Difference between revisions of "Three Kingdoms\NPCs"

From RPGnet
Jump to: navigation, search
(Light Warhorse)
(Medium Warhorse)
 
Line 302: Line 302:
 
Chi Abilities: None
 
Chi Abilities: None
 
Equipment: Saddle, tack and harness
 
Equipment: Saddle, tack and harness
 +
 +
Cost: 12.5 silver

Latest revision as of 18:40, 1 March 2015

Return to Main

Notable NPCs[edit]

Bing Province[edit]

Ding Yuan, Governor of Bing Province[edit]

Lord Ding is a good officer but an uninspiring leader. He is capable in both fighting and tactics and has an eye for terrain but he is too concerned with women and gaming.

  • General 8, Move 120’, AC 10, HD 8d8, hp 80, Att 4+/4+, Saves: Wood 8+, Fire 9+, Earth 13+, Metal 11+, Water 11+, Init +1
  • Dmg: Spear (2d8+1), Bow(1d10+1), Unarmed(1d4+1)
  • Str +1, Con +1, Dex +1, Wis -1
  • Proficiencies: Command, Riding, Intimidate, Manual of Arms (Infantry, Cavalry), Seduction, Military Strategy, Gambling, Alertness, Land Surveying
  • Weapon Masteries: Expert: (Spear, Sabre, Unarmed, Horsebow), Skilled: (All Common, Major, Military)
  • Chi Abilities: Iron Body (Cloak of Chi, Iron Skin, Strong Defense), Light Foot (Withdraw, Sprint/Leap, Climb/Fall), Art of War (Spring Breeze, Rolling Thunder)
  • Languages: Chinese
  • Equipment: Great Spear (+1 Init, +1 Attack), Great Horsebow (+1 Init, +1 Attack) Great Heavy Armor (AC 6, 4 Stone). Enc 6/6 Stone
  • Mount: Great Medium Warhorse

Lu Bu, Chief Secretary of Bing Province[edit]

General Lu is a terrifying enemy. He is renowned as the greatest warrior in all of China. Physically he is unmatched but he is not a strategist but such is his power that even with basic tactics he earns victory after victory against the Yellow Scarves. Recently rumors have begun in hushed tones that Lu Bu desires greater authority that the governor cannot bestow.

  • General 10, Move 120’, AC 12(15), HD 9d8+2, hp 106, Att 1+/1+, Saves: Wood 5+, Fire 7+, Earth 13+, Metal 10+, Water 10+, Init +5 (+6)
  • Dmg: Sky-Piercer (2d12+6), Bow(1d12+3), Unarmed(1d6+3)
  • Str +3, Con +3, Dex +2, Wis -2
  • Proficiencies: Command, Riding, Intimidate, Manual of Arms (cavalry, archer), Endurance, Might, Mapping, Gambling, Weapon Mastery (Halberd), Ambushing, Blind Fighting, Running, Wakefulness
  • Weapon Masteries: Grandmaster (Halberd), Master (Sabre, Unarmed, Horsebow), Skilled: (All Common, Major, Military)
  • Chi Abilities:
    • Iron Body (Cloak of Chi, Feel No Pain, Strong Defense x2)
    • Light Foot (Withdraw, Sprint/Leap, Climb/Fall)
    • Perfect Action (Speed x3, Vigilance x2)
  • Languages: Chinese
  • Equipment: [I]Sky Piercer[/I] (Exceptional Halberd, +1 Init, +3 Attack (-6+), +3 Damage), Great Horsebow (+1 Init, +1 Attack) Great Heavy Armor (AC 6, 4 Stone). Enc 6/8 Stone
  • Mount: Great Medium Warhorse

Zhang Yang, Administrator of Jin Yang[edit]

Zhang Yang is not a natural civil officer, he is a soldier who has been pressed to do a bureaucrat's job. Despite his lack of innate talent he applies himself to the task and thus life remains relatively normal despite the proximity of the main power center of the rebels.

