Difference between revisions of "Jing Li"

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(Buqu)
(Zhao Wei, Former Bandit)
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===Zhao Wei, Former Bandit===
 
===Zhao Wei, Former Bandit===
  
A follower of the bandit leader Gang Shao.  
+
A follower of the bandit leader Gang Shao. Born 170.
  
 
*Outlaw 4, Move 120’, AC 5, HD 4d6, hp 28, Att 8+/7+, Saves: Wood 12+, Fire 10+, Earth 13+, Metal 14+, Water 11+, Init +2
 
*Outlaw 4, Move 120’, AC 5, HD 4d6, hp 28, Att 8+/7+, Saves: Wood 12+, Fire 10+, Earth 13+, Metal 14+, Water 11+, Init +2
Line 249: Line 249:
 
*Equipment: Durable clothing, horsebow, sword, bandit armor. Enc 3/6 Stone
 
*Equipment: Durable clothing, horsebow, sword, bandit armor. Enc 3/6 Stone
 
*Mount: Light Warhorse
 
*Mount: Light Warhorse
*Retainers:  
+
*Children: Gang Jian (Born 186)
*Investments: None
 
*Salary: 5 silver/month
 
*Lifestyle: 2500/month
 
 
 
  
 
===Gang Zhi, Skilled Administrator===
 
===Gang Zhi, Skilled Administrator===

Revision as of 14:17, 24 February 2015

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To Do

Need to add or change any retainers.


Basic Stats

Jing Li ("Essence of Strength")

Style Name: 博实 (Bo Shi)

Title: "General Who Strikes Like Thunder"

Position: Prefect of Hu Gate

Str +2, Int +1, Wis +1, Dex +0, Con +2, Cha +2

Wood 9 Fire 12 Earth 13 Metal 12 Water 11


Level bonus -- Any henchmen and mercenaries hired by the General gain a +1 bonus to their morale score whenever the General personally leads them. This bonus stacks with any modifiers from Charisma or proficiencies.

Max Retainers: 7


Personal Combat

Class: General

Level 6

HP 78

Base AC 1

Standard Battle AC 9 (heavy armor, Expert weapon, level)


THAC0 7 (base)


Weapons

Common: +2 TH Skilled

Unarmed: +2 TH (1d4+2) Expert, +1 AC, Deflect -1, Disarm, Paired

Major: +2 TH Skilled

Sabre: +2 TH (1d12 +2) Expert (+1 AC) Deflect, Disarm -1

Spear: +2 TH (2d8 + 2) Expert (+2 AC)

Military: +2 TH Skilled

Horse Bow: +1 TH (1d8) Skilled Delay


Military Leadership

Leadership Rating: 8

 ( Base 4, +2 Cha, +1 'Rolling Thunder', +1 Leadership(Civil)) 
 
 7 Units in personal division, control 7 divisions

Zone of Control: 4

 (1/2 Leadership Rating rounded up)


Strategic Rating: 4

 ( +1 Int/Wis, +2 Military Strategy, +1 'Observe the Dragon')

Army Morale: 4/5

 (+2 Cha, +2 Command, +1 for personally led troops,

Chi Powers

Iron Body

Feel No Pain: With a successful Wood save you may ignore the effects of being Wounded for a number of rounds equal to 1/2 level + con bonus. Gain hit points equal to the HD of your class.

Lightfoot

Rock-Steady: No penalty when standing on a narrow surface so long as it is stable (rock, gate)

Wall Running If you move no more than half speed you may move freely along vertical surfaces. You may not end your movement on a vertical surface.

Art of War

Drawn Breath: With a Wood save personally lead units may ignore the fatigue penalty due to a forced march or heightened alertness.

Gentle Rain: Negate the morale penalties due to lack of supplies. The unit must still make periodic morale checks due to lack of supply but the penalty does not increase with each period.

Observe the Dragon: Increase your Strategic Rating by 1. If this increases your SR to 7 you increase the BR of your army by your Int mod up to double its normal BR for small armies.

