Specialists
Professional experts hired for downtime and behind-the-scenes activities.
Hiring
- PCs must spend 1d6 + 15sp and 1d6 + 1 days soliciting for a specialist, the type of which must be specified.
- Roll on the availability chart below, the chance represents monthly availability, and may be retried once per month per settlement.
- The referee determines any special qualities, quirks, or qualifications (see Random Tables).
- The PCs may briefly interview the specialist, and make an offer (the default is the below month wage).
- Roll on the Recruitment table, modified by the PC's Charisma score, the Party's Region Reputation, and any situational modifiers.
- If hired, the referee secretly rolls 3d6 +/- Loyalty Adjustments from the Recruitment Roll and/or the PC's Charisma score, and records this as the specialist's Loyalty Score.
- The player should keep an index card to keep track of the specialist.
- There is no maximum amount of specialists that may be hired.
Availability
| Specialist | Month Wage (sp) | Village % | Town % | City % | Fort + | Notes |
|---|---|---|---|---|---|---|
| Alchemist | 6,000 | — | 1⁄6 | 4⁄6 | — | Produces potions, ointments, etc. |
| Animal Trainer | 250 | 3⁄6 | 4⁄6 | 5⁄6 | +1 | May domesticate wild animals, & teach commands. |
| Architect | 2,000 | — | 2⁄6 | 4⁄6 | — | Required for construction of buildings. |
| Armorer | 2,000 | 1⁄6 | 3⁄6 | 5⁄6 | +1 | Makes armor, 1 per 50 folk-at-arms to maintain their gear. |
| Artillerist | 3,000 | — | 1⁄6 | 3⁄6 | +1 | Required to build, maintain, and operate seige equipment. |
| Artisan | 750 | 1⁄6 | 2⁄6 | 4⁄6 | — | Type must be specified (weaver, woodcrafter, etc.) |
| Assassin | 2,000 | — | 1⁄6 | 3⁄6 | — | Used to go on missions to exterminate humanoid targets. |
| Blacksmith | 600 | 4⁄6 | 5⁄6 | 5⁄6 | +1 | Required for maintenance of a stronghold, may produce weapons. |
| Jeweller | 2,000 | — | 2⁄6 | 4⁄6 | — | Appriases gems & jewellry, can cut & craft such items. |
| Laborer | 30 | 4⁄6 | 5⁄6 | 5⁄6 | — | Provides basic work - carrying, building, sorting, etc. |
| Mining Lead | 3,000 | — | 3⁄6 | 2⁄6 | +1 | Required for large-scale mining operations. |
| Sage | 2,000 | 1⁄6 | 2⁄6 | 3⁄6 | — | Answers questions in 1 Major Field and 1d3 Minor Fields. Research takes 1d4 weeks; queries beyond their expertise cost an additional 100 sp/week. |
| Scribe | 300 | 2⁄6 | 2⁄6 | 4⁄6 | — | Produces written documents or copies. |
| Spy | 500 | 1⁄6 | 1⁄6 | 4⁄6 | +1 | Gathers intelligence on a specified target (troop strength, layout, plans). Returns a report after 1d6 weeks; referee secretly checks accuracy. |
| Steward | 1,500 | — | 1⁄6 | 4⁄6 | — | Administers a stronghold or estate — collects income, manages staff, and maintains records. Required to manage a domain generating more than 500 gp/month. |
Recruitment
| Recruitment Roll | Reaction |
|---|---|
| ≤ 2 | Refuses & slanders the party (−1 to Party Regional Reputation) |
| 3–5 | Refuses |
| 6–8 | Must be provided a sweeter deal, rerolling on this chart with +1 |
| 9–11 | Accepts |
| ≥ 12 | Accepts with +3 Loyalty Adjustment |
Loyalty
| Loyalty Score | Effect on Morale |
|---|---|
| ≤ 3 | Will desert as soon as possible |
| 4–6 | −2 on morale checks |
| 7–8 | −1 on morale checks |
| 9–12 | — |
| 13–14 | +1 on morale checks |
| 15–18 | +2 on morale checks |
| ≥ 19 | Never check morale |