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Slaves as equipment/talents http://forums.paradigmconcepts.com/viewtopic.php?f=10&t=2311 |
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Author: | Southernskies [ Tue Jun 07, 2016 12:04 am ] |
Post subject: | Slaves as equipment/talents |
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? |
Author: | Dante [ Thu Jul 21, 2016 7:16 pm ] |
Post subject: | Re: Slaves as equipment/talents |
I concur and had come to the same conclusions independently. |
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