Rolling Thunder: Increase your Leadership Rating by 1.

Spring Breeze: With a Metal saving throw the commander's calm demeanor suppresses the results of a unit's failed save or morale check for a number of rounds equal to half the commander's level. If the condition that caused the check persists at the end of this period the unit must re-check morale.

The Inner Eye

The Outer Eye: With a Water saving throw ignore any penalty due to loss of sense or surprise or to negate the bonus enemies get from flanking.

Proficiencies

Chi Power (Art of War)

Command (+2 Army Morale)

Diplomacy (+2 Reaction)

Leadership (Civil) (+1 Domain Morale, +1 Retainers)

Leadership (Military) (+1 Unit in personal division, +1 Division in army)

Language: Chinese (Native)

Language: Xiongnu (free)

Language: Buyeo

Manual of Arms (Infantry, Archers, Cavalry)

Military Strategy (x2) (+2 Initiative in Mass Combat)

Riding

Equipment

Medium warhorse

Medium warhorse, good quality

Good quality spear (+1 Attack)

Sabre, good quality

Regular Quality horse bow and sabre

Armor, Heavy

Campaign clothes

Court clothes

Travelling clothes

Titles and Responsibilities

Prefect of Hu Gate

Finances

Income:

1000 cash = 1 silver tael


Per month income: 5,000

Per month investment returns: 300

Expenses:

Per month family obligations: 300

Per month status upkeep: 2,500

Totals:

Per month net: 2,500 cash

Banked, cash on hand: 327 silver tael, 260 copper cash

Family Investments: 10,000 cash

NPCs

Jing Qiang (m) young male servant

Normal 0, Move 120’, AC 0, HD 1d6, hp 3, Att 10+/10+, Saves: Wood 15+, Fire 16+, Earth 19+, Metal 18+, Water 17+, Init +0 Dmg: Unarmed(1d3-1 nonL), dagger (1d4-1) Str -1, Int -1, Wis -1 Proficiencies: Labor (servant), Skulking Weapon Masteries: Basic (Dagger), Unskilled (all) Chi Abilities: None Equipment: clothing

Jing Nuo (f) young female servant

Normal 0, Move 120’, AC 0, HD 1d6, hp 3, Att 10+/10+, Saves: Wood 15+, Fire 16+, Earth 19+, Metal 18+, Water 17+, Init +0 Dmg: Unarmed(1d3-1 nonL), dagger (1d4-1) Str -1, Int -1, Wis -1 Proficiencies: Labor (servant), Skulking Weapon Masteries: Basic (Dagger), Unskilled (all) Chi Abilities: None Equipment: clothing

Light Commanders:

Bo Zhan, Jiang Long, Shi Min

Heavy Commander:

Ping Qui


Retainers

Xie Zhao, Adjutant Commander

Xie Zhao was assigned to Jing Li's service by the commandery of Jin Yang. He is loyal and a talented drill instructor.

  • General 5, Move 90’, AC 8, HD 5d8, hp 50, Att 5+/6+, Saves: Wood 9+, Fire 11+, Earth 14+, Metal 13+, Water 12+, Init +1
  • Dmg: Bow (1d8+2), Sabre (1d10+2), Spear (1d12+2)
  • Str +2, Dex +1, Con +2, Cha +1, Morale +5, Loyalty +7
  • Proficiencies: Command, Riding, Manual of Arms (Infantry, Archers, Cavalry), Diplomacy, Military Strategy x2, Wakefulness
  • Weapon Masteries: Skilled (Spear, Sabre, Horsebow, dagger), Basic (Major, Common, Military)
  • Chi Abilities: Lightfoot (Sprint/Leap, Climb/Fall) Iron Body (Cleanse the Blood, Iron Skin, Feel No Pain, Strong Defense)
  • Languages: Chinese
  • Equipment: Spear, horsebow, sabre, dagger heavy armor. Enc 7/6 Stone
  • Mount: Medium Warhorse
  • Retainers:
  • Other: Xie Zhao lost his right eye taking Bei Ye Ford. He is -2 to throws to attack/defend vs missile weapons.
    • Minor Scarring

Da Yeng Fai

Da Yeng Fai is a young courtier becoming skilled in espionage and infiltration.