  • General 5, Move 120’, AC 7, HD 5d8, hp 48, Att 6+/6+, Saves: Wood 11+, Fire 11+, Earth 14+, Metal 12+, Water 12+, Init +1
  • Dmg: Spear (1d12+1), Bow(1d8+1), Unarmed(1d3+1)
  • Str +1, Dex +1, Int +1, Cha +1
  • Proficiencies: Command, Riding, Diplomacy, Military Strategy, Manual of Arms, Profession (Administrator)x2, Land Surveying, Survival, Endurance, Knowledge (History)
  • Weapon Masteries: Skilled: (Sabre, Spear, Horsebow, Unarmed), Basic: (All Common, Major, Military)
  • Chi Abilities: Iron Body (Cloak of Chi, Iron Skin, Strong Defense), Light Foot (Withdraw, Sprint/Leap, Climb/Fall)
  • Languages: Chinese, Xiongnu
  • Equipment: Good Spear (+1 Attack), Good Horsebow (+1 Attack) Good Heavy Armor (AC 5, 4 Stone). Enc 6/6 Stone
  • Mount: Good Medium Warhorse

Hou Chen, Captain of Cavalry[edit]

Hou Chen is Zhang Yang's close friend. Together they are responsible for the security of the capital at Jin Yang and in assisting General Lu Bu in his campaign against the rebels.

  • General 5, Move 120’, AC 7, HD 5d8, hp 53, Att 5+/6+, Saves: Wood 10+, Fire 11+, Earth 14+, Metal 13+, Water 12+, Init +1
  • Dmg: Spear (1d12+2), Bow(1d8+2), Unarmed(1d3+2)
  • Str +2, Dex +1, Con +1, Cha +1
  • Proficiencies: Command, Riding, Diplomacy, Military Strategy, Manual of Arms (x2), Language (Xiongnu), Land Surveying, Survival, Endurance, Weapon Mastery
  • Weapon Masteries: Skilled: (Sabre, Spear, Horsebow, Unarmed), Basic: (All Common, Major, Military)
  • Chi Abilities: Iron Body (Cloak of Chi, Iron Skin, Strong Defense), Light Foot (Withdraw, Sprint/Leap, Climb/Fall)
  • Languages: Chinese, Xiongnu
  • Equipment: Good Spear (+1 Attack), Good Horsebow (+1 Attack) Good Heavy Armor (AC 5, 4 Stone). Enc 6/6 Stone
  • Mount: Good Medium Warhorse

Song Xian and Wei Xu[edit]

Song and Wei are officers of fair skill who inspire at best tepid loyalty from their soldiers. Both are skilled warriors though and capable of imparting those skills in large numbers of conscripts and novice fighters with surprising speed.

  • General 4, Move 120’, AC 7, HD 4d8, hp 52, Att 6+/8+, Saves: Wood 12+, Fire 12+, Earth 15+, Metal 14+, Water 15+, Init +1
  • Dmg: Spear (1d12+2), Bow(1d8+2), Unarmed(1d4+2)
  • Str +2, Con +1, Cha -1
  • Proficiencies: Command, Riding, Intimidate, Manual of Arms (x2), Endurance, Alertness, Survival, Gambling, Tracking
  • Weapon Masteries: Skilled: (Sabre, Spear, Horsebow, Unarmed), Basic: (All Common, Major, Military)
  • Chi Abilities: Iron Body (Cloak of Chi, Feel No Pain, Strong Defense), Light Foot (Withdraw, Sprint/Leap)
  • Languages: Chinese
  • Equipment: Good Spear (+1 Attack), Good Horsebow (+1 Attack), Heavy Armor (AC 5, 4 Stone). Enc 6/6 Stone
  • Mount: Good Medium Warhorse


Imperial Army[edit]

Lu Zhi, Imperial Commander[edit]

Lu Zhi is one of 3 Imperial Commanders charged by Chief Minister He Jin to put down the rebellion. He is a cautious, learned man more at home with his books than with a sword.

