The central goal of this setting is to build and grow a successful guild. For that, we will be using a custom guild-management system.

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The Skills: Edit

In addition to the skills on the character sheet, each character has these skills. These are skills you can not put ranks into, they are simply the sum of the attributes listed, plus modifiers (below). In the following sections you will see how the skills are put to use.

Guild Management: Charisma + Intelligence

A good guild leader needs to both have the force of personality it takes to command respect and the brains to put the resources at his disposal to the most effective use. The Guild Management skill is the default skill for most day-to-day guild activities. It also affects how large your guild can grow to.

Modifiers: You get +1 to this skill for each feat mastery (including base) you have in Social feats.

Troop Management: Charisma + Wisdom

To win a battle, leaders need to have good intuition, the ability to think on their feat, and the verbal ability to give orders while projecting confidence and authority. This skill is used for army scale combat and to decrease costs of guild mobilization.

Modifiers: You get +1 to this skill for each feat mastery (including base) you have in Tactics feats.

Training: Charisma + Strength/Dexterity/Constitution (whichever is highest)

This reflects your ability to teach others how to fight based on your preferred fighting style. This skill is used to increase the strength of your rank-and-file soldiers.

Modifiers: You get +1 to this skill for each feat mastery (including base) you have depending on your highest attribute: Power feats for Strength, Defense feats for Constitution, Finesse feats for Dexterity.

Special: There is an additional feat, Natural Leader. This feat grants +2 to all three guild skills.

Guild Attributes: Edit

Effective Leadership Score: A measure of the guild's overall leadership structure. Add together the Guild Management skill of every member of the Executive Leadership plus one-half the Guild Management skill of Guild Matron/Patron, plus two for every administrator with a Guild Management skill of at least five, plus one for every commander with a Guild Management skill of at least three.

The formula would be:

(Sum of all leadership scores) + (1/2 matron's score) + (2 * # of administrators) + (# of commanders)

In which the administrators all have a guild leadership skill of at least 5 and the commanders all have a guild leadership skill of at least 3.

Maximum Guild Size: The most members a guild can have under its current leadership structure and still be run effectively. To find this number, divide the Effective Leadership Score by 3, then square the result. (For example, a guild with an effective leadership score of of 60 would have (60/3)^2 = 400 members).

Note 1: This number doesn't count PC's or NPC's who have PC class levels. These powerful and skilled vets often have their own reasons to be a member of a guild and don't require as much constant babysitting as other people. As long as they remain happy, they remain in the guild without counting towards your total.

Note 2: This number only represents the maximum people you could effectively lead. This does not reflect on how many people can live in your guild halls.

Fame: A reflection of how recognized your guild is. The higher the number, the more of a chance any random person will have heard of you. With higher fame your guild will be offered more and higher quality quests and recruiting becomes easier. If you break a certain fame threshold your guild will count as a major guild.

A lot of factors affect fame: guild size, number of notable members, missions completed (with more difficult missions obviously producing more fame), large battles won, and guild wealth. Guild fame can also artificially be raised through storytellers and bards to spread tales of your guild's successes. However, these bonuses only last as the advertising campaign does.

Note: Fame is a hidden skill. The GM will keep track of it and will inform the players when certain milestones are met.

Guild Management Edit

All officers and leaders of a guild have the Guild Management skill (above). Guild management works as a catch-all guild skill and includes things like:





Restructuring the guild

Starting a new recruiting campaign

Negotiating Contracts

Gaging and improving the morale of your guildmates

Organizing guild personnel and resources

Mobilizing guild resources





Guild Structure Edit

While some guilds have attempted different, innovative structure, it is universally accepted that the following departmentalized works best for any guild of substantive size (though they may not use the same names, particularly in the case of Research guilds).

















































Note: Small guilds with less than a couple dozen people tend to have a more “free” structure, people know whose in charge and who takes orders and that's about the extent of it. As a guild grows an organized structure becomes necessary to prevent chaos in the ranks.