Wang Dihao

Wang Dihao is a cavalry officer.


Zhao Wei, Former Bandit

A follower of the bandit leader Gang Shao. Born 170.

  • Outlaw 4, Move 120’, AC 5, HD 4d6, hp 28, Att 8+/7+, Saves: Wood 12+, Fire 10+, Earth 13+, Metal 14+, Water 11+, Init +2
  • Dmg: Bow (1d8+1), Sword (1d8+1)
  • Str +1, Dex +2, Con +1 Wis +2, Cha +1, Morale +4, Loyalty +5
  • Proficiencies: Ambushing, Swashbuckling, Skulking, Sniping, Survival, Tracking, Trapping
  • Skill Modifiers: +2 Alertness, Climbing, Stealth +1 Dismantle, Ledgerdemain
  • Weapon Masteries: Basic (Major, Common), Skilled: (Horse bow, Sword)
  • Chi Abilities: Lightfoot (Withdraw, Wall-running, Climb/Fall, Sprint/Leap) Perfect Action (Second Hand)
  • Languages: Chinese
  • Equipment: Durable clothing, horsebow, sword, bandit armor. Enc 3/6 Stone
  • Mount: Light Warhorse
  • Children: Gang Jian (Born 186)

Gang Zhi, Skilled Administrator

The younger cousin of the bandit leader Gang Shao. An incompetent soldier but excellent civil officer.

  • Strategist 3, Move 120’, AC -1, HD 3d6, hp 18, Att 11+/11+, Saves: Wood 15+, Fire 12+, Earth 11+, Metal 10+, Water 12+, Init -1
  • Dmg: Bow (1d8-1), Sword (1d8-1)
  • Str -1, Dex -1, Int + 3, Wis +1, Morale +4, Loyalty +5
  • Proficiencies: Loremastery, Profession+ (Administrator) x3, Naturalism (Mountains), Knowledge (Economy) x3, Knowledge (Politics), Animal Husbandry, Animal Training (falcons), Healing, Military Strategy, Engineering
  • Weapon Masteries: Basic (Common, Sword, Spear)
  • Chi Abilities: Artisan's Hand (The Sharp Mind x2, The Tranquil Mind, Library of the Mind)
  • Languages: Chinese, XiongNu, Qiang, Nanman
  • Equipment: Durable clothing Enc 1/6 Stone
  • Mount: Light Horse.
  • Retainers: Zou Gou
  • Investments: None
  • Salary: 2500/month
  • Lifestyle: 1250/month

Zou Gou, Timid Attendant

A fool who is easily overlooked at court.

  • Courtier 1, Move 120’, AC -1, HD 1d6, hp 6, Att 11+/11+, Saves: Wood 16+, Fire 14+, Earth 16+, Metal 13+, Water 13+, Init -1
  • Dmg: Bow (1d8-1), Sword (1d8-1)
  • Str -1, Dex -1, Int + 1, Wis -1, Morale +2, Loyalty +2
  • Proficiencies: Language (Qiang), Diplomacy, Performance (music), Eavesdropping, Skulking, Profession (administrator), Lip Reading
  • Weapon Masteries: Basic (Common, Major, Weighted Sleeves, Chopsticks)
  • Chi Abilities: Inner Eye (The Keen Eye, The Sharp Sense)
  • Languages: Chinese, Wu, Qiang
  • Equipment: Durable clothing Enc 1/6 Stone
  • Mount: Light Horse.
  • Retainers:
  • Investments: None
  • Salary: 1250/month
  • Lifestyle: 625/month

Gong Shan, Brave Healer

Shan is two years younger than Niu Pa and like his father has just unlocked his chi. The young man shines with inner strength.

