Misc.
Troops
In the Description
of the character classes in the Birthright rulebook (Pg 11 - 14) is an
initial number and type of bodyguard (and thugs for thieves, acolytes for
priests, etc. ) given for every regent.
But there are no
rules for replenishing the number of personal troops after losing them
(typically by getting killed). So we have to give our own rules...
Bodyguards
Every owner of a
squad of bodyguards (usually every landed regent) gets every month a chance
for new applicants. He throws a d100 and, if successful, gets 1d4 new bodyguards
of the type he already has. If the regents bodyguards are medium cavalry,
every new guard will be medium cavalry.
The percentage of
success is X + Leadership score - current number of bodyguards
The X is dependant
of the class of the regent as in the following table:
Fighter: | 40 |
Paladin: | 40 |
Ranger: | 40 |
Priest: | 30 |
Druid: | 30 |
Thief: | 30 |
Bard: | 30 |
Mage: | 20 |
Magician: | 20 |
These troops are
fighter level 0 and get 1d8+1 HP (DMG P. 17). They can use every weapon
from their description of page 11 of the birthright rulebook, they can,
if they are cavalry, ride but don't have any other skills.
They start each
with negative XP of 2000. If they ever get enough XP to reach zero XP,
they become fighters level 1. Then they get 1d10 additional hitpoints,
better soving throws and the normal amount of character points (or skills,
if you use the old system from the original 2ed. PHB)
They have a 10 in
every attribute, so they don't get any boni or mali.
Guild
Thugs
In every guild holding
are 2d6 + level thugs (P. 13). These men (and women) should not be automatically
zero level humans. If you want a more diverse description of your men in
your holdings, you can use the following table:
1d20 | Class | 1d8 | Race |
1 | Magician | - | Human |
2-3 | Fighter | 1-2 | Human |
3-4 | Dwarf | ||
5 | Elf | ||
6-7 | Half-Elf | ||
8 | Halfling | ||
4-6 | Thief | 1-2 | Human |
3 | Dwarf | ||
4 | Elf | ||
5-6 | Half-Elf | ||
7-8 | Halfling | ||
7-20 | 0-Level | 1-4 | Human |
5 | Dwarf | ||
6 | Half-Elf | ||
7-8 | Halfling |
Standard Equipment:
Magician: | Dagger |
Fighter: | Leather Armour, Longsword, Light Crossbow |
Thief: | Leather Armour, Shortsword, Light Crossbow |
0-Level: | Shortsword, Light Crossbow |
With the throw of
2d6 + holding level you set your maximum of men in this holding. If the
level the holding changes, you get a new throw with the new level as a
modifier. If your holding level goes up, you use the higher of both number,
if your guild level goes down, you use the lower of both (the rats are
fleeing).
If a regent is in
a province where is maximum number of men in his holding is lower than
the current number of men (killed, lost, eaten, ...) he gets a chance for
new men.
He throws a d20.
If the number rolled is lower or equal the difference between maximum number
and current number, he gets one new applicant (for the type of applicant,
roll once on the table above).
By using a decree
action a regent can try to heighten his maximum number of men in one of
his holdings. This is not an public decree, its more of a rumour, somebody
is seeking some tough men...
He can try to beat
his old maximum number of this holding by throwing 2d6 + holding level.
If his roll is higher than is old maximum number, it replaces his old maximum
number.
Action | Type | Cost | Success | Effect |
Decree/Guild | Free (Thieves only) | 1 RP | Special | See Above. |
Acolytes
These are the same
rules for emple holdings as above, only with a new table for every god.
In the case of temple holdings the decree mentioned above is free for priest
regent and not for thief regents
Haelyn:
1d20 | Class | 1d8 | Race |
1 | Paladin | - | Human |
2-3 | Fighter | 1-7 | Human |
8 | Half-Elf | ||
4-6 | Priest of Haelyn | 1-7 | Human |
8 | Half-Elf | ||
7-20 | 0-Level | 1-6 | Human |
7 | Half-Elf | ||
8 | Halfling |
Standard equipment:
Paladin: Chain mail,
Longsword, medium shield
Fighter: Leather
armor, Longsword, light crossbow
Priest of Haelyn:
Chain mail, Longsword, medium shield
0-Level: Longsword
Members
of the law
Same as above, decree
action is free for fighters and paladins. These men are not necessarily
members of the normal police or sheriffs, they could be special operatives
from the secret police...
1d20 | Class | 1d8 | Race |
1 | Magician | - | Human |
2-3 | Thief | 1-5 | Human |
6 | Dwarf | ||
7 | Half-Elf | ||
8 | Halfling | ||
4-6 | Fighter | 1-5 | Human |
6-7 | Dwarf | ||
8 | Half-Elf | ||
7-20 | 0-Level | 1-4 | Human |
5 | Dwarf | ||
6 | Half-Elf | ||
7-8 | Halfling |
Standard equipment:
Magician: | Fighting Staff |
Fighter: | Leather Armour, Longsword, club |
Thief: | Leather Armour, club, dagger |
0-Level: | Padded Armour, club |
Experience
points:
All NSCs without
a class start with a XP of -2000.
If the get enough
experience to come to zero, the DM chooses a class (by rolling a d6 on
the tables above for example). The new first level NSCs get an additional
roll for HP, their new savings throws and the normal amounts of character
points.
Bodyguards can be
trained by a regent or one of his lieutnants.The trainer must be a fighter
and he uses up one of his domain actions. Every bodyguard in training gets
200 XP.
Action | Type | Cost | Success | Effect |
Training | Character | - | Special | +200 XP |
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