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06_Settlements_NPCs.xlsx

3 hojas Β· 30 tablas

Visiting Settlements

Table 1: Price | Class I | Class II

PriceClass IClass IIClass IIIClass IVClass VClass VI
1gp or less 2,750 700 425 100 35 15
2 – 10gp30070351031
11 – 100gp 20 5 2 1 25% 10%
101 – 1,000gp72125%10%5%
1,001 – 10,000gp 2 1 25% 10% 5% 1%
10,001gp or more25%10%3%1%--

Table 2: Party Location | Encounter Frequency | Encounter

Party LocationEncounter FrequencyEncounter Throw (d6)*
Avenue (day) Every hour (6 turns) 6+
Avenue (night)Every 30 minutes (3 turns)6+
Alley (day) Every 30 minutes (3 turns) 6+
Alley (night)Every 10 minutes (1 turn)5+
Holed Up (day/night) Every day (24 hours) 5+
* Add +1 to encounter throw if adventurers looking for trouble

Table 3: Market | Loanable Funds (gp) | Investment

Market ClassLoanable Funds (gp)Investment Opportunities (gp)Wealth Deposited (gp)
Class I 100,000* per borrower 100,000* 1,500,000*
Class II25,000 per borrower25,00375,00
Class III 10,000 per borrower 10,000 187,500
Class IV5,000 per borrower5,0046,875
Class V 2,000 per borrower 2,000 18,750
Class VI1,000 per borrower1,006,00
* Per 20,000 families

Table 4: Movement Type | Distance Traveled | GGeett lloosstt??

Movement TypeDistance TraveledGGeett lloosstt??
Commuting 1-6 characters, 5 city blocks per turn Familiar location, familiar route, no 7-14 characters, 5 blocks per 2 turns Familiar location, new route 7+ or get lost* 15+ characters, 5 blocks per 4 turns Unfamiliar location 11+ or get lost*
Meandering1 city block per turnNo (can use street signs and ask directions)
* Getting lost means characters end up 1d4+1 blocks away from intended destination that turn

Table 5: Ruffian | Class I | Class II

RuffianClass IClass IIClass IIIClass IVClass VClass VIWage
Carouser 2d4Γ—50 5d20 5d10 3d4 1d6 1d2 7gp
Footpad2d4Γ—505d205d103d41d61d230gp
Reciter 2d4Γ—25 5d10 3d8 1d6 1d3 1 30gp
Slayer5d102d61d611 (75%)1 (5%)625gp
Spy 5d20 4d6 2d6 1d3 1d2 1 (10%) 625gp
Thug5d204d62d61d31d21 (10%)30gp
MercenaryClass IClass IIClass IIIClass IVClass VClass VIWage
Light Infantry4d1005d205d103d41d61d2By race
Heavy Infantry 2d100 5d10 3d8 1d8 1d3 1 (85%) By race
Slinger8d204d102d101d61d21 (70%)By race
Bowman 8d20 4d10 2d10 1d6 1d2 1 (70%) By race
Crossbowman8d204d102d101d61d21 (70%)By race
Composite Bowman/Longbowman* 4d20 2d10 1d10 1d3 1 1 (33%) By race
Light Cavalry4d202d101d101d311 (33%)By race
Mounted Crossbowman 3d20 4d4 2d4 1d2 1 (75%) 1 (25%) By race
Horse Archers3d204d42d41d31 (70%)1 (23%)By race
Medium Cavalry 3d20 4d4 2d4 1d2 1 (70%) 1 (23%) By race
Heavy Cavalry4d101d101d61d2 (50%)1 (50%)1 (15%)By race
Cataphract Cavalry 3d10 1d8 1d4 1d2 (33%) 1 (40%) 1 (10%) By race
Camel Archers*4d202d101d101d311 (33%)By race
Camel Lancers† 3d20 4d4 2d4 1d2 1 (70%) 1 (23%) By race
War Elephants1d101 (70%)1 (40%)1 (7%)1 (5%)-By race
Beast Riders 3d10 1d8 1d4 1d2 (33%) 1 (40%) 1 (10%) By race
* Settlement will only have one of these two troop types, not both. † Settlement will only have these troop types if the settlement’s realm includes Barrens or Desert hexes.

