Difference between revisions of "Comrade (non-player character)"

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[[File:Comrade (npc).jpg|right|490px|thumb]]
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[[File:Comrade (npc).jpg|right|525px|thumb]]
'''Comrades''' are [[Experience Level|non-levelled]] combatants that have received a small amount of [[Harden Commoner (sage ability)|combat training]], so that they are more threatening than [[Commoner (non-player character)|commoners]]. They do not need to make a [[Morale#Day-to-Day Checks|morale check]] in order to enter battle.  They possess [[Morale#Standard Morale|standard morale]].
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'''Comrades''' are [[Experience Level|non-levelled]] combatants who have received basic [[Harden Commoner (sage ability)|combat training]], making them more formidable than ordinary [[Commoner (non-player character)|commoners]]. Unlike their less-prepared kin, they do not require a [[Morale#Day-to-Day Checks|morale check]] to enter battle, as they possess [[Morale#Standard Morale|standard morale]].
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Though they remain of common birth, comrades bridge the gap between serf and [[Soldier-at-Arms (profession)|soldier]]. Many have seen combat firsthand, whether through skirmishes, militia service or by witnessing the chaos of [[Warfare|warfare]] as part of a marching army. Some have traveled far from their [[Village|villages]], crossing unfamiliar landscapes to take their place on the [[Battlefield|battlefield]]. As a result, they often develop a broader perspective than typical peasants, seeing beyond their immediate village or feudal lord. While still tied to their social class, they may view the nobility with a mixture of awe and resentment, having witnessed both the grandeur of command and the indifference with which lives are spent in war.
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Though they are not professional soldiers, their experience makes them practical and wary. They recognise the worth of a good leader and will follow one who proves competent, but they are not mindless pawns. Many are keen judges of character, having spent years enduring hardship alongside others. They may have little patience for arrogance or idealism, valuing results over rhetoric.
  
 
== As Hirelings ==
 
== As Hirelings ==
Nearly all will possess an [[Knowledge Points|amateur]] or authority-status in some kind of [[Sage Ability|sage ability]], most commonly [[Farming (sage ability)|farming]], [[Foraging (sage ability)|foraging]], [[Sailing (sage ability)|sailing]], [[Catch Fishing (sage ability)|fishing]], [[Woodcutting (sage ability)|woodcutting]], [[Herding (sage ability)|herding]] and the like. Hirelings that are artisans or heavy labourers are nearly always comrades.
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Most comrades possess an [[Knowledge Points|amateur]] or authority-level understanding of a [[Sage Ability|sage ability]], often tied to their background. Common skills include [[Farming (sage ability)|farming]], [[Foraging (sage ability)|foraging]], [[Sailing (sage ability)|sailing]], [[Catch Fishing (sage ability)|fishing]], [[Woodcutting (sage ability)|woodcutting]] and [[Herding (sage ability)|herding]]. Those who work as artisans or heavy laborers are frequently drawn from this social group, as their exposure to hardship makes them resilient and accustomed to physically demanding tasks.
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A comrade hired for work is dependable, but also aware of their worth. They expect fair treatment and provisions, particularly when employed in dangerous or exhausting conditions. Those who have seen battle may have a rough, direct manner and little patience for unnecessary risks.
  
 
== As Combatants ==
 
== As Combatants ==
Comrades possess [[Hit Points|hit points]] according to their [[Hit Points per Die|body mass]], +1. Their [[Negative Hit Points|negative hit points]] are much reduced from that of levelled persons, such that they will die if [[Damage (hit points)|damage]] reduces them to below -3 hit points.
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Comrades have [[Hit Points|hit points]] based on their [[Hit Points per Die|body mass]], plus 1. However, their [[Negative Hit Points|negative hit points]] are far lower than those of levelled individuals; if reduced below -3 hit points, they die outright.
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In large numbers, comrades form an effective fighting force. They have a [[THAC0]] of 21, making them competent but not elite fighters. They possess one [[Weapon Proficiencies|weapon proficiency]] in [[Club (weapon)|club]], though they can wield the regional [[Hereditary Weapon I (sage ability)|hereditary weapon]] with a -1 [[Roll to Hit|to hit]] penalty. Their non-proficiency penalty with all other weapons is -5.
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They are trained to fight using a [[Shield (armour)|shield]] and wear [[Hauberk and Chausses|padded armour]], and they can make use of a helmet. While their training is not extensive, they understand battlefield discipline, making them more reliable than untrained rabble.
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== Ability Stats ==
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A comrade's [[Ability Stats|ability stats]] tend to be lower than those of well-educated individuals such as artisans, scribes or scholars. A life of relentless labor, poor nutrition and exposure to the elements leaves its mark on their physical and mental resilience. To determine their stats, roll 2d6+1d4. Add 1 point to both strength and constitution, up to a maximum of 18.
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== Experience ==
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Comrades are capable of gaining [[Experience (X.P.)|experience]] and receive one-fourth of a combat x.p. share. If they amass 600 experience points (including any earned as a commoner), they qualify to become a [[Soldier-at-Arms (profession)|soldier-at-arms]], regardless of formal [[Train Soldier-at-Arms (sage ability)|training]]. However, they cannot advance beyond this threshold without undergoing [[Level Training (sage ability)|special training]].
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While rare, it is possible for a comrade to transition into a full-fledged character class. This requires not only sufficient ability stats but also financial resources, a tutor and years of dedicated effort. More often, a comrade with ambition and means will instead seek advancement for their children, whose youth allows them to begin their training at a greater advantage. A child placed in such a position rolls their ability stats using 3d6 rather than the harsher method applied to their parents.
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See also,<br>
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[[Instruction (sage study)]]<br>
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[[The Adventure]]
  
