Game FAQ and Rules

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Starbeard
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Game FAQ and Rules

#1 Post by Starbeard »

This thread will cover the basic campaign rules documents. There really isn't much here for now, but it'll grow as things get closer to starting.

OOC Rules and Information
  1. General campaign information
Game Mechanics
  1. Money
  2. Calendar, time keeping, and game post rate
  3. Combat and battles
  4. Combat statistics for the civilized races
  5. Mounts and chariots
Character Rules
  1. Alignments
  2. Experience and levelling
  3. Magic
  4. Known spells
OBSOLETE INFO (for now)
  1. Character sheets
  2. PvP conduct
  3. Living expenses, and Troop/Animal upkeep
Last edited by Starbeard on Tue Jan 08, 2019 9:19 pm, edited 25 times in total.

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General campaign information

#2 Post by Starbeard »

Campaign ID: 331
Games Master: Starbeard
Recruitment thread: Heroes of the Oldhammer Age [WH 1e] [ALWAYS RECRUITING]

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Character sheets

#3 Post by Starbeard »

Using the Unseen Servant imbedded character sheets
If you are using the character sheets provided by the Unseen Servant, please put all of the character stats in the 'Description' section of the PC Basics tab. Skills should be put in the 'Saving Throws' notes, and Social Class should be put where you would normally put the character's level. An example is provided below.


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PvP conduct

#4 Post by Starbeard »

Is Player-vs-Player style actions be allowed?
Short answer, yes. For example, if two PCs end up as mercenaries in the armies of rival warlords, there is a good chance they will be fighting against each other. Evil-aligned characters even get a hefty experience bonus for betraying those close to them. However, not all players are comfortable with competitive play, so PvP-style actions can only be conducted by and against PCs flagged for PvP. I personally don't foresee any problems with this, but I'm testing this rule out to see if it helps bring more people into the game who would otherwise not have an interest.

Flagging characters to accept PvP
At any point after creating a character, head to the PvP List thread and post to have your character added to (or taken off of) the list. Before you attack, steal from, or otherwise cause detrimental mischief to another PC, check the list to see if they are willing to play that way.

Link to PvP List thread: viewtopic.php?f=273&t=4691

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Moneys

#5 Post by Starbeard »

Money
Money comes in two forms: coinage/metal currency, and cloth money.
The more important or wealthy a person is, the more likely they will prefer metal currency.

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Magic basics

#6 Post by Starbeard »

Magic

Any character may attempt to cast magic, but only wizards can do so without serious risk—and even they should be cautious before attempting to cast spells beyond their Mastery level.

Constitution and Life Energy
When casting a spell, the spell's Energy Cost is deducted from the caster's Constitution score as well as his Life Energy score. The wizard may restore Constitution points at a rate of 1 per hour (2 if sleeping), but Life Energy points are permanently lost, and can only be restored by rare and unusual means. If the wizard's Constitution is ever reduced to zero then he temporarily exhausts himself and collapses, but if his Life Energy is reduced to zero then he will begin to prematurely age: whenever he casts a spell, he ages one year for each point of the spell's Energy Cost.

Fighters have neither Constitution nor Life Energy. When they cast spells they must make a Will Power check to avoid collapsing, and they will automatically prematurely age one year for each point of the spell's Energy Cost. If the Fighter manages to change classes and become a Wizard, he gains Constitution and Life Energy as though he were a starting character.

Spell-casting and Talismans
Whenever a spell lists that a talisman is required, the talisman is only destroyed in the casting of the spell if it says so. Otherwise, a talisman may be used as often as desired.

All Wizards have a personal talisman, and may only have one such talisman at a time. To make a replacement requires the aid of an Artificer.

Spell-casting Restrictions
Wizards can wear any armour and wield any weapons. They can also cast spells of any Mastery level. However, each time someone casts a spell, he must make a casting roll to see if the spell is successful (2D6, must roll lower than 13), and wearing heavy armour or casting beyond his level will affect the roll. If the roll fails then just about anything can happen, from the spell fizzling out to a random spell hitting a random nearby target:
  • each wound suffered by the caster = +4
  • casting the spell for the first time in a real combat situation = +4
  • spell is 1/2/3 levels above Mastery = +2/+3/+4
  • wearing metal armour = +2
  • caster isn't a Wizard = +4
Last edited by Starbeard on Thu Jul 30, 2015 6:43 pm, edited 1 time in total.

