From: [d--r--r] at [mustang.uwo.ca] (Dave Harper) Newsgroups: rec.games.frp.dnd Subject: Armies and PCs - Promotion Date: Sat, 09 Nov 1996 08:15:07 GMT Characters who enlist for long periods of time have a good chance of being promoted. In general, three things need to happen for a PC to be promoted. First, an opening of the next highest rank must become available. Armies generally use the system of mass promotions, meaning that a character will become patrol leader of his own unit, and then strike leader, with his companions patrol leaders of their own units, until finally (theoretically) the character is a general, and his companions War Leaders and Force Commanders. However, in practice, this limits the number of openings every year to a very small number. Secondly, the character has competition from others; one of the benefits of this system is that the number of competing officers is limited to a very small number, 2 to 8 others, depending on rank. Thirdly, the character must have the prerequisite attribute scores and skill for that rank. Otherwise, they are frozen at their current rank. During peacetime, the GM rolls for an opening at the desired rank once every 6 months. There is a 5% chance of an officer retiring, and a 10% chance of a soldier (including PLs) doing so. In wartime, there is also a 5% chance of an officer dying, and a 10% chance of a soldier doing so, during the same 6 months. As a result, in wartime the table is rolled against every 3 months (season), the odd seasons (spring and fall) representing the death of their commander. Note that openings at higher ranks have been accounted for in this system (there is, for example, a 1/7 chance that if an opening in Force Leader comes available, the Strike Leader in charge of the PCs will be promoted). If the GM rolls a 00 on this roll (percentile dice), then the officer in question has been decomissioned with extreme prejudice (they are revealed as traitors, deviants, or imbiceles, or are otherwise demoted, transferred or banished from the army). Rank is the desired rank. Dies/Retires is the chance of that officer retiring or dying. Promoted is the chance of the officer in charge of the PCs being promoted to the next highest rank (also creating a vacuum). Min Attributes is the minimum total score of the PC's (or NPC's) Intelligence, Wisdom/Willpower and Charisma/Charm. Officers, including Strike Leaders and up, gain a bonus to their Charisma (or penalty) from their social status, if those rules are used (see Kara-Tur Oriental Adventures). Patrol leaders ignore status, and Generals add their status score as if it were a fourth attribute (if this rule is used, they require a Min Attribute of 60). Strategy is a new proficiency, based on Intelligence -4 and 2 slots, used in war and in chess. Treat each 5% as 1 point on a d20. In my campaign, it is a skill that starts at 20% and goes up by 4% a level, plus bonuses for race (humans +3%) and intelligence (up to +20%!). Rank Dies/Retires Promoted Min Attributes Min Strategy Base Chance Patrol Leader 01-05 06 24 -- 01-11 Strike Leader 01-03 04 30 20%/4 01-11 Force Leader 01-03 04-05 35 25%/5 01-14 FC (jr) 01-03 04-08 39 30%/6 01-33 FC (sr) 01-03 04-06 42 40%/8 01-99 War Leader 01-03 04 44 45%/9 01-99 General 01-03 -- 45 50%/10 01-33 The chance of promotion varies by the following: +2% per attribute point (Int, Wis, or Cha) above the minimum +1% per 3% strategy above the minimum -3% for every alignment difference from Lawful (-3 N, -6 C) -3% for every alignment difference from Good (-3 N, -6 E) Note that evil characters can get many more chances for promotion by killing their superior officers. ;-) +1% per decoration in battle -6% for sexual prejudice (men in a matriarchy, women in a patriarchy) -3% to -18% for racial prejudice (elves in a human army -3%, gnomes in a human army -6%, ogres in a human army -15%, wolfen in a human army -18%, etc) +5% if knighted