RulesFortunes of War uses the following systems:
• Iron Heroes: the core rules and character creation. Optional rules from Mastering Iron Heroes will be used.
• Fantasycraft: Extended weapons list, reputation rules,
• Reign: Company rules
Be sure to look at the errata for Iron Heroes found on this web page
http://ironheroesfaq.pbworks.com/w/page/9827528/FrontPage This PDF summarizes the relevant changes
http://ironheroesfaq.pbwiki.com/f/IHRevisionSummary.pdfI would recommend printing out any errata of your character's major abilities.
Character Creation rulesAttributes: You start with a core of 10 in all six ability scores. You have a pool of additional points that you may spend to improve your scores. Each point you spend increases a single ability by 1 point until that score reaches 15. For each point above 15, it costs 2 points to improve an ability. For each point above 17, it costs 4 points to improve an ability by 1.
In addition, you can pick one of your scores as a weakness. In such a case, you drop that score to 8 and cannot spend points to improve it at this time. In return, you gain 2 bonus points to spend on your abilities.
Player characters start with 24 points to spend on their ability scores. You cannot purchase a score higher than 18 in this way.
If you don’t want to allocate them manually, you can use one of 3 arrays:
Standard Ability Scores: 16, 16, 14, 14, 12, 10
Focused Character Scores: 18, 16, 14, 12, 10, 8
Jack of All Trades: 14, 14, 14, 14, 14, 14
Companies: Each PC has inherited a portion of the supply train from Xin’s army – which includes supplies, some cash, carts, and servants. Each PC starts with 2 to 4 points in their company. A company has 5 qualities:
• Might: Military strength – number of guards, their level of training, and so forth.
• Treasure: The economic health of the company – not just current cash, but cash flow, investments etc.
• Influence: What a company knows or can learn and how persuasive it is. Social and political pull.
• Territory: Land and holdings for the company – this also measures the quality of the company’s supply train and logistical ability.
• Sovereignty: The inner strength and loyalty of your company. This must be at least 1 each game session or the company will dissolve. Note that you can leave it 0 at the start of play and temporarily raise it for each game session.
A quality is rated from 1 to 5. A company may have a 0 in any quality other than sovereignty.
Temporarily Raising qualities: Once per session, a character can raise a company’s quality by 1 with a skill challenge. This can be a speech to raise influence, a training session for guards to raise might or any number of possible actions. A character can raise another company’s quality. This raise only lasts the current game session.
Raising a quality by 1 requires only 1 character. Raising a quality by 2 requires 3 characters – 1 to raise it by 1 and then 2 to raise it a second time. Raising a quality by 3 requires 5 characters and will permanently lower another quality by 1 for all involved companies.
Using a company: A company can perform actions as directed by the character. Each action is based on two qualities plus any appropriate assets or modifiers. Roll according to ORE rules and if a match is made, the action is successful. Every time a quality is used, it suffers a -1 penalty for the rest of that session. (A penalized Sovereignty does not force a company to dissolve)
Side missions: Any number of characters can perform a side mission to give a bonus to a single action. In general, a side mission can add a bonus of +1 to +4 on the action rolled.
Assets: An asset is a unique advantage enjoyed by your company. They provide bonuses in certain circumstances.
Category asset: Provides a +1 bonus in a broad area – for example, quality horses provide a bonus on any action related to mobility – raiding an enemy or moving supplies to the frontline.
Narrow asset: +2 bonus on a specific type of action or only when certain prerequisites are made. For example, a cadre of ninja acolytes provide a bonus on sabotaging rival companies or a holy artifact that gives a bonus on any action where it can be ceremonially displayed.
One time asset: Gives a +3 bonus on an action but can only be used once – for example, a mole inside an enemy company or a favor from a powerful general.
Improving qualities: A character can improve qualities in one of three ways:
Combining companies: A peaceful merger between two organizations
Conquest: Taking over a company by force, coercion or subterfuge.
Reward: A character can improve a quality through getting specific rewards.
The rules for improving qualities are in the Reign book and are too complex to summarize here. I will say, in general, it will be very easy to raise a quality from 0 to 1, moderately challenging to raise it from 1 to 2 and very difficult to raise a quality to 3. Raising a quality to 4 or 5 will be nearly impossible.
Starting Builds: Each of Xin’s Crows has a unique background, so their skill levels will not identical. Each player can choose one of three starting builds:
Balanced: The character is a standard level 3 character and owns a 3 point company.
Company focused: The character is level 2 and owns a 4 point company with 1 asset.
Martial focused: The character is level 3 and owns 2 point company. The character gains +2 to a single attribute (the attribute may not exceed 18), 2 bonus feats and +1 bonus to his primary mastery rating. The character receives 3 bonus glory points for his martial goal.
All characters receive the Faithful Friend mental trait for free. All are considered friends with each other and receive the bonus when play begins.
Class: Any base IH class is accepted, barring the Arcanist.
Goals: All characters must pick two goals for their character: a monetary and a martial goal.
Monetary goal: This goal can only be achieved through wealth. This goal will be judged on a sliding scale. Even if your final treasure is 1 when the war ends, your character can achieve some partial success in that goal. A 5 in treasure is the ultimate measure of success.
Martial goal: This goal can only be achieved through feats of strength/prowess. In general, it will be a challenge for a level 10 character. Depending on the goal, a high Might quality may help achieve the goal.
Cohort: Each PC has a cohort – an aide de camp that may replace the PC if the character dies. It is not necessary to stat the cohort out but please give them a name and description.
Reputation: Each character starts with Renown 1 and 30 reputation. The rules for spending reputation are in Fantasycraft. In general, 30 reputation can permanently improve a quality from 0 to 1 or buy one or more assets.
Glory Points:A character who performs a heroic act, worthy of legend, may gain glory points. These glory points can be kept and used during the game or saved for the final mission. In general, a PC that gains a glory point may choose to save it for the final adventure and gain 2 glory points for that adventure. The GM can assign from 1 to 5 points of glory for any act.
All PCs start with 3 glory points.
As a character gains glory points, he can spend them for the following benefits:
•A bonus on an attack, skill check, or saving throw.
•A chance to remove deadly effects or counter spells that target him.
Spending Glory Points: At any time, you can spend a glory point to gain a bonus on any attack, skill check, ability check, or saving throw. You can spend 1 point per roll. If you decide to spend the point before rolling, add 1d10 to the result. If you decide to spend the point after rolling, add 1d6 to the result. In other words, if you wait to see whether your attack hit or your check succeeded before deciding to spend a glory point, your maximum bonus will be smaller.
You also can spend glory points to remove conditions and effects from your character. When you spend the points, you stop suffering from the effect. However, any damage it has already inflicted upon you remains. For example, if you fail your saving throw against a giant snake’s poison, you suffer the initial ability score damage as normal. You then can spend glory points to remove the poison. The initial damage remains, but you don’t suffer the poison’s secondary effects.
Condition/EffectPoints to Remove
Disease 2
Poison 2
Paralysis 4
Fear effect 6
Mind-affecting effect 8
Death 10
There is one exception to this rule: You can spend 10 glory points to try to avoid death. In this case, you gain one of the following benefits (your choice):
• If you suffered hit point damage from an attack (as opposed to a spell) that killed you, the killing blow automatically misses instead.
• If you fell victim to an effect that allowed a saving throw, your save automatically succeeds instead. Note that you still might die if the reduced damage is high enough.