp)
Equipment - 1 musical instrument (lute, flute, lyre or bagpipes)
1 good quality light weapon
leather armour
riding horse
book of poems
Rogue
Rogue is something between travelling performer, street entertainer and professional cutpurse/thief. He is a funny companion if you are not his mark.
Hero cost - 38 Hireling cost - 42
Advantages: None
Disadvantages: Must take "Cleptomania" flaw
Skill packet (Special skill) - Thief/Entertainer (Cutpurse - when in town, is able to provide income; Rumormonger - player devises a rumor to improve morale - if this proves to be true, it enhances the next rumors; if proven false - will not be able to use this skill for 4 weeks)
Equipment - 1 musical instrument (lute, flute or lyre)
1 poor quality light weapon, good quality small dagger
lockpick set
rope (50') and grappling hook
Burglar
Burglar specializes on getting inside of closed rooms, opening closed doors and - especially - for getting valuables stored or stashed somewhere. His trap-finding senses are something to value in a dungeon.
Hero cost - 35 Hireling cost - 39
Advantages: None
Disadvantages: Cannot go to the city.
Skill packet (Special skill) - Thief (N/A)
Equipment - 1 poor quality light weapon
good quality small dagger
lockpick set
climbing tools
rope (50') and grappling hook
prybar
Assassin
A figure in dark clothes, looking at everything with cold calculating stare. A killer. Someone who gets paid for killing. He can make anyone disappear without a trace.
Hero cost - 37 Hireling cost - 42
Advantages: None
Disadvantages: Must take "Paid to Work" major disadvantage
Skill packet (Special skill) - Assassin (Silent Death - can dispatch troublesome persons...in camp, city, or even dungeon)
Equipment - 1 large dagger
vial of poison
lockpick set
set of black clothes
climbing set
Scout
Good rider with good eyes. Scout is able to spot enemies from afar, and find the shortest route possible through nearly any terrain. He starts with a good horse.
Hero cost - 32 Hireling cost - 40
Advantages: Free courser horse
Disadvantages: None
Skill packet (Special skill) - Woodsman (Scouting - can discover new locations and encounters)
Equipment - Basic equipment
Set of low freeman clothes.
Spyglass
Courser horse
Ranger
Skilled hunters, foragers and survivalists, rangers prefer to work alone. They are able to track and hunt down their prey, but are also able to fight various animals and monsters. A ranger can often find locations that are well-hidden.
Hero cost - 33 Hireling cost - 44
Advantages: None
Disadvantages: Must take "Loner" flaw
Skill packet (Special skill) - Woodsman (Pathfinding - speeds up overland movement)
Equipment - Spear/one melee weapon
One ranged weapon
Leather armour
Hunter
Hunters are exactly what it says on the tin - they hunt animals, bringing their meat and skins to the camp. They prefer hunting from afar and often use traps.
Hero cost - 32 Hireling cost - 42
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Woodsman (Hunting/Trapping - may provide additional food)
Equipment - Low quality spear
One ranged weapon (good quality)
Woodsman clothes
5 traps
Craftsman
All professional craftsmen belong to this concept. From butcher, blacksmith, to masons or carpenters - each has a skill that can contribute to the party.
Hero cost - 35 Hireling cost - 37
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Craftsman (Blacksmith, Armorer, Leatherworker, Fletcher, Tailor, Cook, Butcher, Bowmaker, Engineer, Mason, Carpenter… ... e.g. blacksmith can repair several items or increase their effectiveness while in camp, cook uses food to increase morale...)
Equipment - One weapon
Small wagon with mule
Assorted tools and materials
Laborer
"Unskilled" workforce. The people that carry out simple tasks and perform services under someone's lead. Their primary purpose is to assist with tasks in the camp, but they can take up adventuring…
Hero cost - 25 Hireling cost - 30
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Labourer (Workforce - can be assigned to work with craftsmen or other tasks, will increase effectiveness of these tasks)
Equipment - Basic tools
Page/servant
Pages and servants usually only assist people. They can increase the comfort of people in the camp, by taking on the menial tasks that slow people down and bore them.