Table 6: Service | Cost

ServiceCost
Arrange transportation services5% commission on transport cost
Borrow funds for 30 days w/ collateralBorrower pays 3% interest
Borrow funds for 30 days w/o collateralBorrower pays 9% interest
Exchange currencyMoneychanger charges 0.25% fee
Hire brokers to buy/sell merchandise10% commission on purchase/sale
Hire brokers to recruit hirelings10%
Loan funds for 30 daysLender receives 0.25% interest
Make investmentBy investment
Secure guild license10% annual fee on earnings
Store wealth in safe depositDepositor pays 0.25% fee per month

Table 7: Service | Cost

ServiceCost
Join GuildhouseAble-bodied (STR 9+), 12gp annual fee
Guildhouse lodging1sp per night
Mutual Aid100gp for loss of life; 40gp for loss of freedom; 40gp for loss of arm; 30gp for loss of leg; 10gp for loss of eye; 5gp for loss of finger, toe, ear

Henchmen Recruitment

Table 1: Henchman | Class I | Class II

HenchmanClass IClass IIClass IIIClass IVClass VClass VIWage
0th level 4d100 5d20 4d8 3d4 1d6 1d2 12gp/month
1st level5d102d61d41d21 (65%)1 (20%)25gp/month
2nd level 3d10 2d4 1d3 1 1 (40%) 1 (15%) 50gp/month
3rd level1d101d31 (85%)1 (33%)1 (15%)1 (5%)100gp/month
4th level 1d6 1d2 1 (45%) 1 (15%) 1 (5%) - 200gp/month

Table 2: 1d100Γ—100 | 01–10 | 11–30

1d100Γ—10001–1011–3031–5051–7576–9091–00
1–40 Mage Thief Crusader Fighter Explorer Venturer
41–60MageBardBladedancerFighterExplorerVenturer
61–80 Mage Assassin Priestess Fighter Explorer Venturer
81–90MageThiefShamanBarbarianExplorerVenturer
91–94 Spellsword Nightblade Craftpriest Vaultguard Special Special
95–96WarlockSpecialWitchPaladinSpecialSpecial
97–98 Warlock Special Witch Paladin Special Special
100WonderworkerSpecialSpecialRuinguardSpecialSpecial
On a result of β€œSpecial”, choose a class from AXIOMS, BTA, Heroic Fantasy Handbook, and/or Player’s Companion or create a custom class.

Table 3: Market | Cost Per Week Per

Market ClassCost Per Week Per Hireling Type
I 1d6+15gp
II1d10+10gp
III 1d8+5gp
IV1d6+3gp
V 1d6gp
VI1d3gp

Table 4: Henchman Loyalty

Henchman Loyalty
Adjusted Die Roll (2d6)Result
2- Hostility
3 – 5Resignation
6 – 8 Grudging Loyalty
9 – 11 Loyalty

Table 5: RRoollll ((11dd2200)) | Level

RRoollll ((11dd2200))Level
10 or lower 1
1-162
17-18 3
19-204

Table 6: Rarity | Class I | Class II

RarityClass IClass IIClass IIIClass IVClass VClass VI
Ubiquitous 2d8 1d4 1d1 1 (50%) 1 (20%) 1 (7%)
Comon2d41d31 (50%)1 (25%)1 (10%)1 (4%)
Uncommon 1d3 1 (60%) 1 (25%) 1 (12%) 1 (5%) 1 (2%)
Rare1d21 (35%)1 (15%)1 (7%)1 (3%)1 (1%)
Very Rare 1 (50%) 1 (15%) 1 (7%) 1 (3%) 1 (1%) -
Extremely Rare1 (20%)1 (6%)1 (2%)1 (1%)--
Legendary 1 (10%) 1 (3%) 1 (1%) - - -

Table 7: Adj. Die | Result

Adj. Die RollResult
2- Refuse and slander
3 – 5Refuse
6 – 8 Try Again
9 – 1Accept
12+ Accept with Γ©lan

Table 8: Rarity | Classes

RarityClasses
Ubiquitous Explorer, Fighter
ComonCrusader, Mage, Thief, Venturer
Uncommon Assassin, Bard, Bladedancer, Priestess
RareBarbarian, Shaman, Warlock
Very Rare Dwarven Craftpriest, Dwarven Vaultguard, Paladin, Witch
Extremely RareElven Nightblade, Elven Spellsword, Zaharan Ruinguard
Legendary Nobiran Wonderworker

Table 9: Specific Qualification Rarity Mods

Specific Qualification Rarity Mods
QualificationRarity
Specific level +1 rarity per level above 1
General prof (random class)Start at Common w/ 1 rank, +1 rarity per additional rank
Start at class rarity, Class prof +1 rarity per prof rank

Table 10: Henchman Obedience

Henchman Obedience
Adj. Roll (2d6)Result
2- Refuses
3 – 5Begrudging
6+ Compliant

Table 11: Hiring Conditions | Modifier

Hiring ConditionsModifier
Prospective employer’s CHA + modifer
Prospective employer’s proficiency bonus(es)+ bonus
-1 / previous refusal Recruiting attempt after Cannot try again on previous refusal refuse & slander

Table 12: Character | ++11 BBoonnuuss | ++22 BBoonnuuss

Character Proficient?++11 BBoonnuuss++22 BBoonnuuss++33 BBoonnuuss
Proficient 1 day wages 1 week wages 1 month wages
Non-Proficient1 week wages1 month wages1 year wages

