GM Notes / Worksheet
Your Commander leads your troops in battle and affects the company recruits through Archetype traits. If a commander is killed your company Morale is immediately reduced by 2. A Commander advances just like any other generic recruit, taking feats and choosing a class track (Warrior,Ranger,Sorcerer). In addition, Commanders take on an Archetype trait. You may choose new Archetypes if you need to replace your Commander. You may promote a new Commander from your company recruits if your starting Commander dies.
Archetypes: (pick one when creating your company commander, pick a new one each time your commander is killed or replaced.)
Roaming: +1 DEX to all Ranger Track recruits (Including hunter, scout, skirmisher) Company starts with 1 bonus hunter recruit.
Sellsword: +1 CON to all Warrior Recruits. (Including militia, footman, soldier) Company starts with 1 bonus militia recruit.
Mysticism: +1 WIS to all Sorcerer Track recruits. (Including novice, adept, initiate) Company starts with 1 bonus novice recruit.
Salty Dog: +1 CON/DEX/WIS to all mercenaries when taking contracts at sea (Port Cities/territories). Company starts with 1 Boat.
Nomad: +1 CON/DEX/WIS to all mercenaries when taking contracts in plains/desert territory. Self-reliance has taught you how to live simply. Office upkeep each reduced by 5g.
Silver Tongue: Contracts yield 10% better profits. Start with an extra 50g.
Enabler: Morale +10% Morale per succesful contract/mission. Company Morale starts at 5.
Roaming: +1 DEX to all Ranger Track recruits (Including hunter, scout, skirmisher) Company starts with 1 bonus hunter recruit.
Sellsword: +1 CON to all Warrior Recruits. (Including militia, footman, soldier) Company starts with 1 bonus militia recruit.
Mysticism: +1 WIS to all Sorcerer Track recruits. (Including novice, adept, initiate) Company starts with 1 bonus novice recruit.
Salty Dog: +1 CON/DEX/WIS to all mercenaries when taking contracts at sea (Port Cities/territories). Company starts with 1 Boat.
Nomad: +1 CON/DEX/WIS to all mercenaries when taking contracts in plains/desert territory. Self-reliance has taught you how to live simply. Office upkeep each reduced by 5g.
Silver Tongue: Contracts yield 10% better profits. Start with an extra 50g.
Enabler: Morale +10% Morale per succesful contract/mission. Company Morale starts at 5.
Map mostly up to date.
This might look intimidating, but it's really just adding one to every attribute each level + one for the class main attribute (CON for militia, DEX for Hunter etc.)and one for HP/Upkeep per class level.
Level 1 Class (50XP) HP/CON/DEX/WIS/Upkeep
Generic +++++ 1 / 1 / 1 / 1 / 1
Militia +++++ 2 / 2 / 1 / 1 / 2
Hunter ++++++ 2 / 1 / 2 / 1 / 2
Novice ++++++ 2 /1 / 1 / 2 / 2
Level 2 Class (110XP) HP/CON/DEX/WIS/Upkeep
Foot ++++++++ 3 / 3 / 2 / 2 / 3
Scout +++++++ 3 / 2 / 3 / 2 / 3
Adept +++++++ 3 / 2 / 2 / 3 / 3
Level 3 Class (180XP) HP/CON/DEX/WIS/Upkeep
Soldier ++++++ 4 / 4 / 3 / 3 / 4
Skirmisher +++ 4 / 3 / 4 / 3 / 4
Initiate +++++ 4 / 3 / 3 / 4 / 4
Level 4 Class (270XP) HP/CON/DEX/WIS/Upkeep
Warrior +++++ 5 / 5 / 4 / 4 / 5
Ranger +++++ 5 / 4 / 5 / 4 / 5
Sorcerer ++++ 5 / 4 / 4 / 5 / 5
Level 1 Class (50XP) HP/CON/DEX/WIS/Upkeep
Generic +++++ 1 / 1 / 1 / 1 / 1
Militia +++++ 2 / 2 / 1 / 1 / 2
Hunter ++++++ 2 / 1 / 2 / 1 / 2
Novice ++++++ 2 /1 / 1 / 2 / 2
Level 2 Class (110XP) HP/CON/DEX/WIS/Upkeep
Foot ++++++++ 3 / 3 / 2 / 2 / 3
Scout +++++++ 3 / 2 / 3 / 2 / 3
Adept +++++++ 3 / 2 / 2 / 3 / 3
Level 3 Class (180XP) HP/CON/DEX/WIS/Upkeep
Soldier ++++++ 4 / 4 / 3 / 3 / 4
Skirmisher +++ 4 / 3 / 4 / 3 / 4
Initiate +++++ 4 / 3 / 3 / 4 / 4
Level 4 Class (270XP) HP/CON/DEX/WIS/Upkeep
Warrior +++++ 5 / 5 / 4 / 4 / 5
Ranger +++++ 5 / 4 / 5 / 4 / 5
Sorcerer ++++ 5 / 4 / 4 / 5 / 5
Human, Dwarf, Elf, Halfling, Half-Orc, Half-Elf, Orc, Goblin
The Race of your mercenaries determines additional racial bonus attributes.