Hero cost - 25 Hireling cost - 30
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Steward (Assistance - can assist with menial tasks, improving morale or effectiveness of these tasks)
Equipment - Basic equipment
Steward
This concept combines a quartermaster, servant, cook and general assistant. While having no fighting provess, the steward is able to haggle with traders, talk to nobles, prepare feasts and organize everything in the camp.
Hero cost - 30 Hireling cost - 38
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Steward (Cooking/Stewardship - large increase in morale)
Equipment - Basic equipment
Writing utensils
Ritualist
Ritualist is a specialist mage, who casts spells only as prepared rituals. He needs to prepare the rituals for quite long time, however he can counterspell quite quickly.
Hero cost - 40 Hireling cost - 50
Advantages: Can cast arcane spells (LVL 2 of all schools for hirelings) Automatically gains ""Universal"" spells at highest school LVL
Disadvantages: Must take "Geas - rituals" major disadvantage
Skill packet (Special skill) - Ritualist (Ritual Spellcasting; Counterspelling; Symbol Drawing; Arcana)
Equipment - Writing utensils
Spellbook
Various spell ingredients
Small silver knife
Small dagger
Cleric
Clerics wield the power provided to them by gods. They need to follow teachings of their deities and must pray each morning/evening to gain their spells. Their main advantage though lies in ability to channel the divine magic to heal their allies, while assisting them with their formidable combat prowess.
Hero cost - 45 Hireling cost - 50
Advantages: Can cast divine spells (LVL 3 of each domain and LVL 3 of universal cleric spells for hirelings)
Automatically gains 2 Domains, including Domain Spells (1 per level) and special Domain Power
Disadvantages: Must take "Code of Conduct" minor and "Wows" major flaw
Skill packet (Special skill) - Clergyman (Prayer - can provide morale boosts; Healing Power - speeds up healing; Turn Undead)
Equipment - Good quality weapon
Up to scale armour
Heater shield
Holy symbol
Mage
Mages wield the arcane power, harnessed by their willpower. They need to study their spells, but can cast any of them with ease. However, most of them lacks any combat training. They are quite versatile and can be used well in dungeons or in camp.
Hero cost - 50 Hireling cost - 50
Advantages: Can cast arcane spells (LVL 3 of all schools for hirelings), automatically gains ""Universal"" spells at highest school LVL
Disadvantages: Must take "Geas-gesture" and "Geas-voice" minor disadvantages
Skill packet (Special skill) - Ritualist (Spellcasting, Ritual Spellcasting, Counterspelling, Symbol Drawing, Arcana)
Equipment - Mage staff
Robes
Writing utensils
Spellbook
Spell ingredients
Small silver dagger
For magic users - each spell level costs according to following:
Mage/ritualist - each school level costs 2 points. Schools are equivalent to schools used in 3.5.
Cleric - each domain (including "universal") costs 3 points. Domain levels are equivalent to domains as used in 3.5. "Universal" means standard cleric selection of spells.
Traits and Flaws
These may be assigned to both Heroes and Hirelings.
Fore heroes, minor version of flaw provides 3 build points, major (if available) 6 points.
For hirelings, minor version of flaw provides 2 build points, major (if available) 5 points
Drunkard
Gambler (or Bad Gambler)
Lecher
or other Addiction
Claustrophobia
Curious
Dark Temptation
Afraid of Darkness
Demonomania
Fear of Eldritch
Fear of Unholy
Hieromania
Necromania
Nocturnal
Sickly
Slowdraw
Stress Eater
Unquiet Mind
Weak Grip
Winded
Bloodlust
Rage
Bad reputation
Kleptomania
Ugly
Chicken (= fears combat, not actual animal)
Greedy
Overconfident
Phobia (needs to be specified)
Shy
Sleep Disorder
Tormented
Fearful
Bossy
Argumentative
Bully
Cold-hearted
Competitive
Critical
Cruel
Dishonest
Fidgety
Gloomy (automatically major = gains 1 stress point every morning, penalty to morale in camp/party)
Grouchy
Hopeless
Immature (stress can be removed only by "playful" activities)
Loner
Jealous
Pious (can only remove stress by praying/religious activities?)