Executive Leadership: Oftentimes composed of the founders of the guild or, in the case of older guilds, the most distinguished veterans, the Executive Leadership are the big-picture leaders of the guild. It is their job to watch ensure the overall guild operations are running smoothly, the negotiate with other guilds. The Executive Leadership is often composed of anywhere between three and eight people (its considered to much work and responsibility for less, and with two many coming to decisions becomes hard). This is not a hard rule though; some guilds exist with only a single executive.

Different guilds have varying philosophies when it comes to the role of the executive leaders on the field. Some guilds have executive leaders whose entire job it is to watch out for the guild's wellbeing from behind a desk. Others, particularly smaller guilds and adventuring guilds, see their leaders taking on the most dangerous missions personally for the sake of repute and adventure.

Matron/Patron: Underneath the executive leaders is a single officer called the Guild Matron or Patron. The Matron's job is to ensure that the orders of the executive leaders are carried out. Unlike other officers, a Matron is not expected to make decisions on her own as to how the guild should operate, he entire role is to figure out the best way to execute the will of the leaders and make sure the lower ranking officers are on task.

Administrators/Commanders: As a guild grows in size, so does its demand for an organized structure. Larger guilds tend to break their operations into departments. Military guilds might have departments based on utility (light infantry regiment, calvary regiment, etc.) Adventuring guilds might break their guild up based on adventuring experience (veterans department, novice department, etc). Research guild often are divided up based on what type of research is being conducted. Many guilds also have separate departments for people responsible for recruiting, acquisitions, finances, and other things that don't fit into other categories.

At the head of each department is an administrator (the exact title may vary based on department) whose job it is to oversee the daily activities of the department. Unlike the Matron, an administrator is expected to act frequently in the best interest of his department without orders from the leadership (for example, a recruitment leader may choose start a new recruitment campaign). This is, of course, as long as it doesn't conflict with any of the standing orders from the leadership and that, when leadership orders are passed down, those get highest priority.

Administrators of large departments are often assisted by several commanders. Commanders deal with members of the department and work on a more interpersonal level than administrators. There may also be lower ranking officers assisting the commander in very large guilds.

Other Positions: Guilds may employ members in non-officer positions to get a certain benefit. For example, if a guild employs a friendly, charismatic greeter to entertain potential clients while they wait, the clients will have a better attitude during the meeting.

Restructuring Edit

Sometimes it may become necessary, due to growth, to make a change in the structure of your guild. You may decide the need for a new department, or you may want to promote a bunch of officers and shift their departments around, or maybe you just feel that the feng-shui of your current structure is not right. Whatever the reason, restructuring a guild takes an organized mind. Officers need to be assigned to the process, resources need to be moved around, and the information needs to be spread efficiently. The Guild Management skill determines how efficiently a guild restructuring can be done.

Recruiting Edit

One of the primary goals for most guilds is to grow their membership. Some of famous enough that they don't need to actively recruit, the best and brightest adventurers come to them for a chance to be counted among their rank. For the rest, recruitment campaigns are necessary to shore up the numbers.

How to Recruit Edit

Depending on your guild's fame, you will receive a certain number of willing recruits every month without even an active recruitment campaign. The type of recruits is always random, the quality of the recruits is percentage-based on your fame (for example, a relatively unknown guild will receive only novice recruits, while a famous guild will have a decent percent of veteran recruits).

You may set any standard for recruits to be accepted (type, experience-level, nationality, etc); those who don't meet the standard will be turned away. On the other hand, a guild may be in 'accept all comers' mode and will take anyone as long as there is room.

To shore up the amount of recruits you receive every month you may launch an advertising campaign. Advertising campaigns can be anything from sending singers across the world to temporarily increase your guild's fame to something as simple as handing out flyers to people who pass your guildhall. All advertising campaigns have an associated cost depending on scale. The Guild Management skill determines the largest scope of an advertising campaign you can organize by yourself.

Named NPC's will not normally join you in this fashion. They typically need to be recruited personally or otherwise be give a very good reason to put his skills to your use.

Types of Recruits: Edit

PC-Class/Named NPCs: If you're lucky, charming, and wealthy enough you can recruit this particularly skilled type of guildmate. They have skill sets beyond that of normal NPCs and make exceptional leaders and warriors. Some even bring a bit of Fame with them to your guild. These NPCs level like a normal PC and can be equipped as such. Named NPCs will remain with a guild as long as they remain content with it. It is important to talk to your named NPC's from time to time to gage their general feelings.

