On Cities, Part VI: Class Specific Activites

05.00 Unknown 0 Comments

Are we at the end? No, but closer than we were before.
My primary amazement is that I've actually written and use all these procedures for cities. When did that happen?
Today we look at class specific activities.

Fighters


Arena Fights
If there is an arena, Fighters can fight in the arena. These are generally non-lethal fights with other combatants. One fight may be had per week. The purse for the fight is 1-6 times 100 gold, times the fighters level. The opponent will be 1d6-2 levels higher than the fighter. If the fighter wins, they receive the prize money. They may, through intermediaries, bet on their own fight. This is generally frowned upon. Preparing for and popularizing the fight takes the entire week (7 days). The fighter receives experience points equal to 100 times the levels of his opponent(s) if he wins.
You play out the fight to determine the outcome. 
Training Henchmen
The fighter can spend a month training henchmen, of any class, in the basics of adventuring, protection and common sense. This costs 300 gold per henchmen and takes a month. At the end of this period, the henchmen gains experience equal to the level of the fighter that trained them, minus their level, times 1d4, times 100. The fighter must pay for his own living expenses during this time and receives no benefit from this training other than more skilled henchmen.
The fighter can also take a number of untrained 0-level humans, and in an emergency, turn them into 0-level warriors. This grants them an additional hit point, proficiency with one simple weapon (spear, sword/shield, shortbow, et. al.) and allows them to wear light armor. He can train 10 0-level humans per level/per month. In a real seven samurai type of situation, he can train 4 in one week per level. 

Thieves

Assassination
A thief may select his assassination target. The thief may either play out the assassination, or it can be simplified to the following procedure: The thief must succeed on a stealth check of a difficulty equal to the precautions the target is taking. A completely unaware unguarded target would have a difficulty of 4. In general difficulty is increased by one for every 2 hit dice of the target, by 1 for guards up to 3 for elite guards, and additional increases from magical protections. If the stealth check is successful, the target must make a save versus poison with a penalty equal to the thieves level or die. (In fifth edition, this would be a DC 10 Constitution save + 1 per level of the assassin.)
On a failed stealth roll, the player may be caught and charged with a crime. Roll a 1d20. If the result is less than the thieves level, they get away. On a failure they are charged with Trespassing (1-2), Attempted Manslaughter (3-4) or Attempted Murder (5-6)
If successful the thief gains the bounty which is usually 100-400 gold pieces per hit die of the target. The thief gains an additional amount of experience. Each attempt takes 1 week of acquirement of target, planning, and execution.
Theft
A thief can steal stuff.
On a successful slight of hand check versus a difficulty of 6, a thief can steal one load of common goods per level, or one load of uncommon goods per two levels. The thief can do the same for a specific type of good if the difficulty is 8. Each attempt takes 1 week to try. On a failure, the thief fails to steal the goods. Roll a 1d12. If the result is less than the thieves level, she gets away. If not, she is charged with theft (1-3), burglary (4-5), or Robbery (6).
Racketeering
This allows the thief to engage in criminal enterprise to turn a profit. The activity takes a month and earns the thief 100/gold a level. This includes extortion, money laundering, loan sharking, obstruction of justice and bribery. There is a small chance that non-stop racketeering can get the thief in trouble with the local authorities. 


Wizards

Researching Spells
Characters that are spell casters may purchase and scribe spells within their purview for 1,000 gold pieces per spell level per week. A single fourth level spell would cost 4,000 gold pieces and take 4 weeks to learn.  
Researching New Spells
Spellcasters are very limited in my games (having about 8 themed spells per level) though they are free to perform spell research to expand their repertoire. Spell research assumes a laboratory, including an arcane library equal to 10,000 gold pieces per the level of the spell you wish to design. If this isn't available, then the weekly cost is multiplied by 2, and half that value and expense can be placed towards a permanent increase in the available arcane library.The player character must allocate a set amount of funds per week. The actually cost required is 500 gold pieces per week, per spell level. Researching a third level spell would cost a minimum 1,500 gold per week.Researching the spell takes a number of weeks per the level of the spell. After that period, each week, the researcher has a 10% chance of successfully researching the spell. This can be increased by 10% for every extra 500 gold pieces spent per spell level per week. Spending 3,000 gold per week (500x3 base, plus 500x3 extra) for a third level spell would grant a 20% chance of success on week 4, a 20% chance of success on week 5, and so on and so forth until the spell is successfully researched. Any interruption of any length longer than a short tea, causes the process to fail and to be started from scratch. Running out of money causes the process to fail. Spells must be in theme for the caster and approved by the Dungeon Master. 

Clerics

I traditionally don't run "Clerics" in my game, healing magic being a subset of wizard magic. However, I do allow anyone to worship a god and spread a belief. The following rules apply to religious characters.

Acquiring Followers
Characters can recruit congregants by performing charitable deeds, sending out missionaries, casting spells charitably on peasants, and constructing shrines and temples. For every 1,000 gold pieces spent a month doing these activities, 1d10 followers + 1 per 2 points of charisma you possess join you.
If a month passess and action is taken to join new followers and you do not spend at least 1 week ministering to your current congregation, then you will lose 1d4p followers.
Why would you acquire followers? Followers have a bond score (morale) that increases over time. Each follower provides spiritual energy equal to their bond in gold pieces per month for any magical activity you engage in. This lowers the cost of crafting magic items, casting ritual spells, or creating constructs. It can also lower the cost of any construction projects you take on in the interim, because your loyal followers work and donate their time without recompenses.
E.g. Frank, god of Man-Pac (Charisma 13) spends a year gathering followers. Each month he spends 1,000 gold to do so. They start off with a bond (morale) of 2, and by the end of 12 months they have a bond of 10 (morale). (See On the Non-Player Character for bond rules). Each month he gains 1d10+6 followers. He randomly rolls 61 on his 12d10, and adds 72 for his charisma for a total of 133. At the end of the year, each month, he has 1,330 gold equivalent in followers he can use for any purpose. Frank uses this to help cover the cost of creating three extra healing potions a month, which now only cost him 95 gold out of pocket.

Hack & Slash 
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