The Kingdom System [spoiler=What is it?]
The Kingdom system is, essentially, an add-on to D20. It uses most of the normal rules, but it is classless, and characters within it are usually stronger than those within normal D20. With a little adaptation it could be used for any sword-and-sorcery game as well as the oriental games that it was designed for.
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[spoiler=Abilities]
There are six abilities in the Kingdom System:
Strength |
Constitution |
Dexterity |
Intelligence |
Willpower |
Control |
Strength, Constitution and Dexterity work as normal, as does Intelligence (although some skills have different key abilities, see skills for more information). Willpower and Control, on the other hand, have different uses.
WillpowerWillpower determines your mental and personality strength and ability to resist and control things outside of yourself through mind alone.
You can add your willpower modifier to:
Checks to control Ki Chanelling
Will Saves
ControlControl measures your ability to control your own body through various techniques and skills. You can add your Control modifier to:
Checks to use mental techniques and internal spells
Checks to use certain physical techniques
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[spoiler Skills]
[table=skills]
[tr][th]Skill Name[/th][th]Key Ability[/th][/tr]
[tr][td]Autohypnosis[/td][td]Control[/td][/tr]
[tr][td]Balance[/td][td]Control[/td][/tr]
[tr][td]Bluff[/td][td]Willpower[/td][/tr]
[tr][td]Concentration[/td][td]Control[/td][/tr]
[tr][td]Diplomacy[/td][td]Willpower[/td][/tr]
[tr][td]Gather Information[/td][td]Willpower[/td][/tr]
[tr][td]Handle Animal[/td][td]Willpower[/td][/tr]
[tr][td]Heal[/td][td]Control[/td][/tr]
[tr][td]Intimidate[/td][td]Willpower[/td][/tr]
[tr][td]Listen[/td][td]Control[/td][/tr]
[tr][td]Perform[/td][td]Willpower[/td][/tr]
[tr][td]Profession[/td][td]Intelligence[/td][/tr]
[tr][td]Sense Motive[/td][td]Control[/td][/tr]
[tr][td]Speak Language[/td][td]Intelligence[/td][/tr]
[tr][td]Spellcraft[/td][td]Control[/td][/tr]
[tr][td]Spot[/td][td]Control[/td][/tr]
[tr][td]Survival[/td][td]Willpower[/td][/tr]
[/table]
Speak Language (Int, Trained Only)In the Kingdom System, you gain full proficiency with only a few languages - those you gain through your race and intelligence bonus. For these, you automatically understand the language - passing all speak language checks required of you. You can also use the Speak Language skill to gain extra languages - but Speak Language does have DCs, and you need ranks for decent proficiency.
Like the Knowledge, Craft and Profession skills, Speak Language encompasses several different 'semiskills', in this case different languages. You can gain as many ranks as you want in any language. Example scenarios and DCs are below.
[table Scenarios and DCs]
[tr][th]Scenario[/th][th]DC [/th][/tr]
[tr][td]Understand/speak a few words[/td][td]12[/td][/tr]
[tr][td]Understand/Speak Sentence[/td][td] 15 [/td][/tr]
[tr][td]Understand Native Sentence[/td][td] 18 [/td][/tr]
[tr][td]Understand/Hold Conversation[/td] [td]26[/td][/tr]
[tr][td]Understand Native Conversation [/td] [td]28[/td][/tr]
[/table]
You have trained your mind to gain mastery over your body and the mindâ,¬,,¢s own deepest capabilities.
Check: The DC and the effect of a successful check depend on the task you attempt.
[table Scenarios and DCs]
[tr][th]Task[/th][th]DC[/th][/tr]
[tr][td]Mind Over Memory[/td][td]15[/td][/tr]
[tr][td]Focus Beyond Death[/td][td]20[/td][/tr]
[tr][td]Resist the Fear[/td][td]DC of fear effect[/td][/tr]
[tr][td]Poison as Nothing[/td][td]DC of poison effect[/td][/tr]
[tr][td]Forget the Body[/td][td]20[/td][/tr]
[/table]
Mind Over Memory: You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you canâ,¬,,¢t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you donâ,¬,,¢t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.
Focus Beyond Death: You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 20 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful.
Resist the Fear: In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.
Poison as Nothing: You can choose to substitute an Autohypnosis check for a saving throw against any standard poisonâ,¬,,¢s secondary damage or effect. This skill has no effect on the initial saving throw against poison.
Forget the Body: If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty - you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to -1 hit points, as normal when disabled.
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[spoiler=Levels]
Although classless, the Kingdom System still has levels. The rules for gaining levels, what amount of experience points you need to gain each level, and the points at which you gain feats are identical to normal D20. The maximum ranks you can have in each skill are similarly identical. However, the following rules apply:
At first level: You must choose 2 good save progressions. You cannot change these after character creation, they are fixed until you create a new character.
You can gain EITHER:
One technique and two spells
Two techniques
Three spells
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You gain 2+Int Modifier x4's worth of skill points and two feats.
+1 BAB.
At further levels: You gain 2+Int Modifier's worth of skill points every level.
You can learn one technique or two spells at each additional level.
You gain +1 BAB at each level.
You gain one feat every four levels.
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