Adventurer: A jack-of-all trades recruit, the adventurer has a wide variety of skills meant to help them overcome any challenge their quests might put in their way. Skilled in combat and survival skills.

Light Infantry: The most common military recruit. Lightly armored and armed, these soldiers are quicker on their feet than their armored counterparts. Useful for quick harassment and cheap to maintain.

Heavy Infantry: Trained in the use of heavy arms and armor, these troops provide you with tough line of defense. The armor slows them down, however, and is expensive to maintain.

Archers: Cheap and effective, a good line of archers can win battles against many times there number coming at them.

Light Calvary: Trained to fight on the back of the quicker horse breeds, these fighters can get to your enemy fast to harass their lines. While they lack the shock power of the heavy calvary, they more than make up for it in pure speed.

Heavy Calvary: The shock troops of military combat. Riding on their destriers in armor so heavy they would barely be able to move in it on the ground the heavy calvary is capable of charging right into the enemy line and wreaking all sorts of havok.

Medic: People get injured. Having medics about makes sure those injuries are temporary.

Leader: Naturally charismatic or trained in leadership through noble roots, these NPCs are born to command. While they possess some skill in combat, their true strength comes in their solid guild management scores.

Experience Level Edit

NPC recruits have a set of skills based on their experience level. NPC's come in one of four levels: Novice, Journeyman, Expert, and Veteran. NPCs can be brought up to the next experience through Training (see training section).

Morale Edit

Unlike in a formal military, leaving a guild is not considered treason. Some guilds force members to sign contracts, but those contracts are only as good as their ability to enforce them as there is no official guild law that requires guildmates to stick with their current guild. Recruits join guilds because they feel it will offer them a better life, either be it through adventure, gold, or fame. If they feel a guild is not meeting these needs they are free to leave anytime.

Because of this it is important to keep your guildmates happy. The Guild Management skill can be used to get a general gage of the overall Morale of the guild and what desires could be fulfilled in order to improve upon it.

Named-NPCs are special in that they have their own, unique motivations for being in the guild and their contentedness may not match the rest of the guild's morale levels. It is important to be aware of your named-npc's needs if you wish to keep them content and working for you.

General Guild Command Edit

Leadership is all about delegating responsibility to the people who can handle the tasks most efficiently. Even the most hands-on guild leaders know that too much micromanagement can lead to inefficiency and unhappy guildmates. This is where General Guild Commands come in.

General Guild Commands are typically broad and affect a large chunk of the guild. They can be general and non-specific, such as “I want the recruiting campaign to be more aggressive,” to very narrow and specific, such as “I want a 30% increase in the numbers of singers in our employ, and want them to specifically target younger potential recruits.” It is important to be as specific as necessary up front, because once the task has been delegated it is in the hands of your officers and will require another command to modify.

The commands can be used to invoke sweeping changes in guild policy (such as, “For now on we no longer accept quests from the Ferusi government”). General Guild Commands are also particularly useful for long-term projects that the leaders may not be able to constantly supervise.

Unlike specific orders given by an officer or leader, in which just that one person's guild management score is used, these commands get a management score based on the leadership structure. Before a general command is given it must first be put to a vote by all members of the guild executive leadership and win majority approval.

In the case of a unanimous decision, the two leaders with the highest Guild Management skill add them together. If the guild has a matron/patron then also add half of her guild management skill as well. This is the command score.

In the case of a majority rule, only use the single highest guild management skill (plus one-half the matron/patron if one exists). If the executive leadership consists of only one person, use 1.5x the guild management score when finding the command score.

The DC of one of these commands is dependent on how many guildmates are affected, how many people implementing the command is going to take, how popular the change is (if the change will directly put people in danger it will be less popular, for example), and the current morale of the guild. Having effective administrators and commanders reduces the DC's of these checks. Even on a failed check the command is still issued, it will just take longer (depending on how much it was failed by) and morale may be negatively impacted.

