Three Kingdoms\Systems

From RPGnet
Jump to: navigation, search

Return to Main

Ability score arrays[edit]

  • Hero
    • +3, +3, +3, -1, -1, -2
    • +3, +3, +2, 0, 0, -2
    • +3, +2, +1, +1, 0, 0
    • +2, +2, +2, +1, +1, 0
  • Henchman
    • +3, +1, 0, -1, -1, -3
    • +2, +1, 0, 0, 0, -2
    • +1, +1, 0, 0, 0, 0
    • +1, +1, +1, 0, 0, -1
  • Hireling
    • +1, 0, 0, 0, 0, 0
    • +1, +1, 0, 0, 0, -1
    • +2, +1, 0, 0, -1, -2

Saving Throws[edit]

There are five save categories. Each has its own rating as shown on the class progression charts and each is modified by a different ability score as shown here.


Wood (CON): Physical Resilience. Use Wood to resist any effect that would incapacitate such as stun, paralyze, poison, knock out or instant death.

Fire (DEX): Physical Prowess. Use Fire to resist any effect that requires speed such as explosions, traps or unstable ground.

Earth (WIS): Balance. Use Earth to resist the direct application of chi abilities, intimidation or fear.

Metal (INT): Mental Acuity. Use Metal to resist any effect that deceives you such as illusions, military ruses or lies.

Water (CHA): Social Presence. Use Water to resist any effect that would coerce you such as seduction, charm or flattery.


Proficiencies[edit]

All characters use the same progression, gaining a General Proficiency every even-numbered level, and one from the Class Proficiency list every odd-numbered level.

General Proficiencies: Adventuring, Ambushing, Animal Husbandry, Animal Training, Art, Bargaining, Caving, Chi Power, Craft, Diplomacy, Disguise, Endurance, Engineering, Gambling, Healing, Intimidation, Knowledge, Labor, Language, Leadership, Lip Reading, Manual of Arms, Mapping, Military Strategy, Mimicry, Naturalism, Navigation, Performance, Profession, Riding, Seafaring, Seduction, Siege Engineering, Signaling, Survival, Theology, Tracking, Trapping, Weapon Mastery

Gaining Proficiencies[edit]

Characters start with two General and one Class Proficiency.

All characters use the same progression, gaining a General Proficiency every even-numbered level, and one from the Class Proficiency list every odd-numbered level.

Minor Skills[edit]

A lot of the characters in Romance of the Three Kingdoms has some minor ability or skill that helps define them but is not worth a full proficiency slot. For instance Zhang Fei has beautiful calligraphy. He is not an artist though, he can't really make a living as a scribe or doing banners but others note how skilled his writing is. Guan Yu is a poet and Liu Bei was once a shoemaker.

Feel free to have a quirk or minor skill like that. Perhaps you can quote Confucius or Mencius for any situation, or you can play an instrument. Basically its like having half a proficiency in something.

This would not cover Cao Cao's poetry, he is an actual master of both composition and recitation and would have several ranks of Performance.


New Proficiencies[edit]

Chi Power: Gain an additional chi power set known and 1 ability from that power set. This proficiency may be taken up to 3 times.

Weapon Mastery: Increase the rank of one weapon by one. This proficiency may be taken up to 3 times.

Altered Proficiencies[edit]

Healing: Instead of healing an additional 1d3 damage a day, Healing doubles the natural rate of 1/2 level per day. The cure light wounds and cure moderate wounds properties can be used only when treating Mortal Wounds, and applied to a patient undergoing longer-term care once per week.

Riding: Characters with the Riding Proficiency get a +2 bonus to any Reflex saves against being involuntarily unhorsed.

Retainers and Followers[edit]

Monthly Pay by Level

Level Wage Level Wage
0 600 cash 8 30 silver
1 1250 cash 9 50 silver
2 2500 cash 10 75 silver
3 5 silver 11 100 silver
4 10 silver 12 150 silver
5 15 silver 13 200 silver
6 20 silver 14 300 silver
7 25 silver --- ---


Monthly Soldier Wages and Costs by Unit

Unit Wage Supply Upkeep Total
Conscript 18 12 2.5 32.5
Light Infantry 36 12 6.5 54.5
Heavy Infantry 72 12 6.5 90.5
Archers 54 12 6.5 72.5
Heavy Crossbows 108 12 6.5 126.5
Light Cavalry 90 48 13 151
Horse Archers 135 48 13 196

This pay scale is for Hero-class retainers. Henchmen class NPCs will work for half price.