Lazy
Selfish
Picky
Clumsy
Secretive
Traits list is under construction.
The Equipment
Build points can be traded for money used to buy equipment. Equipment lists from RoS core book are valid (to be posted). Money exchange rate is: 1 build point = 5 gold pieces (ducats).
The party can take at maximum 10 gold pieces to the start of the game. Money over this limit which not spent for equipment are either transformed back into BP, or forfeited.
The Area
Camp is located in area away from the nearest town - it takes full week to get there and full week to get back on foot. You can buy nearly anything there - and you can also sell captured treasures there (e.g. jewelry, artifacts...).
It is located relatively near to village - it takes a week to get there and back. You can buy basic supplies there.
At the beginning, there will be only few dungeons visible on the area map - the rest is up to the players to find. Some can be discovered by dungeon delving, some by research, some will be provided by questgivers and some will be only found by scouting the area.
Here's a neat little idea, but by no means a good one. You have a point-buy system for your characters. However, your points are shared between all the members of the party. Similarly, when a character earns more points, anyone can use them.
Theoretically, you could really optimize your party, and could give the wizard a larger share of points so you can get a useful spell early on, or etc.. Similarly, you might have high-point classes and low-point ones. Let's say one of you plays a goblin fighter, that might not require many points to make them a workable member of the party, and then you have more for your wizard and alchemist.
This is probably a system that wouldn't be popular, and it may not be wise on many levels, but it would be a novel idea and might even make for some interesting mechanics.
Had another thought. Rather than each picking a character, you might all decide how many and what sort of characters you want in the party, then decide which one you want to play as and customize them a bit further. This'd allow you to make a more cooperative story between your characters, where you might feel less like a collection of protagonists wrestling for the spotlight. You might even trade or trade-in characters as the campaign progresses. Or, the group of players plays as the whole party, alternating between characters as often as they please.
...I started to build a point-buy system for game focused on adventuring party - one that has limited amount of members (consisting of player controlled Heroes and GM controlled, but player-influenced Hirelings) and certain goal. Thus the Expedition was born.
Please, feel free to comment, give feedback and if there are people interested in playtesting, let me know. Be gentle, it's my first homebrew design I post :smallsmile:.
The rule system I will be using for this is Riddle of Steel with some homebrew (specifically - classess, skills and magic), but hopefully it will be possible to adapt it to any system.
WARNING!
The premise of this playstyle assumes that the players are willing to cooperate and will fight against the environment. While it could be played as PvP, it will largely diminish possible enjoyment.
You have been warned.
So far I have this:
The Expedition
The Expedition is commissioned by the Adventuring Guild (or any equivalent thereof), who provides certain amount of starting resources (starting build points, from which the players build the expedition) and give the players basic information (i.e. map of area including pointers to few dungeons). The expedition starts by the first meeting in a tavern (as traditional), where the Players select/vote/choose the Expedition Leader and then decide the composition of the party and their base camp. After this part is finished, the Heroes are moved to the camp and first week may begin.
Party Leader
A party leader will be selected/voted/chosen at the beginning. Party leader has only one power - if the players can't settle on decision in any matter, his vote breaks the ties.
Time
In Camp the game time will be counted in weeks for the purposes of easier provisioning. While in dungeon, the play will slow down and will take the pace of normal dungeon crawl.