Guild Autonomy Edit

The overall goal of the General Guild Commands is to have a guild that runs without the constant need for micromanagement from the executive leadership. With enough policies instituted the officers of the guild will know exactly what should be done on a day-to-day basis. In a completely autonomous guild officers can accept quests, trade for goods, manage finances, and see to the general well being and morale of the guildmates. Good officers may even come up with their own ideas on how the guild could be doing better, as long as it doesn't conflict with their current commands.

Finances Edit

Guildwork can be a very profitable enterprise, but it is also an investment. Keeping the guild running requires all kinds of expenses be paid. Costs are paid up-front on a monthly basis, and failing to pay costs can be detrimental to the whole guild.

Types of Costs Edit

Ammis Tax: If your guild has a hall in Ammis (which it must to be taken seriously as a guild) then Ammis is going to take it's fair share. The tax starts at 5% of guild income for small guilds and grows up to 20% for the largest guilds.

Guild Halls: Ammis provides a small office/hall to small guilds for free (the cost is paid out of the guild tax). This office ensures that guilds that can't afford a large hall in Ammis still have representation there (and, of course, bind them to guild laws and the Ammis Tax). However, the small office is not suitable for more a guild of more than a dozen people. It becomes necessary for a guild to acquire its own guild hall.

It is against guild law for any guild leader to hold land, but he can own a building (just not the land it is on). Guilds can construct their own halls or purchase halls already built and waiting for a guild to move in. The cost of a large enough building is typically large and varies by area. The cost can be paid in full up front for a discount or monthly with a small amount of interest. Based on the size of the guild hall there is a cost for monthly upkeep cost. If the land is owned by someone else there may also be a monthly land fee.

Recruiting Costs: To grow their number guilds need to recruit from among the want-to-be adventures and soldiers of the world. Some amount of recruits will naturally come to the guild at no cost based on the guild's fame; advertising campaigns can increase the amount of recruits the guild finds. Advertising campaigns have varied costs based on the scale and the people involved (for example, an experienced singer costs more to hire that a novice with a lute). The costs are paid monthly until the end of the advertising campaign.

Mobilization Costs: If any of your guild is mobilized there are costs associated with maintaining them. Mobilized troops cost 1g per day per guildmate (costs are paid upfront by expected time the mobilization will take. If it is shorter than expected the surplus gold is returned to the guild bank. If it takes longer gold must be paid daily from the resources brought along, treasure collected, or out of the pockets of the officers/leaders. Mobilized units may fall apart if not properly funded. The Troop Management skill can be used to reduce mobilization cost. See the Mobilization section for more details.

Guildmate Salary: The bulk of the cost of running the guild is the salary that goes to every member of the guild. Salaries are paid upfront every month. Salaries must be paid even the guildmates who have not been on a mission in a while. Not having enough gold to pay the monthly salary can lead to an extreme drop in morale and many people leaving the guild.

Salary is dependent on the type / experience level of the guildmate. Below is a list of salary costs at the Novice level.

Base Salary Cost by Guildmate Type Edit

Adventurer: 10g

Light Infantry: 5g

Heavy Infantry: 25g

Archer: 5g

Light Calvary: 20g

Heavy Calvary: 50g

Medic: 10g

Leader: 20g

Named NPCs: Negotiable

Salary Modifiers

Apply the following modifiers to the above costs. Calculate all the modifiers before applying. Each additional multiplier increases the total multiplier by 1 (for example, if the cost is x3 for experience and you need to apply an additional x2 for equipment, the total modifier becomes x4).

Experience: Apply the following multipliers to the above costs for experience levels above novice:

Journeyman: x2

Expert: x3

Veteran: x5

Commanders: All officers have x2 salary.

Equipment: The base salary cost includes the acquisition and upkeep of the basic equipment needed to fulfill their role. You may choose to give them an additional budget to ensure they receive the best gear and it is always in pristine condition. This gives them a bonus to their abilities. To better equip your guildmates, apply x2 to their salary.

Managing Finances Edit

In a small guild, the leaders have to manage their finances themselves and ensure that all costs are paid on time. As a guild grows they often employ a financier to watch the guild's finances and pay costs out of the guild bank. Particularly large guilds may have an entire finance department. Skilled financiers can even invest gold from the bank to offset the monthly costs.