Race Bonus CON DEX WIS HP Notes
Human x x x +1 Gain a +1 bonus to HP when in Cosmopolitan terrain
Dwarf +1 x x x +1 CON when underground or in mountain terrain
Elf -1 x +1 x +1 CON when in forest terrain
Halfling -1 +2 x x - - - - - - - - - - - - - - - - - - - - -
Half-Orc +1 -1 -1 +1 - - - - - - - - - - - - - - - - - - - - -
Half-Elf x +1 x +1 - - - - - - - - - - - - - - - - - - - - -
Orc +2 x -1 +1 Orcs are killed on sight in most kingdoms.
Goblin -1 +1 +1 x Goblins are killed on sight in most kingdoms.
The Race of your mercenaries determines additional racial bonus attributes.
Race Bonus CON DEX WIS HP Notes
Human x x x +1 Gain a +1 bonus to HP when in Cosmopolitan terrain
Dwarf +1 x x x +1 CON when underground or in mountain terrain
Elf -1 x +1 x +1 CON when in forest terrain
Halfling -1 +2 x x - - - - - - - - - - - - - - - - - - - - -
Half-Orc +1 -1 -1 +1 - - - - - - - - - - - - - - - - - - - - -
Half-Elf x +1 x +1 - - - - - - - - - - - - - - - - - - - - -
Orc +2 x -1 +1 Orcs are killed on sight in most kingdoms.
Goblin -1 +1 +1 x Goblins are killed on sight in most kingdoms.
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WIP
In order to hire recruits that have already gained levels, you must have the prerequisite Reputation. When you hire advanced level recruits, they come with pre-assigned feats. Some cities may not even have Advanced Level Recruits for hire.
Class Cost Reputation
Militia +++++ 50g / 5
Hunter +++++ 50g / 5
Novice +++++ 50g / 5
---
Foot ++++++ 75g / 10
Scout +++++ 75g / 10
Adept +++++ 75g / 10
---
Soldier ++++ 100g / 25
Skirmisher + 100g / 25
Initiate++++ 100g / 25
---
Warrior+++ 250g / 50
Ranger +++ 250g / 50
Sorcerer +++ 250g / 50
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In order to hire recruits that have already gained levels, you must have the prerequisite Reputation. When you hire advanced level recruits, they come with pre-assigned feats. Some cities may not even have Advanced Level Recruits for hire.
Class Cost Reputation
Militia +++++ 50g / 5
Hunter +++++ 50g / 5
Novice +++++ 50g / 5
---
Foot ++++++ 75g / 10
Scout +++++ 75g / 10
Adept +++++ 75g / 10
---
Soldier ++++ 100g / 25
Skirmisher + 100g / 25
Initiate++++ 100g / 25
---
Warrior+++ 250g / 50
Ranger +++ 250g / 50
Sorcerer +++ 250g / 50
As your recruits progress you can give them feats at each level. Feats give you an edge in combat and more shape your company to your play style.
Standard Feats (Taken by any class)
Sea Legs: +1 to CON/DEX/WIS when on a ship (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Dungeon Delver: +1 to CON/DEX/WIS when fighting underground (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Mountaineer: +1 to CON/DEX/WIS when fighting in Mountain Terrain. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Nomad: +1 to CON/DEX/WIS when fighting in Desert/Plains Terrain. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Urbanite +1 to CON/DEX/WIS when fighting in Cosmopolitan City. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Tree Hugger +1 to CON/DEX/WIS when fighting in Forest Terrain. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Warrior Feats:
Brothers in Arms: When there are more than 2 Warriors in the group, gain +1 CON (take 3 times)
Berserker: +1 damage (take up to 3x)
Artful Dodger: Reduce damage dealt by a Ranger by 1. (take 3x)
Body Guard: If lethal damage would be dealt to another ally in the group, instead take that damage.
Ranger Feats:
First Shot: Deal 1 damage automatically to a random enemy before battle. (Take once)
Fire Arms: Train in the use and tactics of Black Powder Firearms. +2 damage. +2 Upkeep. (Take once, must have company office in a dwarven city.)
Line of Fire: When there are more than 2 Rangers in the group, gain +1 DEX. (take max 3 times)
Study Arcane: Reduce damage from Sorcerers by 1. (take up to 3x)
Sorcerer Feats:
Healing Touch: Automatically Heal 1HP of a random ally after battle. (take up to 3x)
Loner: +1 to WIS & +1 damage when the only Sorcerer in a combat group. (take once)
Mistform: Reduce damage dealt by Warriors by 1. (take up to 3x)
Chain Lightning +1 damage. (Take up to 3x)
Note: If you have a suggestion for a feat just ask!
