The Rabble
Anything
that has ever been accomplished in the world has the hands of dozens,
hundreds, thousands of people upon it. Great men & women can
accomplish much upon the strength of their wills, but cities aren't
built by will alone. Any one who wants to build anything to last
needs help. Sometimes lots of help. The Rabble are the help in more
ways than one and they come in droves. Bands of ne'er do wells,
toughs, mercenaries and flunkies, they're the ones who are willing to
do the hard back-breaking work that turns battles or win wars. The
rabble can be motivated by a myriad number of factors: faith, greed,
vengeance, obligation or simply blood-lust. Unsung individually, they
must work as a unit to accomplish anything, and it is their trust in
one another and their comrades that sees them though. Though some may
die, the unit will endure and the work will continue.
The
Rabble are unlike any other class that I have presented so far.
Instead of controlling a singular character, the player controls a
similarly themed mob of relatively unskilled characters at the same
time. This of course necessitates some special rules, not only so the
class doesn't smash the action economy of the game into bits, but for
the sake of the other players as well. I have done my best to think
of many of the circumstances which I feel could be stumbling blocks,
but I surely missed some. Referees are encouraged to consider at
length whether or not they should allow a Rabble to be played in
their game. I also wanted to take a moment to thank both Skerples
over at Coins and Scrolls for their 'Many Goblins' and Joseph Manola
of Against the Wicked City's 'The Extras' classes which inspired this post.
Level
|
XP
|
HP
|
Paralyze
|
Poison
|
Breath
|
Device
|
Magic
|
1
|
0
|
1d12
|
13
|
13
|
16
|
13
|
14
|
2
|
2,250
|
1d12
|
13
|
13
|
16
|
13
|
14
|
3
|
4,500
|
1d12
|
13
|
13
|
16
|
13
|
14
|
4
|
9,000
|
1d12
|
13
|
13
|
16
|
13
|
14
|
5
|
18,000
|
1d12
|
13
|
13
|
16
|
13
|
14
|
6
|
36,000
|
1d12
|
11
|
11
|
14
|
11
|
12
|
7
|
72,000
|
1d12
|
11
|
11
|
14
|
11
|
12
|
8
|
144,000
|
1d12
|
11
|
11
|
14
|
11
|
12
|
9
|
288,000
|
1d12
|
11
|
11
|
14
|
11
|
12
|
10
|
432,000
|
+2*
|
11
|
11
|
14
|
11
|
12
|
11
|
576,000
|
+2*
|
9
|
9
|
12
|
9
|
8
|
12
|
720,000
|
+2*
|
9
|
9
|
12
|
9
|
8
|
13+
|
+144,000/lvl
|
+2*
|
9
|
9
|
12
|
9
|
8
|
B/X & OSE Rules
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The
number of rabble is largely abstracted, since the point of the class
is to represent a sort of formless and evershifting number of
minions, but if necessary a good guideline would be 2-3 members per
HD. Effects that affect one target only (such as most poisons) only
affect a single member of the Rabble, but they count as one character
for the purposes of spells which target HD such as Charm Person or
Command, and thus they
are all affected. In spite of being separate creatures they are
always treated as one creature for the purposes of area of effect
spells or breath weapons. HP damage is assumed to apply equally to
each member of the rabble, the unit continuing to fight as
ferociously as ever, even as their toughness is whittled away.
Healing
for the rabble functions largely the same as other characters, with
some notable exceptions; unlike other classes the rabble's HD can
possibly shift downwards through failed morale checks, if that
happens the rabble cannot restore the lost HD until they are able to
visit a town or another appropriate area and recruit to restore their
lost numbers. Rabble have the option of spending wealth to restore
lost HP, HD, level drain, ability drain, lost limbs, etc on a 1:1
basis of SP for HP, or 10sp for any other listed ailments. This can
only be done in town or some other area in which there are feasibly
enough people to entice into service. Hit dice lost through failed
morale checks heal at the same rate as lost hit points.
For
the purpose of space the rabble is assumed to occupy a 30' square
whenever possible, though they are capable of squeezing themselves
into a line 5' across if need be. The mob has 2 inventory slots per
HD it possesses. Rabble are talented at any task which can benefit
from the presence of many hands such as digging holes, holding doors
shut, tearing a room apart or searching an area, and in the course of
such actions they may roll twice and take the better of the two
results.
Due
to their dispersed nature and number of hands to go around, if
equipment is to be used then it must be distributed equally amongst
all members, i.e a level 9 rabble would need to have ~20 weapons or suits of armor of
the same kind to gain the benefits of it. The rabble is never
completely unarmed, as the members will equip themselves with
whatever rough implements they have on hand such as cudgels, rocks
and pitchforks and will always deal at least 1d3 damage. The rabble
has a single attack against anything that comes within 5' of their
mob, or further provided they are all equipped with ranged weapons or
weapons with reach. The only exception to the restriction is with
items (including magic items) that do not necessarily need to be used
en-masse to be helpful, such as ropes, cookware, vehicles, or certain
items such as Sending Stones or
the like.
Morale
is central to the rabble's use in combat, for they are cowards, and
will only grow bold when the tide is breaking in their favor. The
player or referee may call for morale checks, on their turn in the
player's case, or during an opponent's turn in the case of the
referee. The player rolls 3d6, adding any modifiers from the first
table below, then resolving it with the effects from the second
table. You can only obtain a result per check, per combat, but
they do stack with one another. Morale effects and modifiers last until the end of combat. There are no true limits to the
number of morale checks that can be made during a combat, but the
referee is encouraged to be prudent in calling for them and to
refrain from using them in a retaliatory manner, while players should
be strategic when they ask for one.
Morale Check Modifiers
|
Effect
|
Suffer an ambush.
|
-1
|
Lose 50% of their total HP.
|
-1
|
Lose 75% of their total HP.
|
-2
|
Witness a member of their party fall.
|
-2
|
An extremely powerful foe or numerous smaller ones
arrive on the scene.
|
-1
|
The character's player has called for a morale
test during their previous turn.
|
-1
|
Someone (including a member of the rabble) gives
an inspiring or inflaming speech.
|
+2
|
Have some of their HP restored.
|
+1
|
Successfully engineer an ambush.
|
+2
|
They deal damage for the first time.
|
+1
|
The first opponent dies.
|
+2
|
An opponent fails a save.
|
+1
|
Morale Check Result
|
Effects
|
1-3
|
Lose a HD.
|
4-6
|
-1 to all Saves.
|
7-10
|
No changes.
|
11-12
|
+1 to Attack Bonus.
|
13-17
|
+1 Attack/round.
|
18+
|
+2 to Attack Bonus, +1 Attack/round.
|
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