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Re: Spell Lists

#7 Post by Starbeard »

Known Spells

Mastery Level 1
Alarm
  • Energy cost: 1
  • Duration: 1 month (or until alarm goes off)
  • Effect: The wizard touches any stationary point he chooses. If any creatures pass within 4 metres (2") of this point will send a cold shiver down the wizard's back, one shiver per creature. The range of the effect is infinite.
Blessing
  • Time to prepare: 1
  • Talismans: personal
  • Energy cost: 4
  • Range: touch
  • Duration: D4+1 turns (rolled secretly)
  • Effect: When cast on another character, the target receives an extra 3+ saving throw against any non-magical missal or combat kill. The spell may only be cast during daylight hours, once per day.
Bless Sword
  • Time to prepare: casting takes 1D6 turns
  • Energy cost: 3
  • Range: touch
  • Duration: permanent
  • Effect: Turns a weapon into a 'blessed' weapon, so that it counts at full value against Undead types.
Cure Light Injury
  • Energy cost: 3
  • Range: touch
  • Effect: Cures 1 wound, and its effects, per the wizard's Mastery Level. This spell may only be cast once per day.
Curse
  • Talismans: silver rune bowl
  • Energy cost: 1
  • Range: 12" (24 metres)
  • Effect: Puts any one of the following curses on an individual: warts, outrageous accent, green or mottle nose, baldness, silly walk, or something similar. The curse may only be removed by the wizard who cast it, or another wizard with a Mastery of 2 levels higher. To remove a curse, the same spell must be cast, but with all of the restrictions of Cure Light Injury.
Detect Hidden Doors
  • Energy cost: 2
  • Duration: 1 move
  • Effect: Allows the wizard to sense any hidden door, passage or trap in any one room or 8 metres (4") of corridor.
Detect Life
  • Energy cost: 2
  • Effect: Lets the wizard sense the direction of the nearest living (i.e., not dead or Undead) creature. Mastery 2+ can also identify the general type of creature. Mastery 3+ allows the number of such creatures in a group, with 33% accuracy. Mastery 4+ also approximates the distance to the creatures.
Detect Object
  • Energy cost: 2
  • Effect: Lets the wizard sense the rough direction and current circumstances of a single object. The object must be known to the wizard (i.e., seen it before or has a very precise definition of it)
Far Sight
  • Energy cost: 1
  • Duration: 1D6 days (rolled secretly)
  • Effect: Allows the wizard to see up to 18" (36 metres) in darkness, and 3x the normal distance in daylight.
Fire Ball
  • Talismans: personal
  • Energy cost: 2 per ball
  • Range: 24" (48 metres)
  • Effect: Shoots up to 1 ball of fire per wizard's Mastery level. Each ball must be thrown at a single target or group of targets. Each fire ball has an Attack Strength of 2.
Flight
  • Talismans: personal
  • Energy cost: 3
  • Effect: Allows the wizard to fly to a position within 12" (24m) of his present position.
Gift of Tongues
  • Talismans: wishbone
  • Energy cost: 1
  • Duration: 1D6 turns (rolled secretly)
  • Effect: Allows the wizard to read, write, speak and understand any one chosen language. May only be cast once per day.
Lock
  • Energy cost: 3
  • Range: touch
  • Duration: 2D6 turns (rolled secretly)
  • Effect: Magically locks a door being touched. During the spell's effect the door cannot be unlocked, and attempts to break it down are twice as difficult.
Magic Light
  • Talismans: philtre of fiery humours
  • Energy cost: 1 per dice throw of duration
  • Duration: 1D6 turns per energy spent
  • Effect: A light is emitted from one of the wizard's hands, illuminating 3" (6m) in all directions and causing Fear in any orc, goblin or troll that sees it. The spell only works in hours of darkness.
Hammerhand
  • Energy cost: 1
  • Duration: until the wizard takes a wound
  • Effect: Gives the wizard +4 to Strength and doubles his number of Attacks.
Aura of Mighty Resistance
  • Talismans: amulet of thrice blessed copper
  • Energy cost: 1
  • Duration: 1 day
  • Effect: Creates an aura around the wizard which nullifies the effect of 1 kill against him, and is then dispelled. The wizard may have multiple auras in effect at a time, up to his Mastery level.
Wind Blast
  • Talismans: philtre of aerial humours
  • Energy cost: 2
  • Range: 24" (48m)
  • Effect: The wizard launches a blast of wind. The first group of units hit by the wind will be knocked to the ground and unable to move or shoot next turn, unless they are in cover. If cast into a melee, both sides will be affected and the number of hits scored during the melee will be halved.

