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Henchmen - 'cabin boy made good'

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Henchmen - 'cabin boy made good'

Postby Esquire » Sun Apr 18, 2010 2:32 pm

When henchmen have collected enough experience they (the collective group) get to roll on the henchmen advancement table (page 69). To my present understanding; the following is the effect:

Regarding a Pirate Crew:

a) If a 10, 11 or 12 is rolled on two dice then 'The cabin boy did good' option is followed for one of this group, resulting in another roll for the remainder of the group. If the same is rolled again it is ignored.

b) The promted henchman gains +1 to fame, retains his previous stats and becomes a Hero. He is neither a Mate or a Quartermaster, but still a Hero none the less. He retains any equipment he acquired as a henchman, is able to purchase common items as other Hero characters, generate income etc, and is now able to search for rare items in subsequent adventures.

Question:
As the new Hero is neither a Quartermaster or a Mate, is there a max. limit on the number of Heros a pirate crew can have at any one moment? The rules are clear with respect to the number of Legends, Captains, Mates and Quartermasters, but nothing I have found mentions a max. to the number of Heros a crew can have. Is anyone able to advise further?
Many thanks,
Esquire
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Re: Henchmen - 'cabin boy made good'

Postby Tommy » Sun Apr 18, 2010 2:52 pm

There is no max, you could have a posse of heroes if you roll well enough.

In your example the Cabin Boy is still a cabin boy but now he is treated as a hero. That means he uses the hero experience table and accumulates XP as a hero, he can individualise his weapons etc.

Each henchman can only roll 3 or 4 times on the skills chart so the actual chance of having a boy did good is rare.
Regards
Tommy

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Which through dogged folly
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Re: Henchmen - 'cabin boy made good'

Postby Esquire » Sun Apr 18, 2010 4:26 pm

Hi Tommy,

Many thanks for the reply, agree the chance is fairly slim for any one henchmen from one group.
Cheers
Esquire
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