Sooner or later the loyalty of a non-player character will be put to the test. Initial loyalty is 50%, and is adjusted according to the charisma modifier of the player character in whose service they are. The following are guidelines for adjusting hireling and henchmen loyalty to correspond with prevailing circumstances, but they may also be applied more widely to help determine the reaction of other non-player characters and monsters. An experienced game master is not expected to have to refer to these tables, as his own judgement will generally suffice.
Alignment of Player Character
Alignment | Modifier |
---|
Chaotic | -10% |
Evil | -5% |
Neutral | +0% |
Good | +5% |
Lawful | +10% |
Alignment of Hireling or Henchmen
Alignment | Player Character | Allies | Example |
---|
Similar | +0% | +0% | Lawful Neutral to Neutral |
Different | -10% | -5% | Chaotic Neutral to Neutral Good |
Opposed | -20% | -10% | Neutral Good to Chaotic Evil |
Irreconcilable | -30% | -15% | Lawful Good to Chaotic Evil |
Racial Preferences of Hireling or Henchman
Relationship | Player Character | Allies |
---|
Hated | -20% | -10% |
Antipathy | -10% | -5% |
Tolerated | 0% | 0% |
Friendly | +10% | +5% |
Preferred | +20% | +10% |
Status of Hireling or Henchmen
Type | Modifier |
---|
Slave | -30% |
Conscript | -20% |
Hireling | -10% |
Follower | +0% |
Henchman | +10% |
Length of Service
Length | Modifier |
---|
0-1 month | -5% |
0-1 years | +0% |
1-2 years | +5% |
2-3 years | +10% |
3-4 years | +15% |
4-5 years | +20% |
5+ years | +25% |
Training of Hireling or Henchmen:
Type | Modifier |
---|
Untrained | -30% |
Semi-trained | -20% |
Trained, but untested | -10% |
Trained | +0% |
Veteran | +10% |
Elite | +20% |
Leader | +30% |
Payment of Hirelings or Henchmen:
Status | Modifier |
---|
Unpaid | -20% |
Late | -15% |
Very Poor | -10% |
Poor | -5% |
Standard | +0% |
Good | +5% |
Very Good | +10% |
Treatment:*
Type | Modifier |
---|
Vicious | -20% |
Cruel | -10% |
Normal | +0% |
Kind | +10% |
Beneficent | +20% |
Discipline:*
Type | Modifier |
---|
Brutal | -10% |
Indifferent | +0% |
Fair | +10% |
*As long as the hireling or henchmen fears the player character and believes its actions will likely be observed or reported to some consequence, treat negative modifiers as positive.
Other Considerations:
Many other situations and circumstances are not accounted for or systemised above, and the game master should feel free to do so himself. Being outnumbered or outclassed by enemies in a combat situation is a good example, as is the death, capture or incapacitation of leaders. Acts of dishonour or evil may lower morale, just as acts of heroism and charity might raise it, depending on the alignment and disposition of the characters or monsters in question. Such factors could potentially swing immediate morale up to fifty percent or more in either direction.
Loyalty Test:
A loyalty test may be called for in a variety of situations; most commonly it is taken when significant casualties are suffered during a combat encounter, but other moments of stress for a test to determine how a non-player character reacts. Typical examples include being persuaded to give up a magic item, having the opportunity to steal without being discovered, or offered an inducement to act against the interests of the player character. In such circumstances, a 1d100 is rolled and if the result is higher than the adjusted loyalty score of the character, then he gives into temptation.
Adjusted Loyalty Score | Loyalty |
---|
< 01 | None: Could desert or worse at any time. |
01-25 | Disloyal: Will seek personal gain at all times. |
26-50 | Somewhat Loyal: Will serve, but exploit any advantage to the full. |
51-75 | Fairly Loyal: Will perform routine tasks most of the time. |
76-100 | Loyal: Will attempt to serve, even in difficult situations. |
> 100 | Fanatical: Will serve unquestioningly and fight to the death |
General Note: The acquisition of henchmen and hirelings is key to long term success for player characters in the ongoing campaign. They provide a support structure that can help to minimise the worst misfortunes of defeat and reinforce the achievements of victory. Henchmen may even become prominent themselves, perhaps even becoming independent upon the death or retirement of the player character. However, non-player characters should not be treated lightly nor taken for granted; they should react in believable ways and pursue their own ambitions and interests when such seems reasonable. It is the responsibility of the game master to ensure that they are portrayed in a manner that keeps the game challenging for the players.