Mobilizing Guild Resources Edit

Guild resources come in various types, such as gold, equipment, and horses. The most notable guild resource, of course, is the guildmates. They are the bread and butter of your operation and must be handled carefully.

Guild resources can be mobilized on one of three scales: Personal, Small Scale, and Large Scale.

Personal Scale Edit

Anyone with a Guild Management skill (which would be any leader or officer of the guild) holds enough authority to requisition resources for himself, such as weapons, armor, and crafting goods. They are also able to command any lower-ranking member of the guild with them as a guard, adventuring companion, advisor, or even as a pack mule.

Guildmmates as Adventuring Companions

Any leader of officer can bring exactly one lower-ranking guildmate with them at a time as an adventuring companion (in a typical party of four, all four being officers, this could mean up to four companions). Unlike cohorts in other rulesets, companions can be of any level as long as you hold rank. However, companions are considered full characters and equal members of any party they join with. Their level is added to the party's when determining the party's experience reward, in addition they receive a full share of any experience gained. They also often expect a full share of any treasure found. Because of this, an officer should think about whether or not it is necessary to add an adventuring companion to the party; more numbers do make things easier, but also less rewarding.

Need More Than One Guildmate

Some quests will have obvious requirements of more manpower than just the party and companions (for example, a quest may describe a two pronged assault through a front and back door of a castle) but won't require enough people to warrant small-scale mobilization. In this case, you may take any-lower ranking officer and put him in command of the additional guildmates.

Small scale mobilization consists of anywhere between a dozen and a hundred guildmates. This kind of mobilization is mostly seen by military guilds, but adventuring guilds have been known to employ it as well when dealing with a particularly nasty threat or when they need to travel through hostile territory.

Costs of Mobilization Edit

If you mobilize at the Small-Scale you have to pay mobilization costs. See the Guild Costs section for more details.

Units Edit

At the small scale, guildmates are combined together to form units. Units can either be squads (12 guildmates) or platoons (2 or 3 squads / 24 or 36 soldiers). The scale of the units should be determined when the troops are mobilized and should be chosen based on what produces the most simplicity.

A unit consists of:

At least one officer

Any number of named NPC's (An NPC with the Troop Management skill can fill the role of officer)

Any number of PC's (a PC with the Troop Management skill can fill the role of officer)

A single medic (not required)

At least half the unit should be the same guildmate type and experience level

An example squad:

2 PC's

1 Commander (A journeyman leader-type guildmate)

1 Named NPC (An awesome duel-wielding warrior with shiny armor)

1 Medic

7 Light Infantry (Journeyman)

The unit type is determined whichever type/experience level of guildmate makes up at least half the unit.

In the above example, the unit would be consider a Light Infantry (Journeyman) type unit.

This is true even if some of the members are of the same type but a lesser experience. The more inexperienced members are helped along by the more experienced members. Similarly, if some of the members are of a higher experience level than the unit they are temporarily dragged down by the inexperience of the rest of the unit.

Guildmates of a different type temporarily change their fighting style to match that of the unit.

PC's, officers, and named NPCs provide bonuses to the unit but do not affect the unit type.

Spells and other things that can target a large group can also target a unit, however the benefit it gives will be changed to match small-scale rules.

Note: At this scale, Adventurers count as Light Infantry.

Unit Attributes Edit

Units have the following attributes:

Attack: The unit's attack bonus. It's a measure of their general offensive ability such as landing blows, getting around armor, and how hard they hit.

Defense: The unit's defensive ability. It measures their ability to get out of the way of blows, use shields, and shrug off blows with their armor.

HP: How many hits a unit can take before crumbling. Unlike normal HP, this is not an actual representation of health. Instead, its more or a measure of the willingness of a unit to keep fighting despite taking hits. A unit can take HP damage but not suffer any casualties (see the Determining Casualties section)

Speed: How many squares the unit can move in one round. The scale of a single “square” is sliding; it is adjusted based on the scale of the unit.

Special: Each unit has one special ability based on type.

The Units Edit

Numbers are presented in the format Novice/Journeyman/Expert/Veteran.