Build Points
In the beginning, there will be only one resource – build points. They represent all kinds of resources that the Adventuring Guild used for procurement of everything the expedition needs.
Assume 800 build points for the beginning (don’t worry, it’s not so much). From these, they will have to furnish their Base Camp, sign up Heroes and hire Hirelings.
The Camp
The base camp starts as a campfire in the middle of a meadow.
If players want to upgrade the camp, they have to spend build points in the beginning (or effort/materials/money during the game). For examples see below. This list is non-exhaustive, new options may be provided later.
Living space
Tent - 2 comfortable or 4 crowded places (1 point); protects against wind, cold and precipitation
Pavillon - 4 comfortable or 8 crowded places (3 points); protects against wind, cold and precipitation
Wooden housing - 6 comfortable or 12 crowded places (10 points); protected against elements, may include fireplace for heating/cooking (additional 2 pts)
Stone housing - 6 comfortable or 12 crowded places (20 points); well-protected against all elements, includes fireplace for heating/cooking
Sleeping area
Sleeping bags - 1 point per 10
Simple cots 1 point per 5
Bunk beds - 1 point per 2 beds (4 places)
Comfortable beds - 1 point per 1
Food
Storage room - 5 points
Cellar - 10 points
Cooking area - 3 points
Field kitchen - 5 points
Dedicated kitchen - 10 points
Protection
Stockade - 10 points
Wall - 20 points
Moat - 30 points
Watchtower 5 points
Tower - 15 points
Armoury - 10 points (less chance of stolen weapons)
Treasure room - 15 points (less chance of stolen treasures)
Traps - 3 points per area (entrance, armoury, tower, treasure room, etc.)
Crafts & arts
Basic tools and workbench/table - 2 points (allows basic repairs and enhancements, prerequisite for good quality items)
Small toolshed and workplace - 5 points (provides small bonus to repairs, allows assistance, prerequisite for fine quality items)
Workshop - 10 points (provides large bonus to repairs, allows assistance, prerequisite for masterwork items)
Miscellaneous
Campfire - basic, provides place to sit, talk, relax, unwind
Tent with bar/tavern - 10/30 points, place for 4/15 people to drink and unwind
Gambling tent/gambling den - 5/25 points, place for 4/15 people to gamble
Library - 10 points, stores books, provides place for research,
Training place/pit for fighting - 5/20 points, allows safe place to work out aggression and improve fighting skills
Shrine/small church - 5/20 points, place for 4/10 people to attend to their spiritual needs
Merchant caravan/shop - 10/25 points, provides shopping opportunity every 4 weeks/permanent shopping opportunity
Courier station - 10 points - provides messengers
Stables/kennels - 2/1 points per one animal
Healthcare
- basic - 3 points (one or two beds, some herbs and bandages)
- advanced - 5 points (4-6 places , quality equipment)
- infirmary - 10 points (10 places, fully equipped)
Heroes and Hirelings
Heroes are controlled by players. They are the PCs. Hirelings are controlled by the GM.
There are two costs listed at each class/concept. The first one is for Heroes, the second for Hirelings.
Heroes have all attributes at their minimum (2), one skill packet of their choice at 6 (competent), one weapon proficiency at 3 (half-trained), one professional skill as beginner, as well as the advantages and flaws written in text.
Hirelings are pre-generated with attributes (average or better), skills at level 6 (competent) and listed flaws/traits. Players can invest more points into them or add flaws to gain more points, but it is not necessary.
Starting equipment of a hero consists usually of one dull basic weapon, backpack and set of peasant clothes if not specified.
Special skill/Profession skill is a skill that is not available to other concepts/classes or is available at larger costs.
First concept is the "blank slate" - adventurer. For players that want to customize everything.
Adventurer
"Blank slate" hero, no advantages, no disadvantages. Fully customizable.
Comes with a dull basic weapon, backpack and set of peasant clothes.