  • Strategist 7, Move 120’, AC 6, HD 6d6, hp 42, Att 8+/6+, Saves: Wood 13+, Fire 7+, Earth 8+, Metal 9+, Water 10+, Init +2
  • Dmg: Sword (1d10), Unarmed(1d4)
  • Int +2, Wis +2, Dex +2, Con +1, Cha +1
  • Proficiencies: Knowledge (History) x3, Military Strategy x2, Chi Power (Art of War)
  • Weapon Masteries: Expert: (Sword, Unarmed), Skilled (Common)
  • Chi Abilities: Artisan's Hand (The Sharp Mind, The Tranquil Mind), Inner Power (Invisible Armor, Improvised Shield), Art of War(Observe the Dragon, Spring Breeze, Rolling Thunder), Inner Eye (Resist Chi, Resist Manipulation)
  • Languages: Chinese, Buyeo, Xiongnu
  • Equipment: Great Sword (+1 init, +1 damage). Enc 1/5 Stone
  • Mount: Good Light Warhorse

Zhang He, Officer of Ji[edit]

Zhang He is a Major and the master of sieges for Lu Zhi. He first gained his position under Governor Han Fu of Ji.

  • General 6, Move 120’, AC 8, HD 6d8, hp 62, Att 5+/5+, Saves: Wood 10+, Fire 10+, Earth 14+, Metal 12+, Water 12+, Init +2
  • Dmg: Spear (2d8+2), Bow(1d10+2), Sabre (1d12+2), Unarmed(1d4+2)
  • Str +2, Dex +2, Con +1, Int +1, Cha +1
  • Proficiencies: Command, Riding, Diplomacy, Military Strategy x2, Manual of Arms (Infantry), Land Surveying, Survival, Endurance, Siege Engineering x2
  • Weapon Masteries: Expert: (Sabre, Spear, Horsebow, Unarmed), Skilled: (All Common, Major, Military)
  • Chi Abilities: Iron Body (Cloak of Chi, Iron Skin, Strong Defense), Light Foot (Withdraw, Sprint/Leap, Climb/Fall), Art of War (Gentle Rain)
  • Languages: Chinese
  • Equipment: Good Spear (+1 Attack), Good Horsebow (+1 Attack), Good Sabre (+1 Attack), Good Heavy Armor (AC 5, 4 Stone). Enc 6/7 Stone
  • Mount: Good Medium Warhorse

Yellow Scarf Rebels[edit]

Zhang Jue, Lord of Heaven[edit]

Eldest of the three Zhang brothers and founder of the Way of Supreme Peace sect and architect of the Yellow Turban rebellion. He is a sorcerer of immense skill and power as well as a healer. He keeps with him at all times the original copies of the scrolls given to him by the yellow immortal of the southern lands.

  • Priest 9, Move 120’, AC 4, HD 9d6, hp 45, Att 9+/8+, Saves: Wood 12+, Fire 8+, Earth 4+, Metal 8+, Water 6+, Init +2
  • Dmg: Staff (1d10-1), Unarmed(1d4-1)
  • Cha +3, Wis +3, Int +1, Str -1, Con -1
  • Proficiencies: Healing x3, Theology x3, Military Strategy x2, Prophecy, Soothsaying, Divine Blessing, Laying on Hands x3, Mystic Aura, Naturalism (Jizhou), Prestidigitation, Leadership
  • Weapon Masteries: Expert: (Staff, Unarmed), Skilled (Common)
  • Chi Abilities: Inner Power (Invisible Armor), Way of Peace (Sow Confusion, Spirit Army x3, Bend the Heavens x3), Inner Eye (Resist Manipulation, Mask of Serenity)
  • Languages: Chinese
  • Equipment: Holy Staff, Way of Supreme Peace. Enc 1/4 Stone
  • Mount: Good Light Warhorse

Common NPCs[edit]

Soldiers[edit]

Training Soldiers: All soldiers begin as raw conscripts. Typically all of these may be trained to become light infantry.