Standard Feats (Taken by any class)
Sea Legs: +1 to CON/DEX/WIS when on a ship (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Dungeon Delver: +1 to CON/DEX/WIS when fighting underground (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Mountaineer: +1 to CON/DEX/WIS when fighting in Mountain Terrain. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Nomad: +1 to CON/DEX/WIS when fighting in Desert/Plains Terrain. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Urbanite +1 to CON/DEX/WIS when fighting in Cosmopolitan City. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Tree Hugger +1 to CON/DEX/WIS when fighting in Forest Terrain. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Warrior Feats:
Brothers in Arms: When there are more than 2 Warriors in the group, gain +1 CON (take 3 times)
Berserker: +1 damage (take up to 3x)
Artful Dodger: Reduce damage dealt by a Ranger by 1. (take 3x)
Body Guard: If lethal damage would be dealt to another ally in the group, instead take that damage.
Ranger Feats:
First Shot: Deal 1 damage automatically to a random enemy before battle. (Take once)
Fire Arms: Train in the use and tactics of Black Powder Firearms. +2 damage. +2 Upkeep. (Take once, must have company office in a dwarven city.)
Line of Fire: When there are more than 2 Rangers in the group, gain +1 DEX. (take max 3 times)
Study Arcane: Reduce damage from Sorcerers by 1. (take up to 3x)
Sorcerer Feats:
Healing Touch: Automatically Heal 1HP of a random ally after battle. (take up to 3x)
Loner: +1 to WIS & +1 damage when the only Sorcerer in a combat group. (take once)
Mistform: Reduce damage dealt by Warriors by 1. (take up to 3x)
Chain Lightning +1 damage. (Take up to 3x)
Note: If you have a suggestion for a feat just ask!
Equipment, for the sake of simplicity is meant to include every piece of armor, weapon etc. that the character would need. No need to pick weapon, shield, helmet, armor, boots etc. just purchase 1 equipment per character. Equipment effects CON/DEX/WIS either negatively or positively depending on the quality. For instance, Poor Quality equipment reduces my CON/DEX/WIS by -1 (probably want to get some better gear!)
Quality / Effect / Buy / Sell
Poor / -1 / 1g / n/a
Standard / +1 / 10g / 5g
Fine / +2 / 25g / 12g
Perfect / +3 / 50g / 25g
Masterwork +4 / 100g / 45g
Legendary +5 / 250g / NoSale
Note: Some Legendary Equipment may bestow additional effects.
Quality / Effect / Buy / Sell
Poor / -1 / 1g / n/a
Standard / +1 / 10g / 5g
Fine / +2 / 25g / 12g
Perfect / +3 / 50g / 25g
Masterwork +4 / 100g / 45g
Legendary +5 / 250g / NoSale
Note: Some Legendary Equipment may bestow additional effects.
You may equip potions to characters when you send turn orders. It is assumed that they will use the potion in combat unless the enemy forces are defeated quickly. So assume your potions are gone when you equip them.
Name / Buy / Sell / Effect
Health Potion / 15g / 7g / Heal +1Hp after a round of combat
Strength Potion / 15g / 7 / +1 CON
Arcane Potion / 15g / 7g / +1 WIS
Quick Potion / 15g / 7g / +1 DEX
Name / Buy / Sell / Effect
Health Potion / 15g / 7g / Heal +1Hp after a round of combat
Strength Potion / 15g / 7 / +1 CON
Arcane Potion / 15g / 7g / +1 WIS
Quick Potion / 15g / 7g / +1 DEX
Medicine is used in between turns but you still tell me which medicine you used on which mercenary with your turn orders. I.e. "I used 1 Fine medicine on Jon Doe to heal 1 HP, so his HP is back to full. " etc.
Name / Effect / Buy / Sell
Medicine / +1HP / 10g / 5g
Greater Medicine / +2HP / 18g / 9g
Elixir / HP max / 40g / 20g
Name / Effect / Buy / Sell
Medicine / +1HP / 10g / 5g
Greater Medicine / +2HP / 18g / 9g
Elixir / HP max / 40g / 20g
Ships are used for contracts that take place at sea. The quality of your ship is the single most important factor for contracts of this type. Ships also require an upkeep cost. This pays for docking, supplies and maintenance.
Type / Buy / Sell / Upkeep / Effect
Rowboat 25g / 10g / 1g / Holds 5 mercenaries. -2 CON/DEX/WIS
Barge 100g / 50g / 10g / Holds 10 mercenaries +1 CON/DEX/WIS
Longboat 250g / 75g / 25g / Holds 15 mercenaries +3 CON/DEX/WIS, may travel between continents
Galley 500g / 250g / 50g / Holds up to 25 mercenaries +6 CON/DEX/WIS, may travel between continents, must have office in port city.
Type / Buy / Sell / Upkeep / Effect
Rowboat 25g / 10g / 1g / Holds 5 mercenaries. -2 CON/DEX/WIS
Barge 100g / 50g / 10g / Holds 10 mercenaries +1 CON/DEX/WIS
Longboat 250g / 75g / 25g / Holds 15 mercenaries +3 CON/DEX/WIS, may travel between continents
Galley 500g / 250g / 50g / Holds up to 25 mercenaries +6 CON/DEX/WIS, may travel between continents, must have office in port city.