Hero cost - 30 Hireling cost - Not Available
Advantages: No disadvantages
Disadvantages: No advantages
Skill packet (Special skill) - None
Equipment - Dull basic weapon, Backpack, Set of peasant clothes
Other concepts/classes below.
Academic/Scholar
Thinker, the "know stuff" class. Knows ancient languages and is able to read future from the stars. In camp/city can research information about dungeons and their denizens.
Hero cost - 35 Hireling cost - 36
Advantages: Buys Knowledge/lore skills with "pay 1 get 2" discount, one starting knowledge skill at 5
Disadvantages: None
Skill packet (Special skill) - Academic (Research - allows the academic to provide information about dungeons, threats, areas or items via research; Astronomer - allows reading of future/omens)
Equipment - Quarterstaff or Dull small dagger
Set of freeman clothes
Personal library
Writing utensils
Alchemist
Practicer of alchemy. While in camp can prepare concoctions of various magical or mundane effects. Cannot master any other type of magic.
Hero cost - 39 Hireling cost - 40
Advantages: Herbalism at -1. Can practice alchemy
Disadvantages: Cannot master any other type of magic
Skill packet (Special skill) - Ritualist (Alchemy - allows preparation of potions at camp or during resting; Herbalist - knows and collects useful herbs)
Equipment - Quarterstaff
Small dagger
3x Potion of healing (power 3)
Field laboratory
Ingredients
Small wagon and mule
Healer
Practicer of healing arts. Knows both ancient secret healing techniques as well as the "modern" surgery and is able to cure any wound, poisoning or disease if given enough time.
Hero cost - 33 Hireling cost - 36
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Healer (Ancient healing knowledge - speeds up healing; Surgery - may be able to revive fallen characters right after combat)
Equipment - Quarterstaff
Small dagger
10 bandage kits
Satchel with herbs (12 portions)
Surgery kit
Guardsman
Militiaman or guard. Able to handle a weapon, but his main strength lies in the knowledge how to effectively guard (and not fall asleep).
Hero cost - 34 Hireling cost - 36
Advantages: Additional proficiency point (Sword&Shield, Mass Weapon & Shield, Poleram/poleaxe)
Disadvantages: None
Skill packet (Special skill) - Guardsman (Guarding - guards get 1/2 fatigue for guarding and add to security by allowing their skill to substitute for camp perception rolls to notice trouble)
Equipment - Bent spear
Rusty mace
Banged-up wooden shield
Leather armour
Bladeslinger
An adventurer, who prefers to use his sword and wits, not only strength. However, he is easily provoked into violence...
Hero cost - 40 Hireling cost - 40
Advantages: Can improve his starting proficiency to 9 (by paying 5 points). Additional +1 WIT and AGI
Disadvantages: Must take "Troublemaker" minor flaw
Skill packet (Special skill) - Swordsman (Read Body Language - provides bonus on defence; Style Analysis - is able to estimate manuevers that will be used)
Equipment - Arming sword or bastard sword
Leather armour
Oil and whetstone
Small dagger
Riding horse
Fighter
Fighter lives for the fight and tries to master several weapons. His greatest virtue is his flexibility in fight.
Hero cost - 40 Hireling cost - 39
Advantages: Each proficiency with 6 points in it gains 1 free point (to 7).
Disadvantages: None
Skill packet (Special skill) - Soldier (Tactics - is able to provide tactical advantage in combat)
Equipment - 3 weapons (tier 2, good quality)
20 arrows/quarrels or 3 javelins/throwing axes
Up to light mail armour
Tools for weapon maintenance
Riding horse
Warrior
Clan or wildling warriors, feared for their physical provess, for their skill with weapon and for their fearlessness. Poor as they can get, but proud.
