Monday, August 11, 2014

Thinking Through Outlaws, the Second Part

Now that we've sufficiently established outlaws as something other than bandits, and really begun to dig into their character, there are some other things we can do with outlaws. For example, outlawry makes a fine character background for adventurers (though be wary lest it be overused) and outlaw camps can be generated without resorting to combat scenarios with bandits.

The Outlaw Kit
This isn't really even a kit, just a skin that can be put on top of any class. The likelihood of a wizard being an outlaw is extremely low, but always possible.

Wizards
Wizards in general form a legal class all of their own that generally means "don't fuck with me," so while a wizard's tower in the wild is technically outside the legal jurisdiction of the law and you can technically waltz in there and kill him, this type of wizard doesn't really fit under the "outlaw" heading because they have a lot of interactions with the respectable members of society and because they are, above all, very wealthy, which generally precludes them from living the same kind of hand-to-mouth life as the classical outlaw. However, a wizard who lives in a cave or a hovel in the wild and has very few resources might train an outlaw-mage apprentice using this kit.

The Alterations
Outlaws begin play with substantially reduced resources. No outlaw character can buy armor better than studded leather at character creation. Weapons that incorporate steel in them cost double for outlaws, but bows cost one half their listed cost. Outlaws begin play with a -2 reaction penalty from townsfolk that live nearby and a +2 reaction bonus amongst intelligent forest dwellers of all kinds. These reaction bonuses will fade if the outlaw changes their lifestyle considerably or moves away from their home region.

Furthermore, outlaws may only keep 1d6 silver pieces after character creation—all other unspent gold should be used, because otherwise it will be wasted.

Outlaws may, with the permission of the DM, have a "home camp" where they are well-liked and may receive shelter and food for free (though they will be expected to perform some basic camp labors). These home camp folk will also be likely to tell the outlaw PC of any rumors they've heard and may offer to hire on as hirelings.

Randomly Generated Outlaw Camps
Terrain (d8)
If the roll is even, the site is graced with a river or lake to provide water.
1-4. Forest
5-6. Meadow
7-8. Caves

Number of Outlaws
For sites with watercourses, add +2d6. For every 4 outlaws, presume one complete family. For every ten people, assume one 1st level character is present.
1-3. 1d6
4-5. 2d6
6-7. 3d6
8-9. 3d6+2
10. 4d6

Band Leadership
1. Charismatic single character (any class, of level 1d4+1)
2-3. General consensus
4-6. No leader

Number of Bandits
This is the percentage of the outlaw camp that regularly engages in typical bandit activity.
1-2. 0%
3-4. 10%
5. 50%
6. 100%

Type of Defenses
1-3. None
4. Palisade
5. Moat
6. Moat & Palisade

Relationship with the nearby town
1. Very Poor
2. Poor
3-5. Average
6. Great (alms are frequently given)

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