Changes in Loyalty
Basic Set: Campaigns · p.519
Open source p.519Several factors can change loyalty, temporarily or
permanently:
Higher Pay: +1 to loyalty per 10% by which the hire-
ling’s pay exceeds the norm for his job, whether it’s a
“salary” or a share in loot. This bonus persists for a
month after the extra pay ceases. (This factor also affects
slaves, if they are allowed their own possessions.)
Great Danger: Whenever a noncombatant hireling is
exposed to a combat situation, check loyalty. Failure
gives -1 to loyalty for a week. Repetitions might have a
permanent effect.
Rescue: If the PCs risk their lives (or the mission) to
rescue the hireling, make a reaction roll at +3 or more,
depending on the nature of the rescue. A “Good” or bet-
ter reaction means the hireling is grateful. His loyalty
becomes the result of the roll or his original loyalty –
whichever is higher. If one of the PCs was seriously
injured or killed in the rescue, the GM should consider
adding a permanent loyalty bonus on top of this!
Employers’ Competence: Loyalty of a “continuing”
hireling might change by one point at the end of an
adventure, based on the party’s performance. A
botched mission reduces loyalty; great success increases
it. This modifier is permanent.
Length of Service: After each year, make a loyalty
check. A success gives a permanent +1 to loyalty. Thus,
the best hirelings become better . . . but poor ones are
unlikely to improve much.