Hero cost - 45 Hireling cost - 44
Advantages: Additional +1 and +2 to ST or TO (players choice), Trait "Quick healer"
Disadvantages: Must take "Overconfident" minor flaw
Skill packet (Special skill) - Clan Warrior (Courage - is able to better withstand fear effects)
Equipment - 2 weapons (tier 2, bad quality)
10 arrows/quarels or 1 javelin/throwing axe
Leather armour
Mercenary
This one fights for money - and he expects a lot of it will come out of this expedition. However, he is skilled with a weapon and has no qualms about using it.
Hero cost - 43 Hireling cost - 42
Advantages: Additional weapon proficiency points (3)
Disadvantages: Must take "Paid to Work" minor disadvantage
Skill packet (Special skill) - Mercenary (N/A)
Equipment - 3 weapons (tier 2, 1 good and 2 poor quality)
10 arrows/quarrels or 1 javelin/throwing axe
Up to light mail armour, of poor quality
Work horse
Squire
Knight-in-training. He wants to test his mettle, but learns rather quickly.
Hero cost - 37 Hireling cost - 36
Advantages: Trait "Quick learner"
Disadvantages: None
Skill packet (Special skill) - Knight (N/A)
Equipment - 2 weapons (tier 2 and 1, poor and good quality)
Riding horse
Up to scale armour
Knight
A full-fledged knight. His armour may not be shiny, but he has a good horse, a strong arm, hard head and a set of ancestral armour.
Hero cost - 48 Hireling cost - 54
Advantages: Free destrier horse
Disadvantages: Must take "Code of Conduct" and "Wows" minor flaw
Skill packet (Special skill) - Knight (N/A)
Equipment - 3 weapons (sword/hammer/axe, spear/lance and shield, good quality)
Plate armour (poor quality)
Large tent, personal servant on mule
Crusader
A holy warrior. His touch can heal his allies and destroy his opponents and he wishes only to rid the world of evil and fulfill his mission.
Hero cost - 50 Hireling cost - 54
Advantages: Can practice paladin magic
Disadvantages: Must take "Code of Conduct" and "Wows" major flaw
Skill packet (Special skill) - Knight (Purification - can provide morale to his allies)
Equipment - 1 good quality weapon
shield
mail armour
warhorse
Entertainer
This jester can sing, dance, tell bawdy or inspiring stories. The best companion for evenings around campfire or for marching. Just having him around can benefit good mood...
Hero cost - 32 Hireling cost - 37
Advantages: One starting "Perform" skill at 6
Disadvantages: None
Skill packet (Special skill) - Entertainer (Entertain - can entertain and thus increase morale of people in camp)
Equipment - 1 musical instrument (lute, flute, lyre or bagpipes)
1 good quality light weapon
leather armour
riding horse
book of poems
Rogue
Rogue is something between travelling performer, street entertainer and professional cutpurse/thief. He is a funny companion if you are not his mark.
Hero cost - 38 Hireling cost - 42
Advantages: None
Disadvantages: Must take "Cleptomania" flaw
Skill packet (Special skill) - Thief/Entertainer (Cutpurse - when in town, is able to provide income; Rumormonger - player devises a rumor to improve morale - if this proves to be true, it enhances the next rumors; if proven false - will not be able to use this skill for 4 weeks)
Equipment - 1 musical instrument (lute, flute or lyre)
1 poor quality light weapon, good quality small dagger
lockpick set
rope (50') and grappling hook
Burglar
Burglar specializes on getting inside of closed rooms, opening closed doors and - especially - for getting valuables stored or stashed somewhere. His trap-finding senses are something to value in a dungeon.
Hero cost - 35 Hireling cost - 39
Advantages: None
Disadvantages: Cannot go to the city.
Skill packet (Special skill) - Thief (N/A)
Equipment - 1 poor quality light weapon
good quality small dagger
lockpick set
climbing tools
rope (50') and grappling hook
prybar
Assassin
A figure in dark clothes, looking at everything with cold calculating stare. A killer. Someone who gets paid for killing. He can make anyone disappear without a trace.