NPC Reactions & Morale

Table 1: Adjusted | Initial Reaction | WWhheenn IInnfflluueenncciinngg

Adjusted 2d6 RollInitial ReactionWWhheenn IInnfflluueenncciinngg
2- Hostile, attacks Shift 2 attitudes towards Hostile
3–5Unfriendly, may attackShift 1 attitude towards Hostile
6–8 Neutral, uncertain Shift 1 attitude towards Neutral
9–1Indifferent, uninterestedShift 1 attitude towards Friendly
12+ Friendly, helpful Shift 2 attitude towards Friendly

Table 2: Attempt # | TTiimmee RReeqquuiirreedd

Attempt #TTiimmee RReeqquuiirreedd
1 1 round (1 minute)
21 turn (10 minutes)
3 6 turns (1 hour)
48 hours (1 day)
5 5 days (1 week)

Table 3: Who

Who
B Both
EEither
C Character
TTarget

Table 4: Bribery | Bonus vs Pay Offered

Bribery Prof?Bonus vs Pay Offered
+1+2+3
No* 1 week 1 month 1 year
Yes1 day1 week1 month
* Failed bribe shifts attitude 1 step towards hostile

Table 5: Situation | Mod

SituationMod
Outnumber +/– 1 Outnumber 3:2 +/– 2 Outnumber 3:1 +/– 5 In own lair +/– 1 E Brandishing weapon +/– 1 Has magic items +/– 1 Has advantage +/– 1 min Has authority +/– 1 min 3+ levels higher +/– 1
CCHA mod+/– CHA
Intimidation prof +1
Mystic Aura prof+1
Morale score –/+ Morale WIL mod –/+ WIL Saw friends hurt +1 Fears loss of face – 1 min T Fears boss more –5 min Already hostile –2 Already unfriendly –1 Already intimidated +1
Already intimidated+1

Table 6: Situation | Mod

SituationMod
Alone together +1 B With target's friends –1
With target's friends–1
E 3+ levels higher +/– 1
CAttractive / unattractive age relative to target+/– 1 min
Appealing / unappealing behavior or appearance +/– 1 min
Higher social status+1 min
CHA mod +/– CHA
Seduction prof+1
Mystic Aura prof +1
Performance prof+1
WIL mod –/+ WIL Already hostile –2 Already unfriendly –1 Already indifferent +1 T Already friendly +2 Friends burned in past –1 Personally burned in past –2 Liaison is risky –2 min
Liaison is risky–2 min

Table 7: Situation | Mod

SituationMod
B Alignment match or mismatch +/– 1
EIn own lair+/– 1
Has authority +/– 1 min
Owes favors+/– 1 per
CHA mod +/– CHA Offering bribe +1-3 C Diplomacy prof +1 Mystic Aura prof +1 Brandishing weapon –1
TWIL mod–/+ WIL
Thinks character harmed friends –1
Knows character harmed friends–2
Harmed by character –5
Already hostile–2
Already unfriendly –1
Already indifferent+1
Already friendly +2

Table 8: Monthly Events | Morale Roll Adj.

Monthly EventsMorale Roll Adj.
Garrison expenditure below 2gp/family -1/gp below
Domain invaded and occupied by enemy army0, then -1 per month
Domain pillaged by enemy army -4
1gp/family in troops repressing domain+1*
2gp/family in troops repressing domain +2*
Additional troops repressing domain+1#/gp above
Liturgy expense above 1gp/family +1/gp above
Liturgy expense below 1gp/family-1/gp below
Taxes above 2gp/family -1/gp above
Taxes below 2gp/family+1/gp below
Tithes not paid -1
Ruler introduces or maintains worship of god of different alignment-4
Ruler maintains worship of god of different alignment -2
Ruler administers domain+1
Calamity affects domain Varies
* Current morale score cannot exceed 0 when repressed

Table 9: Adjusted Die Roll | Result

Adjusted Die RollResult
2- Morale reduced by 2 (min -4)
3 – 5Morale reduced by 1 (min -4)
6 – 8 Morale shifts by 1 towards base
9 – 1Morale increased by 1 (max +4)
12+ Morale increased by 2 (max +4)

Table 10: Modifier | BBaassee MMoorraallee

ModifierBBaassee MMoorraallee Score
Personal authority By Level & Income
Leadership proficiency+1
Neutral ruler, Chaotic domain -1
Lawful ruler, Chaotic domain-2
Domain classified borderlands -1
Additional troops in borderlands+1
Insufficient stronghold -1/-2/-3
Lawful/Chaotic ruler, Neutral domain-1
Neutral ruler, Lawful domain -1
Chaotic ruler, Lawful domain-2
Domain classified outlands -2
Additional troops in outlands+1/+2

Table 11: Morale Score | Morale Level

Morale ScoreMorale Level
-4 Rebellious
-3Defiant
-2 Turbulent
-1Demoralized
0 Apathetic
+1Loyal
+2 Dedicated
+3Steadfast
+4 Stalwart