RQII House Rules::Projects
Underlings in the RQII rules are still more complicated than they need to be so I've drawn up the following way of characterising them in RQII.
An typical underling stat block looks like this
Militia member, human
Initiative SR (12) 7, Combat Actions 2, Damage Modifier 0, Move 8m, Magic Points 9
Armour Points 3, Hit Points 5
Athletics 40%, Brawn 35%, Evade 30%, Influence 30%, Perception 40%, Persistence 30%, Resilience 40%, Stealth 30%
Combat Style: Militia regular 55% (Spear, Sword, Shield, unarmed) 55%
Weapons: Short Spear (1D8+1 M/L), Heater Shield (1D4 L/S)
Common Magic 55%: Bladesharp 2.
Of course, underlings may also be on your side. After an encounter you may want to know how many of your underlings survived. To do this, take a note of how many underlings were KO'd and roll 1d6.. If the fight went particularly badly for your side you may add 1-3 to the roll. The number rolled tells you how many tenths of the underlings received at least a serious wound. The rest of the underlings have received nothing worse than a minor wound or have been able to heal themselves. If 11 underlings were removed from combat and 4 was rolled on d6 then 4/10ths of those 11 (5) have received at least a serious wound. Once you have calculated that, roll a number of d6s equal to the number of underlings with serious wounds. Each d6 that rolls a one indicates an underling who has died or received a major wound. (Again, if the battle went badly you could make this a 1,2 or 3). If it is important to note which underlings have died and who might still be saved, then roll a d6 for each affected underling. Odd results indicate a dead underling, evens indicate an underling with a major wound who could survive with emergency healing or surgery.
These are the figures after the underlings themselves have applied healing magic and first aid. PCs can help surviving underlings who have suffered a serious or major wound recover through application of their healing magic or use of the advanced healing skill.
Use the following for NPCs who may be more important than underlings and have roles. Use the Underling stat block and rules with the following exceptions.
Example Stat Block
Militia Sergeant
Initiative SR (12) 6, Combat Actions 2, Damage Modifier +1D2, Move 8m, Magic Points 9
Armour Points 4, Hit Points 6
Athletics 50%, Brawn 40%, Evade 30%, Influence 50%, Perception 40%, Persistence 30%, Resilience 60%, Stealth 30%
Combat Style: Militia Sergeant (Spear, Sword, Shield, Crossbow, Unarmed) 70%
Weapons: Short Spear (1D8+1 M/L), Longsword (1D8 M/L) Heater Shield (1D4 L/S), Medium Crossbow (1D8)
Common Magic 65%: Bladesharp 2, Protect 2
Armour: minor characters may have a generic AP value representing a complete suit of armour or natural armour points or they may have locational armour. A character with locational armour uses their chest armour as their standard rating.
The Choose Location CM can still be performed. It may be useful against characters with locational armour or unusual attacks such as a sting. For the purposes of determining the effects of damage, all locations can be assumed to have the same HPs. E.g. a scorpion man may have 7 HPs. A PC attacks it and uses choose location to aim for the sting. The character does 5 damage, enough to inconvenience the monster but not enough to disable the sting. The player intends to keep attacking the sting so the GM keeps note. The intent is not to track locations unless it becomes important to do so.
A simple points buy system for human NPCs. Note first that the number of CAs a character has depends on its SR. A character with SR 1-6 has 1 CA, SR 7-12 has 2 CAs and so on. The colour coding shows the number of CAs.
Cost | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 |
SR | 3-4 | 5-6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 |
Damage | -D8 | -D6 | -D4 | -D2 | --- | +D2 | +D4 | +D6 | +D8 |
Hit Points | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Hit Points and Damage Modifier must be within 2 columns of each other, so a NPC with 5 Hit Points must have a damage modifier in the range of -1D2 to +1D3.
Grey italic figures represent impossible values for a normal human.
Normal NPCs have 0 points to spend therefore if they have a positive Damage Modifier it is because they lost points elsewhere.
For non-humans: the easiest thing to do is to look at their average values and adjust accordingly. E.g. A creature with an average damage modifier of +1D4 will have 7 Hit Points on average.