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Experience and Levelling

#8 Post by Starbeard »

Experience and Levelling

Characters gain experience for defeating foes, going on adventures, and acquiring gold. Here are some of the most common experience awards:
  • Surviving an adventure or mission: 1D3 x 10
  • Defeating an enemy (in battles, only count enemy heroes or leaders): 1D6
  • Defeating a Wizard: [Wizard's Mastery]D6 x 10
  • Acquiring money through adventure: 1 per 2 talents acquired (per 1 talent if outright stolen)
  • Capturing an enemy: double points
  • Killing a creature with magic in fair combat: double points
  • Miscasting a spell: -1D6 x 10
Characters do not have levels, but at certain experience point 'thresholds' they may advance certain characteristics, depending on class. Upon reaching an experience threshold, the character may choose any one of the 'unlocked' characteristics to advance by +1. For example, if a Fighter has achieved 200 exp., he may choose to increase his Initiative, Secondary Combat Skill, or Primary Combat Skill.

Experience Thresholds for Fighters:
  • 50…… Initiative
  • 100…… Secondary Combat Skill
  • 150…… Primary Combat Skill
  • 200…… Strength
  • 300…… Toughness
  • 500…… Wounds
  • 750…… Attacks
  • 1000……
  • 1250……
  • 1500……
Experience Thresholds for Wizards:
  • 50…… Constitution, Choose a new spell to learn, or Choose a specialization
  • 100……
  • 150…… Initiative
  • 200……
  • 300……
  • 500……
  • 750…… Mastery*, or Wounds
  • 1000……
  • 1250……
  • 1500……
*Whenever Mastery is increased, Constitution is also increased by 1D6+3, 1 random spell of the New Mastery level is learned, and 1D3 random spells of the previous Mastery level are learned.


Maximum levels of advancement
Characters cannot advance their characteristics beyond the following limitations:
  • Human: Attacks 3, Wounds 5, Initiative 20, Primary Combat 10, Secondary Combat 8, Strength 3, Toughness C
  • Dwarf: Attacks 3, Wounds 6, Initiative 10, Primary Combat 10, Secondary Combat 6, Strength 3, Toughness D
  • Elf: Attacks 4, Wounds 4, Initiative 24, Primary Combat 10, Secondary Combat 10, Strength 3, Toughness C
  • Ratman: Attacks 4, Wounds 5, Initiative 24, Primary Combat 10, Secondary Combat 7, Strength 3, Toughness C
Last edited by Starbeard on Sat Oct 03, 2015 2:41 pm, edited 1 time in total.

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Alignments

#9 Post by Starbeard »

Alignments

There are five alignments: Good, Neutral, Evil, Avarice and Hunger. Each alignment has its own restrictions, which are enforced by modifying experience point gains.

Good: receive double experience for defeating Evil characters, and deduct experience for defeating other Good characters.

Neutral: no modifications to experience.

Evil: receive double experience for defeating Good characters, and receive triple experience for any action that betrays your own friends and relatives.

Avarice: receive double experience for any money gains, and receive no experience for anything else.

Hunger: receive quadruple experience if you eat your defeated opponent, and receive no experience for anything else.

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Calendar and time-keeping

#10 Post by Starbeard »

Time-keeping in the Campaign

The Calendar
Each culture has its own calendar, ranging from 304-365 days, and encompassing 6-day, 7-day and 10-day weeks. For ease, this campaign will translate all dates and time lengths into a somewhat abstract standard, loosely following the Gregorian calendar.

There are twelve months in the year (January - December), which are divided into four seasons:
  1. Spring: March (5 weeks), April (4 weeks), May (5 weeks)
  2. Summer: June (4 weeks), July (5 weeks), August (5 weeks)
  3. Autumn: September (4 weeks), October (5 weeks), November (4 weeks)
  4. Winter: December (5 weeks), January (4 weeks), February (4 weeks)
The campaign starts in the year 412 EP ('Etei Pharao', 'Year of the Pharaoh'), after the foundation of the New Kingdom.

