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 Post subject: Slaves as equipment/talents
PostPosted: Tue Jun 07, 2016 12:04 am 
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Joined: Wed Nov 06, 2013 7:06 am
Posts: 991
Resurrecting an old thread(s):
viewtopic.php?p=12913#p12913
viewtopic.php?p=7860#p7860

As I've reached Tier II and need a maid-servant and an animal handler. (T.III I'm taking Loyal Retainer (ta)... eventually)

It was never answered what threat-stat block to use for defences etc and is not covered in the FAQ/Errata or Campaign document.

Also, shouldn't slaves be able to take Artisan skills? Many slaves would have training in a trade to keep the Empire running (the plebians are too lazy for the simple, repetitive work).


Going by the minimums from Bestiary (keeping in mind the specific equipment/Loyal Retainer rules), I suggest:

Common Slave (Minion), T.1
Die: d6
Defences: 1 Easy (16), 2 Moderate (18) [allow PC to allocate]
Stamina (Wounds): 1 (1)
Fate: No
Skill Ranks: +3/17/14; 5 skills (chosen from Lore, Physical or Social)
Qualities: None? (they're not Threat's, they're equipment).

Fine Slave (Minion), T.2
Die: d8
Defences: 1 Easy (19), 2 Moderate (21) [allow PC to allocate]
Stamina (Wounds): 1 (1)
Fate: No
Skill Ranks: +6/20/17; 5 skills (chosen from Lore, Physical or Social)
Qualities: None? (they're not Threat's, they're equipment).

Exceptional Slave (Minion), T.4
Die: d10
Defences: 1 Easy (26), 2 Moderate (28) [allow PC to allocate]
Stamina (Wounds): 1 (1)
Fate: No
Skill Ranks: +9/23/20; 5 skills (chosen from Lore, Physical or Social)
Qualities: None? (they're not Threat's, they're equipment).

If the Pedro or the Campaign Staff are feeling generous, allow 1 Quality per Tier?

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 Post subject: Re: Slaves as equipment/talents
PostPosted: Thu Jul 21, 2016 7:16 pm 
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Joined: Wed Jun 18, 2014 12:50 am
Posts: 485
Location: Tampa, Florida (temp.)
I concur and had come to the same conclusions independently.

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David Thomas Chappell
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