and Morale Check Situations |
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[IF] the total [A+B+C+D+E+F+G+H+I+J+K+L]
is less than [<]
the number shown on the dice [GETRAND:%],
[THEN] the figure or
figures in question are disloyal, disobedient, or have poor morale.
<>
The loyalty of all NPCs associated with a given PCs depends
upon many factors.
[1st] and foremost is the CHA
of the PC, of course.
This initial loyalty is modified by subsequent factors
and the continuing relations between liege and his or her henchmen and
hirelings.
Loyalty is important when trouble arises --
whether it is some insidious plot
from within,
a challenge from a rival,
or in adventures or warfare.
Typical situations which require a check for loyalty,
obedience or morale are shown hereafter.
Checks are made by adjustment of the base loyalty score
(due to the PC’s charisma rating) [A].
<>
<[]>
The final total is compared to the result of the percentile
<(%)> dice roll, and
[IF]
the total [A+B+C+D+E+F+G+H+I+J+K+L]
is less than [<] the number shown on the dice [GETRAND:%],
[THEN]
the figure or figures in question are disloyal, disobedient, or have poor
morale.
<check the above sentence, it
was noted on RFI8 that something's not right : change "less
than" to "greater
than" ... thanks guys!>
TYPICAL LOYALTY, OBEDIENCE, AND MORALE CHECK SITUATIONS
offered bribe | co-operates |
ordered to testify against liege | agrees |
has a chance to steal goods | steals |
left alone in possible danger | deserts |
abandoned | deserts |
ordered into possible danger | refuses |
ordered to perform heroic act | refuses |
ordered to perform heroic and dangerous act | refuses |
ordered to rescue party member(s) | refuses |
ordered to rescue liege | refuses |
in combat with possibly dangerous foe | runs away |
[A] NORMAL LOYALTY BASE: 50% +/- charisma adjustment<link>
LOYALTY OF HENCHMEN AND ALLIED
CREATURES
Adjusted Loyalty Score <SUM> | Loyalty |
Less than 01 | None --
will attempt to kill, capture, harm, or desert at first possible opportunity |
01-25 | Disloyal --
will always seek own advantage regardless of circumstances |
26-50 | Little --
will seek own advantage at first sign of weakness |
51-75 | Fair --
will support cause if no great risk is involved |
76-00 | Loyal --
will always attempt to further the ends of the liege, even at great risk |
Greater than 00 | Fanatical --
will serve unquestioningly and lay down own life if necessary without hesitation |
Enlistment Or Association | Modifier |
associated non-player character | -10% |
captured and enlisted | -15% |
henchman | +5% |
hired mercenary | 0% |
hired mercenary, short term | -5% |
slave | -30% |
Length Of Enlistment or Association* | Modifier |
less than 1 month | -5% |
less than 1 year | 0% |
1 to 5 years | +10% |
more than 5 years | +25% |
* This includes time between service or length of time that the player character has been generally known and familiar to the figure(s) in question.
Training Or Status Level | Modifier |
untrained or peasant | -25% |
little training, levied troops | -15% |
newly recruited regulars | -5% |
trained regulars | +10% |
elite, sub-officers, minor officials/expert hireling | +20% |
guards, officers, or major officials/henchman | +30% |
Pay Or Treasure Shared | Modifier |
none | -20% |
partial, late, or unfair | -10% |
average | 0% |
above average, choice shares | +5% |
exceptional, bonuses, gift items* | +10% |
* Typically magic items if a henchman is concerned
Discipline/Activity | Modifier |
none/one | -10% |
lax/little | -5% |
firm and harsh/occasional | 0% |
firm and fair/often | +10% |
General Treatment By Liege | Modifier |
inhuman and heartless | -25% |
cruel and domineering | -10%* |
indifferent and uncaring or variable | -5% |
just and invariable | +10% |
just, kind, and invariable | +15% |
*Applies only when the liege is not present, is incapacitated
or dead;
if the liege is near and in power, minuses are treated
as pluses - otherwise treat as 0% adjustment (fear)
Racial Preference For | Liege | Associated Group |
antipathy | -5% | -10% |
good will | +10% | +5% |
hatred | -20% | -15% |
neutral | 0% | 0% |
preferred | +20% | +15% |
tolerance | 0% | -5% |
NOTE: Preference adjustments are cumulative,
but only with regard to liege and associates,
and with respect to the latter group only the most disliked or most liked
are counted.
Alignment Factors | - | - |
Alignment Is | Liege | Associated Group |
1 place removed | 0% | 0% |
2 place removed | -15% | -5% |
3 place removed | -35% | -20% |
Examples:
lawful evil -- lawful neutral = 1 place removed
lawful evil -- lawful good = 2 places removed
lawful evil -- chaotic good = 3 places removed
Alignment of Liege | Modifier |
lawful good | +15% |
lawful neutral | +10% |
lawful evil | +5% |
neutral good | 0% |
neutral | 0% |
chaotic good | -5% |
chaotic neutral | -10% |
neutral evil | -15% |
chaotic evil | -20% |
Special Considerations | Modifer |
killed faithful henchman or hireling in front of a witness(es) | -40% |
tortured faithful henchman or hireling in front of a witness(es) | -30% |
reputed to have slain faithful henchmen or hirelings or actually left them to die | -20% |
foresworn or oath breaker or deserter | -15% |
rumored to have tortured faithful henchmen | -10% |
discharged faithful henchmen or hirelings without cause | -5% |
given a choice gift or bonus within last two months (hireling) or three months (henchmen) | +5% |
risked life for within last six months (hireling) or one year (henchman) | +10% |
ransomed or rescued within one year | +15% |
saved life directly or personally | +25% |
uses and diminishes his or her own magic to benefit the
NPC
(including use of spells, especially cures). |
+25% |
returned henchman or hireling to normal state from death-like state, had raised or resurrected | +30% |
NOTE: Apply only one penalty and one bonus maximum, whichever either category is the higher.
Situation Modifiers | Modifer |
liege dead or surrounded and outnumbered | -25% |
liege hors de combat | -15% |
each henchman dead or hors de combat | -5% |
each hit die or level dead, friendly | -3% |
each hit die or level alive, enemy | -1% |
each hit die or level dead, enemy | +1% |
each hit die or level alive, friendly | +2% |
each henchman present, in sight, alive | +5% |
liege present, in sight, alive | +15% |
When all modifying factors [B-K]
have been checked, adjust the base loyalty [A]
and roll percentile dice as noted above.
(If you are certain of your DM ability, most of these
factors should be apparent without actually checking them out,
simply by empathizing with the character or group in
question, and having them act accordingly.
Until you are absolutely certain, however, it is urged
that you use these tables.)
These rules should be used in conjunction with those given
under Morale in COMBAT.
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