[DW] Henchmen and Hirelings

edited November 2012 in Out-Of-Game
Hirelings do what you tell them to, so long as it isn’t obviously dangerous, degrading, or stupid, and their cost is met.
When a hireling find themselves in a dangerous, degrading, or just flat-out crazy situation due to your orders, roll+loyalty. On a 10+ they stand firm and carry out the order. On a 7–9 they do it for now, but come back with serious demands later. Meet them or the hireling quits on the worst terms.

Comments

  • edited December 2012
    Gaston
    Loyalty=0 (cost: money)
    Tracker+1, Warrior+2


    An imperial expatriate, with the fair hair and features of the empire's northern colonies. He has, however, gone native and turned to banditry. He has the callouses and scars of a outdoorsman, and fights well with hatchet or bow, but tattooed in blue ink across the knuckles of his hands are letters spelling "LYIN SCUM". His loyalty is suspect.

    Guide — When Gaston leads the way, you automatically succeed on any Perilous Journey, so long as the distance is not more than 1-ration.

    Man-at-arms — When you deal damage while Gaston aids you, add +2damage to the damage done. If your attack results in consequences (like a counter attack), then Gaston takes the brunt of it.

    Track — When Gaston is given time to study a trail while Making Camp, when camp is broken he can follow the trail to the next major change in terrain, travel, or weather.
  • edited April 2013
    Castor
    Loyalty+2 (cost: fame, glory, money)
    Protector+2, Warrior+2


    Castor is a Human with hard eyes, a battered helm, calloused skin, and a built body. He was the scion of House Talmor from the Empire, still just a young man of seventeen, when his grandfather, then patriarch of the House, passed away and his father took the opportunity to lead the House in an attempted coup against the emperor. As one might expect, this did not end well, and far from the soft and sophisticated young noble he had been so long ago, Castor is a man of arms, now. Grizzled veteran of dozens of battles and mostly forgotten outside the core provinces of the Empire, Castor's travels now take him across the sea.

    Intervene — When Castor helps you defy danger you may opt to take +1 from his aid. If you do you cannot get a 10+ result, a 10+ instead counts as a 7–9.

    Man-at-arms — When you deal damage while Castor aids you, add +2 damage to the damage done. If your attack results in consequences (like a counter attack), then Castor takes the brunt of it.

    Sentry — When Castor stands between you and an attack you increase your armor against that attack by Castor's Protector skill, then reduce Castor's skill by 1 until he receives healing or has time to mend.
  • Bucan
    Loyalty+2 (cost: money, good accomplished)
    Protector+1, Priest+3


    Bucan's made of stern stuff. He's not chiseled or very much larger than average, but he's got the gnarled strength of a farmer or woodsman, great hairy arms and a broad chest. The priesthood isn't a full-time job for men like Bucan, who was born a free man but not much higher in status than a peasant. He learned his letters and was initiated, but he's still just a tough guy with a good mace swing and a holy symbol. The holy symbol gives him direction and purpose. The mace, well, he'd probably make a living by it regardless. This is why Bucan is on the road and not in a monastery or temple. He's not a theologian, he's a missionary and a shepherd.

    First Aid — When Bucan staunches your wounds heal 6 HP. You take -1 forward as his healing is painful and distracting.

    Intervene — When Bucan helps you defy danger you may opt to take +1 from his aid. If you do you cannot get a 10+ result, a 10+ instead counts as a 7–9.

    Ministry — When you make camp with Bucan if you would normally heal you heal +3 HP.

    Sentry — When Bucan stands between you and an attack you increase your armor against that attack by Bucan's Protector skill, then reduce Bucan's skill by 1 until he receives healing or has time to mend.
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