Turn rates and time-keeping
Turns are measured in weeks (7-day periods). At the start of each 'week' of game time, players will post orders for their characters (for example: 'Martellus senex spends the week at the court library, doing research on the ruined tower near the city. Each evening he tries to make an appearance at the Vizier's mansion, hoping to convince the Vizier (and his daughter) that he is wealthier than he really is.').
Players are free to be as descriptive as possible, and more role-playing generally always amounts to more character opportunities.

Weekly and Daily turns

In general, a player will take a 'Week' turn and the Games Master will write a short narrative about how the week went. However, there will be times where a character will be involved in an actual encounter (a burglary attempt, a battle or fight, an important meeting with an NPC etc.). These encounters are played out as typical role-playing scenes, with a daily post rate until they are resolved.

Post Rates
Players have until 11:59pm on Saturday (GMT) to post or PM their weekly actions. Once the GM posts the results, if a player hasn't submitted any orders then the PC will either continue the previous actions or be lazy and do nothing, at the GM's discretion.

If no encounters are being played out, then the GM may speed things up by calling for another 'Week' turn, due by 11:59pm on Wednesday (GMT).

Any encounters being played should strive to keep a daily post rate, and be done by the time the next weekly turn is due. However, there will inevitably be times where an encounter takes longer than a week to finish, which will make some characters stuck in different timelines from the 'official campaign timeline'. These will be handled on a case-by-case basis, but most of the time they will simply be able to finish their adventure and take however many weekly turns are needed to catch up with everyone else.
Last edited by Starbeard on Sat Aug 15, 2015 10:28 pm, edited 2 times in total.

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Combat and battles

#11 Post by Starbeard »

Combat
All combat will follow the Warhammer 1e rulebook. Some rules from Forces of Fantasy and the Warhammer Compendium will be used, such as shooting at mounted figures and using chariots, and when these come up they will be noted and added to the FAQ.

At the start of each combat turn, players describe what their character is doing, which may include giving orders to their soldiers.

Battle: Units and Formation Orders
In combat, a group of 5 or more soldiers can be formed into a Unit. Being in a unit allow troops to better protect each other, and makes it easier to give them orders, in exchange for less individual flexibility.

A unit must always adopt a formation Order: the two options are Skirmish Order and Shock Order. In skirmish order, the troops are spread out a bit, allowing the fighters to trade protection for freer movement; this makes it a popular choice for light troops, or to avoid getting squashed by gigantic creatures. In shock order the unit stands packed closely together, making them slower and less a denser target, but more formidable at close combat; this is a popular choice for heavy troops and units trying to stand against a charge.

A unit can change its Order, but the unit leader must pass a Leadership test, and it typically takes a few turns for them to get their acts together and complete the change. Some types of creatures, such as elephants, are incapable of adopting Shock Order, due to their size and/or temperament.

In the picture below, the soldiers with red shields are in Shock Order, and the soldiers with yellow shields are in Skirmish Order:
Image
Battle: Giving Orders
In general, giving orders to your soldiers during battle requires a Leadership test (1D6 vs Leadership), with a difficulty set by the Games Master. If the test fails, then simple orders will be delayed or carried out haphazardly, while complex or dangerous orders may be confused or even ignored.

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Civilized races

#12 Post by Starbeard »

Standard Races
The combat statistics for the civilized races of Hikuptah are listed below. Fantastical beasts and mounts are detailed in the following post.

1. Men

Code: Select all

       Move  WS  BS  S  T  W  I  A
Man    4”/3”  3   3  2  B  1  3  1

       Alignments: any
2. Dwarves

Code: Select all

         Move  WS  BS  S  T  W  I  A
Dwarf    3.5”   4   3  2  C  1  2  1

        NIGHT VISION 20”
        HATE goblins and orcs

        Alignments: Good, Neutral, Avarice, Evil
3. Elves

Code: Select all

            Move    WS  BS  S  T  W  I  A  Alignment
High elf    4.5”/4”  4   4  2  B  1  6  1  Avarice
Night elf   4.5”/4”  4   4  2  B  1  5  1  Evil
Sea elf     4.5”/4”  4   4  2  B  1  6  1  Neutral
Wood elf    4.5”/4”  4   5  2  B  1  6  1  Good

        All elves: Normal speed movement through woods, NIGHT VISION 30”
        Night elves: HATE other elves
        Other elves: HATE goblins, orcs, night elves
                     cause FEAR in goblins they outnumber 2:1
4. Goblins