Light Infantry

Attack: 4/5/6/7

Defense: 3/3/5/5

HP: 10/12/12 /15

Speed: 2/2/3/3

Special: Charge – Can move one more space to reach an enemy and attack.

Heavy Infantry

Attack: 5/6/7/8

Defense: 5/6/7/8

HP: 12/15/15/20

Speed: 1/1/2/2

Special: Hold the Line – Until the next turn receive +2 on Defense. This bonus increases to +4 against a Charge or Mounted Charge.

Archers

Attack: 5/7/9/10

Defense: 2/2/4/4

HP: 10/12/12/15

Speed: 2/2/3/3

Special: Can hit units 2 spaces away.

Special: Volley – Can attack two adjacent units by dividing the attack in two.

Light Calvary

Attack: 3/4/5/6

Defense: 3/3/5/5

HP: 10/12/12/15

Speed: 5/5/7/7

Special: Skirmish – Can move before and after an attack up until Speed.

Heavy Calvary

Attack: 6/7/8/9

Defense: 6/7/8/9

HP: 15/20/20/25

Speed: 3/3/5/5

Special: Mounted Charge – Can move one more space to reach an enemy and attack. This attack receives a +2 bonus.

Modifiers: Edit

PC/NPC Bonus: For each PC and Named NPC in a unit the unit receives +1 to Attack.

Equipment Bonus: If the members of the unit are well equipped (see guild finances) they receive +1 to Attack and Defense.

Morale: A shifting bonus based on how well a battle is going. A unit with a high morale received bonuses to Attack and HP.

Preparing for Combat Edit

As you can clearly tell from the varying movement speeds and abilities, unit placement can make a big difference in small-scale combat. Depending on how combat is initiated (if you're marching to battle, setting a defense against incoming troops, or ambushed unexpectedly) you will a certain amount of time to position your troops before the combat begins. Use this time to set your front line, put your calvary in position to charge, get your archers in a hard-to-reach spot, etc.

Take note of the terrain. Terrain can be your ally or your adversary. If there's a high point to keep your archers on they snipe your enemies while they struggle to reach them. If there's high overgrowth in the way of your calvary they will be slowed and unable to charge. Castle walls add an additional level of planning needed if you wish to be successful.

Combat Edit

Like normal combat, small-scale combat takes place in rounds and turns. The Troop Management score of the highest ranking officer in the unit is used as the unit's initiative score.

A unit's turn is broken down like this:

Individual Actions Issue Orders Move/Attack

Individual Actions: PC's and Named NPC's get their moment here. Anything they want to do that they feel will affect the combat they could do now.

Some examples would be:

Cast an offensive spell on an enemy unit.

Cast a healing spell on members of your unit.

Make a rousing war cry to improve the morale of your unit.

Make a spot check to get a look down the battlefield.

Roll Troop Management to get an analytic read of the current battle.

Be creative; if you have any idea how you might be able to aid your unit go for it, you never know what the results might be.

Issue Orders: The commanding officer of the unit then makes his orders. He doesn't have to roll anything to tell the unit where they need to move or attack, he has the command and the members of the unit are ready for that kind of order. However, he gets a moment before telling the unit where to go and who to attack to issue another command. These commands are done with a Troop Management check.

Some of the standard orders:

Rally: Recover some HP by commanding the troops to press on and stay together.

Join: Join up with another injured unit of the same type. Add together the remaining HP of each unit up until the Max HP of that units type.

Flank: Get behind an enemy to aid another unit fighting them from the other side. Units get +2 attack against flanked enemies.

Use Special: During this round, the unit will use its special attack (such as volley or charge).

Storm Wall: Along with similar orders, these are special infantry orders for assaulting a castle or tower. It includes things like climbing up siege ladders and using rams to break down gates.

You can also come up with your own orders. A creative command could catch the enemies off-guard and turn a loss into a victory.

Move/Attack: Now the officer tells the unit where to move (within its speed) and if they get in range of an enemy unit attack. With the exception of archers units need to be in an adjacent space to attack another unit.

