Mercenary Camp
Mercenaries are combatants that can join the party for a session for a GP and XP cost depending on their Skill Level. Hiring more than one mercenary increases xp cost by the equation: (Total XP Cost/Mercenary)*(1/2# of Mercenaries). So 3 novice mercenaries would cost 45% of the party's xp: (10%+10%+10%) * (1/2*(3)) = 30% * 1.5 = 45%. The GP and XP cost remains the same regardless of if the mercenaries die in the session.
Skill Level Vs Cost
Skill Level | GP/Session | XP/Session |
---|---|---|
Novice | 50 | 10% |
Skilled | 150 | 15% |
Professional | ??? | ??? |
Expert | ??? | ??? |
Available Mercenaries
Mercenary | Style | Skill Level |
---|---|---|
Battle Dog | Melee Support | Novice |
Skirmisher | Ranged | Novice |
Warrior | Melee | Novice |
Acolyte | Healing | Skilled |
Apprentice | Mage | Skilled |
Orc Charger | Melee | Skilled |
Protector | Tank Melee | Skilled |
Scout | Ranged | Skilled |
Not available yet | ??? | Professional |
Not available yet | ??? | Expert |
Contractor Camp
Contractors provide non-combat support to adventurers. This usually comes in the form of providing proficiencies the party may not always have access to or sometimes just having an extra roll on a check makes their presence worthwhile. The downside is that they have minimal combat abilities and need protection if traveling in dangerous areas. Additionally some are able to train players or certain creatures for a price. This allows players to learn how to use vehicles or skills they might not have been trained to use before.
Available Contractors
Contractor | Provides | Train PCs? | Session Cost | Training Cost |
---|---|---|---|---|
Animal Trainer | Turn Animals into Mounts/Combatants | Animals | 10gp | Varies |
Cartographer | Ability to Map | No | 10gp | - |
Prospector | Find Ore Veins | Yes | 10gp | 250gp |
Scholar | Proficieny in Intelligence skills | No | 10gp | - |
Sailor | Ship Proficiency | Yes | 10gp | 250gp |
Pack Mule + Caretaker | Carries Heavy Things | No | 10gp | - |
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