Hero cost - 37 Hireling cost - 42
Advantages: None
Disadvantages: Must take "Paid to Work" major disadvantage
Skill packet (Special skill) - Assassin (Silent Death - can dispatch troublesome persons...in camp, city, or even dungeon)
Equipment - 1 large dagger
vial of poison
lockpick set
set of black clothes
climbing set
Scout
Good rider with good eyes. Scout is able to spot enemies from afar, and find the shortest route possible through nearly any terrain. He starts with a good horse.
Hero cost - 32 Hireling cost - 40
Advantages: Free courser horse
Disadvantages: None
Skill packet (Special skill) - Woodsman (Scouting - can discover new locations and encounters)
Equipment - Basic equipment
Set of low freeman clothes.
Spyglass
Courser horse
Ranger
Skilled hunters, foragers and survivalists, rangers prefer to work alone. They are able to track and hunt down their prey, but are also able to fight various animals and monsters. A ranger can often find locations that are well-hidden.
Hero cost - 33 Hireling cost - 44
Advantages: None
Disadvantages: Must take "Loner" flaw
Skill packet (Special skill) - Woodsman (Pathfinding - speeds up overland movement)
Equipment - Spear/one melee weapon
One ranged weapon
Leather armour
Hunter
Hunters are exactly what it says on the tin - they hunt animals, bringing their meat and skins to the camp. They prefer hunting from afar and often use traps.
Hero cost - 32 Hireling cost - 42
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Woodsman (Hunting/Trapping - may provide additional food)
Equipment - Low quality spear
One ranged weapon (good quality)
Woodsman clothes
5 traps
Craftsman
All professional craftsmen belong to this concept. From butcher, blacksmith, to masons or carpenters - each has a skill that can contribute to the party.
Hero cost - 35 Hireling cost - 37
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Craftsman (Blacksmith, Armorer, Leatherworker, Fletcher, Tailor, Cook, Butcher, Bowmaker, Engineer, Mason, Carpenter… ... e.g. blacksmith can repair several items or increase their effectiveness while in camp, cook uses food to increase morale...)
Equipment - One weapon
Small wagon with mule
Assorted tools and materials
Laborer
"Unskilled" workforce. The people that carry out simple tasks and perform services under someone's lead. Their primary purpose is to assist with tasks in the camp, but they can take up adventuring…
Hero cost - 25 Hireling cost - 30
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Labourer (Workforce - can be assigned to work with craftsmen or other tasks, will increase effectiveness of these tasks)
Equipment - Basic tools
Page/servant
Pages and servants usually only assist people. They can increase the comfort of people in the camp, by taking on the menial tasks that slow people down and bore them.
Hero cost - 25 Hireling cost - 30
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Steward (Assistance - can assist with menial tasks, improving morale or effectiveness of these tasks)
Equipment - Basic equipment
Steward
This concept combines a quartermaster, servant, cook and general assistant. While having no fighting provess, the steward is able to haggle with traders, talk to nobles, prepare feasts and organize everything in the camp.
Hero cost - 30 Hireling cost - 38
Advantages: None
Disadvantages: None
Skill packet (Special skill) - Steward (Cooking/Stewardship - large increase in morale)
Equipment - Basic equipment
Writing utensils
Ritualist
Ritualist is a specialist mage, who casts spells only as prepared rituals. He needs to prepare the rituals for quite long time, however he can counterspell quite quickly.
Hero cost - 40 Hireling cost - 50
Advantages: Can cast arcane spells (LVL 2 of all schools for hirelings) Automatically gains ""Universal"" spells at highest school LVL
Disadvantages: Must take "Geas - rituals" major disadvantage
Skill packet (Special skill) - Ritualist (Ritual Spellcasting; Counterspelling; Symbol Drawing; Arcana)
Equipment - Writing utensils
Spellbook
Various spell ingredients
Small silver knife
Small dagger
Cleric
Clerics wield the power provided to them by gods. They need to follow teachings of their deities and must pray each morning/evening to gain their spells. Their main advantage though lies in ability to channel the divine magic to heal their allies, while assisting them with their formidable combat prowess.