  • Half may be trained as Heavy Infantry
  • Half may be trained as Archers
  • Quarter may be trained as Light Cavalry

These chances are independent so some soldiers will have a mix of potentials. For these superior recruits a skilled Marshal may forge them into superior unit types.

  • Heavy Infantry/Archer: Heavy Crossbow
  • Heavy Infantry/Light Cavalry: Medium Cavalry
  • Archer/Light Cavalry: Horse Archer

Soldiers who qualify for all three basic unit types become level 1 Military Officers once successfully trained as any one type.

Conscript (BR 0.5)[edit]

Normal 0, Move 120’, AC 1, HD 1d6, hp 4, Att 11+/11+, Saves: Wood 14+, Fire 16+, Earth 18+, Metal 18+, Water 17+, Init +0 Dmg: Spear (1d10), Unarmed (1d3) Con +1, Int -1

Proficiencies: Campaigning, Labor Weapon Masteries: Basic (Spear), Unskilled (all) Chi Abilities: None Equipment: Padded armor, spear

Light Infantry (BR 1)[edit]

Normal 0, Move 120’, AC 2(3), HD 1d6, hp 5, Att 10+/11+, Saves: Wood 14+, Fire 16+, Earth 18+, Metal 18+, Water 17+, Init +0 Dmg: Spear (1d10+1) or Sabre (1d8+1) Str +1, Con +1, Int -1

Proficiencies: Campaigning, Labor Weapon Masteries: Basic (Sabre, Spear), Unskilled (all) Chi Abilities: None Equipment: Light armor, spear or sabre+shield

Heavy Infantry (BR 2)[edit]

Normal 0, Move 90’, AC 5(6), HD 1d6, hp 7, Att 10+/11+, Saves: Wood 14+, Fire 16+, Earth 18+, Metal 18+, Water 17+, Init +0 Dmg: Halberd or War Sabre (1d10+1) Str +1, Con +1, Int -1

Proficiencies: Campaigning, Labor Weapon Masteries: Basic (Halberd, War Sabre), Unskilled (all) Chi Abilities: None Equipment: Heavy armor, halberd or war sabre

Crossbowman (BR 1.5)[edit]

Normal 0, Move 120’, AC 2, HD 1d6, hp 5, Att 11+/10+, Saves: Wood 14+, Fire 15+, Earth 18+, Metal 18+, Water 17+, Init +0 Dmg: Heavy crossbow (1d8), Dagger (1d4) Dex +1, Con +1, Int -1

Proficiencies: Campaigning, Labor Weapon Masteries: Basic (heavy crossbow), Unskilled (all) Chi Abilities: None Equipment: Padded armor, heavy crossbow, dagger

Light Cavalry (BR 3.5)[edit]

Normal 0, Move 180’, AC 3, HD 1d6, hp 7, Att 10+/11+, Saves: Wood 14+, Fire 16+, Earth 18+, Metal 17+, Water 17+, Init +0 Dmg: Spear (1d10+1), Sabre (1d8+1) Str +1, Con +1

Proficiencies: Campaigning, Riding Weapon Masteries: Basic (All Major), Unskilled (all) Chi Abilities: None Equipment: Light armor, spear, sabre

Officers[edit]

Adjutant[edit]

Military Officer 1, Move 120’, AC 5, HD 1d8, hp 9, Att 9+/10+, Saves: Wood 14+, Fire 15+, Earth 17+, Metal 17+, Water 16+, Init +0 Dmg: Sabre (1d8+1), Spear (1d10+1), Horsebow (1d6+1) Str +1, Con +1, Int -1

Proficiencies: Campaigning, Manual of Arms (Infantry), Riding Weapon Masteries: Basic (Common, Major, Military) Chi Abilities: None Equipment: Heavy armor, sabre, dagger, spear, light warhorse

Sub-Captain[edit]