In combat, they're serviceable in large numbers.  They have a [[THAC0]] of 21.  They possess one [[Weapon Proficiencies|weapon proficiency]] in [[Club (weapon)|club]], though they can use a [[Spear (weapon)|spear]] with a penalty of -1 [[Roll to Hit|to hit]] — though in some cultures and with some races the spear may be replaced with a [[Javelin (weapon)|javelin]] or a [[Machete (weapon)|machete]].
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[[Category: Reviewed]]

Latest revision as of 17:45, 19 March 2025

Comrade (npc).jpg

Comrades are non-levelled combatants who have received basic combat training, making them more formidable than ordinary commoners. Unlike their less-prepared kin, they do not require a morale check to enter battle, as they possess standard morale.

Though they remain of common birth, comrades bridge the gap between serf and soldier. Many have seen combat firsthand, whether through skirmishes, militia service or by witnessing the chaos of warfare as part of a marching army. Some have traveled far from their villages, crossing unfamiliar landscapes to take their place on the battlefield. As a result, they often develop a broader perspective than typical peasants, seeing beyond their immediate village or feudal lord. While still tied to their social class, they may view the nobility with a mixture of awe and resentment, having witnessed both the grandeur of command and the indifference with which lives are spent in war.

Though they are not professional soldiers, their experience makes them practical and wary. They recognise the worth of a good leader and will follow one who proves competent, but they are not mindless pawns. Many are keen judges of character, having spent years enduring hardship alongside others. They may have little patience for arrogance or idealism, valuing results over rhetoric.

As Hirelings

Most comrades possess an amateur or authority-level understanding of a sage ability, often tied to their background. Common skills include farming, foraging, sailing, fishing, woodcutting and herding. Those who work as artisans or heavy laborers are frequently drawn from this social group, as their exposure to hardship makes them resilient and accustomed to physically demanding tasks.

A comrade hired for work is dependable, but also aware of their worth. They expect fair treatment and provisions, particularly when employed in dangerous or exhausting conditions. Those who have seen battle may have a rough, direct manner and little patience for unnecessary risks.

As Combatants

Comrades have hit points based on their body mass, plus 1. However, their negative hit points are far lower than those of levelled individuals; if reduced below -3 hit points, they die outright.

In large numbers, comrades form an effective fighting force. They have a THAC0 of 21, making them competent but not elite fighters. They possess one weapon proficiency in club, though they can wield the regional hereditary weapon with a -1 to hit penalty. Their non-proficiency penalty with all other weapons is -5.

They are trained to fight using a shield and wear padded armour, and they can make use of a helmet. While their training is not extensive, they understand battlefield discipline, making them more reliable than untrained rabble.

Ability Stats

A comrade's ability stats tend to be lower than those of well-educated individuals such as artisans, scribes or scholars. A life of relentless labor, poor nutrition and exposure to the elements leaves its mark on their physical and mental resilience. To determine their stats, roll 2d6+1d4. Add 1 point to both strength and constitution, up to a maximum of 18.

Experience

Comrades are capable of gaining experience and receive one-fourth of a combat x.p. share. If they amass 600 experience points (including any earned as a commoner), they qualify to become a soldier-at-arms, regardless of formal training. However, they cannot advance beyond this threshold without undergoing special training.

While rare, it is possible for a comrade to transition into a full-fledged character class. This requires not only sufficient ability stats but also financial resources, a tutor and years of dedicated effort. More often, a comrade with ambition and means will instead seek advancement for their children, whose youth allows them to begin their training at a greater advantage. A child placed in such a position rolls their ability stats using 3d6 rather than the harsher method applied to their parents.


See also,
Instruction (sage study)
The Adventure