Hero cost - 45 Hireling cost - 50
Advantages: Can cast divine spells (LVL 3 of each domain and LVL 3 of universal cleric spells for hirelings)
Automatically gains 2 Domains, including Domain Spells (1 per level) and special Domain Power
Disadvantages: Must take "Code of Conduct" minor and "Wows" major flaw
Skill packet (Special skill) - Clergyman (Prayer - can provide morale boosts; Healing Power - speeds up healing; Turn Undead)
Equipment - Good quality weapon
Up to scale armour
Heater shield
Holy symbol
Mage
Mages wield the arcane power, harnessed by their willpower. They need to study their spells, but can cast any of them with ease. However, most of them lacks any combat training. They are quite versatile and can be used well in dungeons or in camp.
Hero cost - 50 Hireling cost - 50
Advantages: Can cast arcane spells (LVL 3 of all schools for hirelings), automatically gains ""Universal"" spells at highest school LVL
Disadvantages: Must take "Geas-gesture" and "Geas-voice" minor disadvantages
Skill packet (Special skill) - Ritualist (Spellcasting, Ritual Spellcasting, Counterspelling, Symbol Drawing, Arcana)
Equipment - Mage staff
Robes
Writing utensils
Spellbook
Spell ingredients
Small silver dagger
For magic users - each spell level costs according to following:
Mage/ritualist - each school level costs 2 points. Schools are equivalent to schools used in 3.5.
Cleric - each domain (including "universal") costs 3 points. Domain levels are equivalent to domains as used in 3.5. "Universal" means standard cleric selection of spells.
Traits and Flaws
These may be assigned to both Heroes and Hirelings.
Fore heroes, minor version of flaw provides 3 build points, major (if available) 6 points.
For hirelings, minor version of flaw provides 2 build points, major (if available) 5 points
Drunkard
Gambler (or Bad Gambler)
Lecher
or other Addiction
Claustrophobia
Curious
Dark Temptation
Afraid of Darkness
Demonomania
Fear of Eldritch
Fear of Unholy
Hieromania
Necromania
Nocturnal
Sickly
Slowdraw
Stress Eater
Unquiet Mind
Weak Grip
Winded
Bloodlust
Rage
Bad reputation
Kleptomania
Ugly
Chicken (= fears combat, not actual animal)
Greedy
Overconfident
Phobia (needs to be specified)
Shy
Sleep Disorder
Tormented
Fearful
Bossy
Argumentative
Bully
Cold-hearted
Competitive
Critical
Cruel
Dishonest
Fidgety
Gloomy (automatically major = gains 1 stress point every morning, penalty to morale in camp/party)
Grouchy
Hopeless
Immature (stress can be removed only by "playful" activities)
Loner
Jealous
Pious (can only remove stress by praying/religious activities?)
Lazy
Selfish
Picky
Clumsy
Secretive
Traits list is under construction.
The Equipment
Build points can be traded for money used to buy equipment. Equipment lists from RoS core book are valid (to be posted). Money exchange rate is: 1 build point = 5 gold pieces (ducats).
The party can take at maximum 10 gold pieces to the start of the game. Money over this limit which not spent for equipment are either transformed back into BP, or forfeited.
The Area
Camp is located in area away from the nearest town - it takes full week to get there and full week to get back on foot. You can buy nearly anything there - and you can also sell captured treasures there (e.g. jewelry, artifacts...).
It is located relatively near to village - it takes a week to get there and back. You can buy basic supplies there.
At the beginning, there will be only few dungeons visible on the area map - the rest is up to the players to find. Some can be discovered by dungeon delving, some by research, some will be provided by questgivers and some will be only found by scouting the area.