  • Doctor 1, Move 120’, AC 4, HD 1d8, hp 18, Att 8+/9+, Saves: Wood 11+, Fire 14+, Earth 8+, Metal 14+, Water 13+
  • Dmg: Unarmed (1d2), Dagger (1d4)
  • Str +2, Dex +1, Con +2, Int +1, Wis +2
  • Proficiencies: +Healing x2, Lay on Hands, Chi Power (Inner Power), Endurance, Naturalism (Northern Plains), Survival
  • Weapon Masteries: Basic (Common, Major, War Sabre)
  • Chi Abilities: Iron Body (Cloak of Chi, Strong Defense), Inner Power (Invisible Armor)
  • Languages: Chinese, Xiong Nu
  • Equipment: Robes, healer's tools, prepared herbs, dagger, pudao 2/6 Stone
  • Mount: Light Horse and cart.
  • Retainers: Gong Shan (son)
  • Followers: None
  • Other: Doctors treat medicine as a Strategist's expertise. At level 1 that means +1 to all proficiency checks in Healing and Husbandry.

Units

Light Infantry use leather armor and can use spears, halberds, sabres and round shields. They are able to fight in formation and to serve as guards and fight relatively well one on one or as skirmishers. They are still farmers though and when the fighting is over and they are released they will go back to their homes.

Heavy Infantry wear leather backed scale armor and are otherwise more elite light infantry. At this point they are professional soldiers who will not return to their farms.

Combat

1d12+2dmg is correct. You get +1 to hit for Skilled so Jing Li will hit AC0 on 5+, His horse hits AC0 on 7+. Light infantry have AC 2or3, Conscripts have AC1.

You get +1 AC for being skilled with a spear as well and are wearing heavy armor. You get a Fire save each time you are hit by a weapon attack to negate it. This save is -2 cumulative for each hit past the first.

Buqu

One thing to really keep in mind though is that 'going back to farming' is a huge loss of status. Professional soldiers of the time are interesting. They are called Buqu which essentially means 'military households'. They are similar to the Roman Equites in that they form a distinct military caste lower than the true nobility but above the merchants and peasants. They are in fact paid in land but unlike peasants they administer it themselves as military fiefdoms. In game terms that means you need to assign them a vassal domain to keep their loyalty.

You are free to establish Buqu families in this way. Well free in that no one is likely to stop you because it is technically legal since you are 'disbanding' them by setting them to the land. However you lose that portion of the land to them and you need to appoint a leader. Rank in the house is hereditary down to the rank and file. When even a common soldier dies or retires his position is filled by a family member. This makes keeping the unit intact is simple but if it is destroyed it is hard to integrate with other companies due to differing traditions and rank structures.

So the thing to work on is that you have some soldiers who are directly employed by the prefecture. These men can be easily disbanded but they become bandits like other soldiers who are then a nuisance. Then you have the Buqu who need to give land to or they will do one of two things: find another patron or become bandits. The key difference is that all of them become bandits this way rather than just half.

The High Pass Band (under Zhao Wei) is a good candidate for becoming Buqu as is the core of the Swift Battalion (under Xie Zhao).


Official Duties

At the minimum a city needs you to take the following actions and it is best to have a person assigned for each:

Govern Jing Li

Administer Gang Zhi

Patrol City Xie Zhao

Patrol County Wang Dihao

Other common things you'll be doing:

Stockpile supplies Gang Zhi

Hire soldiers Xie Zhao

Train soldiers Zie Zhao

Hire officers Jing Li

Go to Court Da Yeng Fai (Jin Yang, going to the Imperial Court is an entire adventure)

Act as Emissary/Visit other officials. Da Yeng Fai (in this case JL or NP needs to appoint a regent in their absence)

Scheming Everyone

Espionage and Counterintelligence Da Yeng Fai

Engage Bandits/Raiders Everyone