Military Officer 2, Move 120’, AC 5, HD 2d8, hp 14, Att 8+/9+, Saves: Wood 13+, Fire 14+, Earth 16+, Metal 16+, Water 15+, Init +0 Dmg: Sabre (1d8+1), Spear (1d10+1), Horsebow (1d6+1) Str +1, Con +1, Int -1

Proficiencies: Campaigning, Combat Reflexes, Command, Manual of Arms (Infantry), Riding Weapon Masteries: Basic (Common, Major, Military) Chi Abilities: None Equipment: Heavy armor, sabre, dagger, spear, light warhorse

Captain[edit]

Military Officer 3, Move 120’, AC 6, HD 3d8, hp 19, Att 7+/8+, Saves: Wood 13+, Fire 14+, Earth 16+, Metal 16+, Water 15+, Init +0 Dmg: Sabre (1d10+1), Spear (1d12+1), Horsebow (1d8+1) Str +1, Con +1, Int -1

Proficiencies: Campaigning, Combat Reflexes, Command, Manual of Arms (Infantry, Cavalry), Riding Weapon Masteries: Skilled (sabre, spear, halberd, horsebow), Basic (Common, Major, Military) Chi Abilities: None Equipment: Heavy armor, sabre, dagger, spear, horsebow medium warhorse

Commander[edit]

Military Officer 4, Move 120’, AC 6, HD 4d8, hp 24, Att 6+/7+, Saves: Wood 12+, Fire 13+, Earth 15+, Metal 14+, Water 14+, Init +0 Dmg: Sabre (1d10+1), Spear (1d12+1), Horsebow (1d8+1) Str +1, Con +1

Proficiencies: Campaigning, Combat Reflexes, Command, Manual of Arms (Infantry, Cavalry), Riding Weapon Masteries: Skilled (sabre, spear, halberd, horsebow), Basic (Common, Major, Military) Chi Abilities: None Equipment: Heavy armor, sabre, dagger, spear, horsebow medium warhorse

Servants[edit]

Concubine[edit]

Normal 0, Move 120’, AC 0, HD 1d6, hp 3, Att 12+/10+, Saves: Wood 17+, Fire 14+, Earth 16+, Metal 14+, Water 13+, Init +0 Dmg: Unarmed(1 nonL), dagger (1d4-2) Str -2, Int +1, Cha +1

Proficiencies: Seduction, Performance (any 1) x2, Performance (any other) Weapon Masteries: Basic (Dagger), Unskilled (all) Chi Abilities: None Equipment: Fine clothing

Valet[edit]

Normal 0, Move 120’, AC 0, HD 1d6, hp 3, Att 12+/10+, Saves: Wood 17+, Fire 13+, Earth 16+, Metal 15+, Water 13+, Init +0 Dmg: Unarmed(1 nonL), dagger (1d4-2) Str -2, Dex+1, Cha +1,

Proficiencies: Profession (servant) x2, Wakefulness, Diplomacy Weapon Masteries: Basic (Dagger), Unskilled (all) Chi Abilities: None Equipment: Professional clothing

Youth[edit]

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


Animals[edit]

Light Warhorse[edit]

Beast 2, Move 240’, AC 2, HD 2d8, hp 12, Att 7+, Saves: Wood 14+, Fire 14+, Earth 17+, Metal 16+, Water 16+, Init +1 Dmg: 2 Hooves (1d4+2) Str +2, Dex +1

Proficiencies: None Weapon Masteries: Basic (Natural weapons) Chi Abilities: None Equipment: Saddle, tack and harness

Cost: 7.5 silver

Medium Warhorse[edit]

Beast 3, Move 240’, AC 3, HD 3d8, hp 21, Att 7+, Saves: Wood 12+, Fire 12+, Earth 16+, Metal 15+, Water 15+, Init +2 Dmg: 2 Hooves (1d6+2) Str +2, Dex +2, Con +1

Proficiencies: None Weapon Masteries: Basic (Natural weapons) Chi Abilities: None Equipment: Saddle, tack and harness

Cost: 12.5 silver