Code: Select all

Goblins-   Move   WS  BS  S  T  W  I  A
 goblin    4”/3”   3   2  2  B  1  3  1
 lesser    3”/2”   2   2  1  A  1  3  1
 greater   4”/3”   3   3  2  B  1  3  1
 red       4”/3”   3   3  2  B  1  2  1

        NIGHT VISION 20”
        FEAR sunlight and elves who outnumber them 2:1
        HATE dwarves, FEUD with other goblins

        Alignments: Avarice, Evil

Night Goblins-  Move    WS  BS  S  T  W  I  A
  night goblin  4”/3”    2   3  2  B  1  2  1
  lesser night  3.5”/3”  2   3  1  A  1  4  1

        NIGHT VISION 25”
        FEAR sunlight and elves who outnumber them 2:1
        HATE dwarves, FEUD with other goblins

        Alignments: Evil
5. Halflings

Code: Select all

           Move  WS  BS  S  T  W  I  A
Halfling   3”/2”  2   4  1  A  1  5  1

         Alignments: Hunger, Neutral, Evil
6. Hobgoblins

Code: Select all

           Move  WS  BS  S  T  W  I  A
Hobgoblin  4”     3   2  2  C  1  3  1

         Subject to FRENZY
         HATE elves, dwarves and men

         Alignments: Avarice, Evil
7. Lizardmen

Code: Select all

           Move  WS  BS  S  T  W  I  A
Lizardman  3”     3   3  2  C  2  1  2

         Move 3.5” in boggy ground
         NIGHT VISION 35”

         Alignments: Hunger, Neutral, Evil
8. Menfish

Code: Select all

         Move  WS  BS  S  T  W  I  A
Manfish  3”     3   2  2  B  1  2  1

        Move 3.5” in water or boggy ground
        NIGHT VISION 30”
        FEAR fire and sunlight

        Alignments: Hunger, Neutral
9. Orcs

Code: Select all

       Move  WS  BS  S  T  W  I  A
Orc    4”/3”  3   3  2  C  1  2  1

        NIGHT VISION 10”

        Alignments: Evil
10. Ratmen

Code: Select all

         Move  WS  BS  S  T  W  I  A
Ratman   5”/3”  3   3  2  B  1  4  1

       Alignments: Hunger, Evil
Last edited by Starbeard on Sat Aug 22, 2015 4:13 pm, edited 2 times in total.

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Re: Campaign Information: FAQ and Rules

#13 Post by Starbeard »

Riding a Mount
All mounts: When armed with a lance, +1 Initiative and +1 To Kill when charging.
Normal sized mounts: Both rider and mount receive +1 armour saving throw against melee attacks (+2 if mount is also armoured).
Giant sized mounts: Anything smaller cannot attack the rider or attempt to dismount until the mount is killed. Casuses FEAR within 8” and TERROR in all units it attacks.
Flying mounts: When flying, +4 Initiative and opponents get -1 To Hit in melee and -2 To Hit ranged attacks. Also receives bonuses of normal/giant size.

Combat while Mounted
Attacks may be directed at the rider or the mount (assuming it isn’t giant sized), but the default action is always to attack the rider only; in very large battles, the Gamesmaster may rule that all attacks are to the rider, and a killed rider means a killed mount.

If a mount is killed, the Gamesmaster rolls to see what happens to its rider. The rider may get caught under the dead mount, for example.

Intelligent animals will fight alone if they lose their rider, but a semi-intelligent or non-intelligent animal becomes subject to STUPIDITY.

Dismounting a rider
Any attack against a mounted character may instead be an attempt to dismount. The intention to dismount must be declared before dice are rolled. A normal attack roll is made, with +1 To Hit for being lance armed, and +1 To Hit if the attacker is charging or countercharging. If the attack hits, then instead of making a To Wound roll, roll on the following table:

Dismount Table 1
1-2 No effect
3-4 Attempt to dismount failed: roll To Kill as normal, with -2 modifier
5-6 Opponent unseated; Games Master rolls to see what happens

Chariots
Chariots are either Light (1-2 mounts) or Heavy (3-4 mounts). Aside from the driver, a Light Chariot can have 1 extra fighter, and a Heavy Chariot can have 4 extra fighters. Chariots may also be equipped with 1-2 scythes on their wheels, making them more effective in close combat, but more likely to break down as a result.

Light chariots move at the rate of their mounts -1”. Heavy chariots move at the rate of their mounts -3”.