Calculating Combat Damage Edit

If a unit is attacked there is a very simple calculation for figuring out the damage. Roll a d6 and add it to the unit's attack score (including any modifiers). Then subtract that number for the opposing units defense. The resulting number is how much damage is done. If the total amount of damage a unit has taken is greater than its HP than the unit is defeated.

End of Battle Edit

The battle ends when there are no more units on either side or when one side surrenders. Then it is time to calculate casualties.

To figure out the amount of casualties:

Divide your max HP by 4 (If a unit was joined, use the combined max HP's of all units involved). Then compare that amount to your damage taken. If the damage taken is less than that amount than the unit has suffered no casualties. If the damage taken is greater, we move on to the next step.

If the unit took more damage than HP/4 but less than HP/2 than 1/4 of the total members of your unit are potential casualties. Roll percentiles twice. The first percentile determines what percent of the potential casualties actually took a serious injury. The second determines what percent of the injuries were fatal.

If the unit took more than HP/2 damage use the same process as above except the potential casualties are half the total members of the unit.

If the unit included a medic he rolls his heal check now. For every 5 above 10 he rolls he can turn one fatality into an injury or return one injured person to fighting condition. A well equipped medic instead counts every 4 above 10 he rolls.

Seriously injured members of a unit require a week of rest to get back into fighting strength. If the mission must press on without the injured and dead then the officers need to reorganize the guildmates into new units before moving on.

Large Scale Edit

Large scale mobilization is used at an army level and involves hundreds or thousands of people. Large scale mobilization has the same costs and small-scale mobilization. The point of large scale mobilization is to resolve massive battles quickly and simply.

In all reality, three of four people can't make too much of a difference in a battle of this scale. Because of this, the players don't get to participate in the battle at a turn-by-turn level. Instead the battle consists of two scores compared against each other in a series of secret rolls by the DM.

The player's can, however, impact the score of their side. At default, this score includes things like numbers, experience-levels, versatility of troop types, and terrain advantage. The players can add to this score by helping devise the battle strategy. Troop Management checks will give you hints as to the layout of the battlefield and some useful troop placements, but its up to the players to think of how to use this information. Based on the ingenuity of the tactics their side will receive a bonus to their score.

Note that large-scale battles can also be resolved at the small-scale at the player's discretion. For the most part this would be a bad idea because some battles may be so large that they will consume entire sessions. But in other cases, that might be the desired outcome. For example, if at the end of the campaign the guild is raiding the lair of the big-bad and taking on the bulk of his forces the players might decide they would rather play out the epic battle than watch it resolve automatically.

Guildhalls and Services Edit

Every guild needs a guildhall (or halls) in which to conduct business. The Finances section goes briefly over the costs associated with the guildhall. As guildhall costs vary drastically depending on size, location, and services it is impossible to give specifics here.

The size of a guildhall has a direct impact on guild fame. A guild with a large hall offering a full range of services gets more reputation than a guild only using the small office provided by Ammis.

Guilds can have any number of guildhalls, assuming they can afford it. Guilds that do business across different national borders have small guildhalls all over Amikus to give them places to stay when in that region.

Guildhalls often incorporate the basic services that a guild is expected to provide to their members. This includes:

Beds: Though not every member of a guild expects to live in their guildhall, oftentimes when their there for training or on business they need a place to stay for the night. Not having enough beds to fit the need leads to a drop in morale which often causes members to quit. Because of this, we say a guild's maximum size is dependent on the size of their guildhalls and how many beds they can fit.

Training Rooms: Rooms filled with equipment for guildmates to practice their fighting skills. Anyone with the Training skill can make checks in this room to help their guildmates in their practice. When enough practice experience is earned guildmates increase to the next experience level (such as a novice becomes a journeyman).

Kitchen: A fed guildmate is a happy guildmate. Free food and places to prepare it is great for guild morale.

Equipment stores: Places for PC's and named NPC's to store equipment for communal sharing.

Library: A guild is not necessarily all uneducated warriors swinging swords. There are a number of learned people among them, particularly among the leadership. Have a well stocked library goes a long way to keeping them content. Also, you never know when a little bit of knowledge may go a long way.

Bar: Does this need saying? Alcohol is a gift from the Eternal upon man. Provide your guildmates with enough and most minor transgressions will be forgiven.