Loyalty[edit]

Retainers and followers interact with the loyalty rules in mostly the same way. The main differences are that retainers are limited in number and followers are not hired but offer their services unbidden and do not earn windfall income as retainers do. Spouses are a special category in that they act as retainers (an thus must be given windfall income) but they do not count against the maximum number of retaienrs a PC can have. Essentially there is a bonus retainer slot that can only be used for a spouse.

Followers

The following additional factors count as Calamities for followers in addition to all those that apply to retainers.

  • Going on Campaign: Each time the followers are asked to join a military campaign is a Calamity as well as each season they are away from home. Once on campaign they must be awarded spoils as per soldiers or that is an additional Calamity.
  • Moving base: whenever the Followers are moved from one county to be based in another this is a Calamity.

Spouses

A spouse is not paid a salary but the PC is required to pay the spouse's upkeep which is always the same as their own. Failure to pay this upkeep is a Calamity and there is no grace period as there is with retainers and followers.

  • Lack of favor: the spouse must be more favored than any concubines or other lovers. If the combined upkeep of these people equals or exceeds that of the spouse it is a Calamity for the spouse. This also applies to gifts over and above upkeep. The value of gifts must always be less that that of gifts given to the spouse. For each season this continues another Calamity is gained. If any single other lover's upkeep or gifts equals that of the spouse it is a calamity each month this occurs.
  • Other children: Every child of the PC who is not the spouse's child is a Calamity.

There is an upside to this though as each child the PC and spouse have together increases the spouse's loyalty by 1 automatically. If that child is named the official heir the loyalty increases by an additional 1.

The following additional factors count as Calamities for spouses in addition to all those that apply to retainers.

Investments[edit]

You can park some of your cash in investments. This mainly takes the form of land or a share of market taxes. In keeping with ACKS rules you get about 3% per month return on that. So if you put all 20k into investments you generate 600 each month.


Windfalls[edit]

During play you can also expect to earn spoils of war for your exploits. So long as you stay on the march you will earn money based on units defeated and problems solved. On average you earn the monthly wage value of a person for defeating them. And of course if you are the one to defeat the rebels in an area then you are much more likely to gain land rights or appointments/rewards because of that.

You must give away at least half of your windfalls to your soldiers and followers. Half of all spoils you receive are yours to keep. The other half must be divided pro rata among them based on their monthly wages with followers getting 2 shares each.

For retainers you must reward them from your own half of the spoils. Each retainer agrees to a share based on the maximum number of retainers you can have. So if you can have 5 retainers then each retainer requires 1/5 of your windfalls. Lower level retainers are prorated based on the max level of your retainers (ie your level -1) you may keep the excess amount.

Class Progression Tables[edit]

Courtier[edit]

Courtier Wood Fire Earth Metal Water Attack AC
1-2 16 13 15 14 13 10 0
3-4 15 12 14 13 12 9 1
5-6 14 11 13 12 11 8 1
7-8 13 10 12 11 10 7 2
9-10 12 9 11 10 9 6 2
11-12 11 8 10 9 8 5 3
13-14 10 7 9 8 7 4 3

Strategist[edit]

Strategist Wood Fire Earth Metal Water Attack AC
1-3 15 11 12 13 13 10 0
4-6 14 10 11 12 12 9 1
7-9 13 9 10 11 11 8 1
10-12 12 8 9 10 10 7 2
13-14 11 7 8 9 9 6 2


Doctor[edit]

Doctor Wood Fire Earth Metal Water Attack AC
1-2 13 15 10 16 13 10 0
3-4 12 14 9 15 12 9 1
5-6 11 13 8 14 11 8 1
7-8 10 12 7 13 10 7 2
9-10 9 11 6 12 9 6 2
11-12 8 10 5 11 8 5 3
13-14 7 9 4 10 7 4 3


General[edit]

General Wood Fire Earth Metal Water Attack AC
Normal 15 16 18 17 17 10 0
1 14 15 17 16 16 10 0
2-3 13 14 16 15 15 9 0
4 12 13 15 14 14 8 1
5-6 11 12 14 13 13 7 1
7 10 11 13 12 12 6 2
8-9 9 10 12 11 11 5 2
10 8 9 11 10 10 4 3
11-12 7 8 10 9 9 3 3
13 6 7 9 8 8 2 4
14 5 6 8 7 7 1 4