In combat the driver may not attack (unless the chariot has pulled to a stop). However, all other fighters may attack, and the chariot itself may make its own attacks. Any mounts pulling the chariot have a 50% chance of being able to make their own attacks, as well.

All incoming attacks must be directed against the chariot itself, not the crew. Whenever a wound is scored on the chariot, the Games Master rolls on a table to see if any serious damage has occurred to the chariot’s structure, and whether anyone in the chariot has been injured.

Statistics for Mounts and Chariots
Typical Normal Sized Mounts

Code: Select all

            M  WS S T W I A
Pack animal 6” 0  2 B 1 2 0  Donkeys and mules subject to STUPIDITY
Camel       7” 0  2 B 1 2 0  Cause FEAR in horses within 3”
Horse       8” 0  2 B 1 2 1

War camel   7” 3  2 B 1 2 1  Cause FEAR in horses within 3”
Warhorse    8” 3  2 B 1 3 1

Giant boar  7” 3  4 D 2 3 1
Giant wolf  9” 4  3 C 1 3 1  STUPIDITY -1 when near carcasses
Carnivorous
      bird 10” 2  4 E 3 1 2  STUPIDITY, may eat carcasses
Typical Giant Mounts

Code: Select all

               M  WS S T W I A
Cold One       8” 3  4 E 5 1 3  STUPIDITY, Cause FEAR in man-sized creatures within 15”.
                                Fragile in heat. Will not attack Lizardmen. Allows 1 rider.
Elephant      10” 3  5 F 5 1 2  May succumb to FRENZY; allows 4 riders (one must steer only).
Giant reptile  8” 3  5 E 6 3 3  Allows up to 2 riders.
Typical Flying Mounts

Code: Select all

            M  WS S T W I A
Eagle      10” 3  4 C 3 5 2  Cause FEAR in man-sized creatures they attack
Griffon     8” 5  4 D 6 6 4  Cause FEAR in man-sized creatures
Hippogriff  8” 3  3 D 4 8 5  Cause FEAR in man-sized creatures
Pegasus     8” 3  2 B 2 3 1
Wyvern     10” 2  4 E 3 1 2  STUPIDY -1 when near carcasses
Chariots

Code: Select all

               Move        WS S T W I A
Light chariot  as mount-1”  3 4 D 5 3 1D3  random number of attacks each round
Heavy chariot  as mount-3”  3 4 D 5 3 1D3  random number of attacks each round
Scythes        ---          3 3 - - 3 1    chariots may have 0-2 scythes
Last edited by Starbeard on Tue Apr 05, 2016 2:14 pm, edited 2 times in total.

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Living Expenses and Hireling/Army Wages

#14 Post by Starbeard »

The first thing a character will have to do is find a place to live. New characters receive 4 free weeks in a tavern or smoking den appropriate to their social level, and after that they will have to find their own accommodations. While staying in a tavern they will have to pay the cost of the tavern. Once they manage to find a permanent place to stay, the costs of living are based on the character's Social Level, shown below:

Personal Living Expenses

Code: Select all

SOC. LEVEL   UPKEEP (PER WEEK)
   0-1         6 shekels
    2          1 mina
    3          2 mina
    4          3 mina
    5          4 mina
NPCs employed by a character (hired servants, & soldiers) will have to be paid as well, slaves will have to have their living expenses provided, animals will have to be stabled and fed, and so on. The table below has the weekly cost to employ animals and hirelings. Usually the character does NOT have to find a place for servants and employees to live (except slaves, of course, who are entirely dependent on the character):

Unit and Animal Upkeep Costs

Code: Select all

UNIT             UPKEEP/WEEK

Slave            6 shekels
Hired Servant    9 shekels
Light Foot       1 mina
Heavy Foot       2 mina
Crossbowman      2 mina
Light Mounted    2 mina
Heavy Mounted    4 mina
Mtd Crossbowman  4 mina


ANIMALS           UPKEEP/WEEK

Draft animal      1 mina
Camel             1 mina
Horse             1 mina
War camel         3 mina
Warhorse          3 mina

giant boar        2 mina
giant wolf        3 mina (or 1 corpse)
carnivorous bird  3 mina (or 1 corpse)

"cold one"        5 mina (or 2 corpses)
elephant          1 talent
giant reptile     1 talent (or 4 corpses)

eagle             10 mina (or 2 corpses)
wyvern            5 mina (or 1 corpses)

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