I'm planning to delete it soon.
Or should I leave it online?
What do you think?
For the curious, the current ongoing games are
The 94th Day
a Vampire Dark Ages: Giovanni Chronicles
and
Singularity
a new World of Darkness zeitgeist game
Showing posts with label ooc. Show all posts
Showing posts with label ooc. Show all posts
Tuesday, December 7, 2010
Saturday, May 15, 2010
[ooc] Doing Deeds & Virtues
As you play one of the Ministers in Weapons of the Gods, you have the opportunity to achieve amazing Deeds. A Deed is any successful action that does both of the following: it is Impressive and Virtuous, living up to the Five Xia Virtues as enumerated below.
Whenever you do something that does both of the above, you've scored a Deed of the most appropriate Virtue. Put a check in the Deeds box on the second sheet under the relevant Virtue. Each time you score a Deed, you get a Destiny point and Joss of the appropriate type. You can earn additional joss points by describing the execution of the Deed vividly and excitingly; your Sage will watch how much of a response you will get from your fellow players, and you will earn anything from 1-3 Joss based on their sincere responses to your Deed.
When you've acquired enough Deeds, you may become eligible to gain Rank!
HEROIC VIRTUES
There are the five Xia Virtues that all righteous heroes revere. If you achieve these, the common folk and any other martial artists nearby will pass on tales of your greatness - and the Wulin Sage will mark you for future monitoring to see if you are worth of higher Rank. The Martial Arts World ultimately is a bragging scoiety as much as any other; if you do the deeds, the respect will come.
Xia : the Virtue of Justice
When someone does something cool and right in the pursuit of poetic justice, harmony and revenge, it earns Xia Virtue. You can earn also through well-planned or well-executed revenges, describing an action or result in a way that beautifully evokes harmony-of-elements and harmony-of-yin-and-yang thought, or if a mortifying or embarrassing failure is described in a fashion that makes it seem poetic justice for your earlier deeds.
Kuan : the Virtue of Benevolence and Altruism
While seen as being heroic, Kuan is often more appreciated by others. Leaping to the rescue of others and the like. Kuan can also be gained when someone out of game does something unselfish to improve the game - such as brining snacks, assistance to others in set-up, etc.
Yi : the Virtue of Righteousness
When someone strives towards laudable ends, whether they succeed or fail, they can earn Yi Virtue. Unlike Kuan in that this is doin the right or benevolent thing, Yi is addressing things in a larger non-personal scale. It is about acting with integrity to bring positive change, while Xia tends to focus on the restoration of balance and order. Doing what is right regardless of the demands of establish authority or the desires of others earns this as well.
Zhong : the Virtue of Loyalty, Honesty and Honor
Acting against one's own self-interest in the names of higher principles, to act properly in all things, whether to one's friends or society. This means self-sacrifice in the name of higher principles or one's companions. This can also mean sacrificing for the fun of other players - and when the players cannot come to an agreement, the Wulin Sage can offer Zhong Virtue to the one who gives way.
Ba : The Virtue of Force
This virtue includes the Force of Will as much as the Force to be Reckoned with. Achieving stunning results in a show of raw ability and capability earns one Ba Virtue. Another good way is to bend people to your will - be it through careful use of Intrigue or just good old Inspiring Terror in your enemies. Good description on a stunning or better style result also allows characters to develop Ba Virtue.
CORRUPT VIRTUES
Being corrupt is not necessarily Evil. Being corrupt embraces the path of being a Selfish Hero rather than a Righteous one. You can still rise in climb Rank doing these Deeds.
Chou : The Corrupt Virtue of Revenge
Easily gained by being corrupt martial artists who act with ruthless harmony towards one's goals. Chou is about paying debts of lost face with blood, and anything that damages your "face" must be answered!
Si : The Corrupt Virtue of Individualism
Gain Si Virtue for hindering the actions of one's enemies in an estimable fashion, as well as successfully pursing one's own aims. Concern for one's own priorities are above anybody else's reflects the gain of this virtue.
Chan : The Corrupt Virtue of Obsession
Pursuing a goal without limit or restraint, employing any and all solutions; being creative in the face of adversity reflects Chan. While it might not seem Corrupt, until you realize these are managing to make every action serve your goal. While Si reflects how much regard you have for your own goals, Chan is how hard you drive towards that goal.
Hen : The Corrupt Virtue of Ruthlessness
This is earned whenever you find the most beneficial solutions to problems at the absolute least cost to you and at the greatest expense to others. Hen is where you increase face by making sure that people know what you're capable of in the pursuit of your goals - and use them.
Bao : The Corrupt Virtue of Ferocity
If a selfish hero commits deeds of great ferociousness, defeating his enemies and humiliating them, he can earn Ferocity. It is a fighter's nature to be violent - to be sure - but there are kinds of violence, both cruel and necessary. If you earn Bao, it's because you were the latter.
Whenever you do something that does both of the above, you've scored a Deed of the most appropriate Virtue. Put a check in the Deeds box on the second sheet under the relevant Virtue. Each time you score a Deed, you get a Destiny point and Joss of the appropriate type. You can earn additional joss points by describing the execution of the Deed vividly and excitingly; your Sage will watch how much of a response you will get from your fellow players, and you will earn anything from 1-3 Joss based on their sincere responses to your Deed.
When you've acquired enough Deeds, you may become eligible to gain Rank!
HEROIC VIRTUES
There are the five Xia Virtues that all righteous heroes revere. If you achieve these, the common folk and any other martial artists nearby will pass on tales of your greatness - and the Wulin Sage will mark you for future monitoring to see if you are worth of higher Rank. The Martial Arts World ultimately is a bragging scoiety as much as any other; if you do the deeds, the respect will come.
Xia : the Virtue of Justice
When someone does something cool and right in the pursuit of poetic justice, harmony and revenge, it earns Xia Virtue. You can earn also through well-planned or well-executed revenges, describing an action or result in a way that beautifully evokes harmony-of-elements and harmony-of-yin-and-yang thought, or if a mortifying or embarrassing failure is described in a fashion that makes it seem poetic justice for your earlier deeds.
Kuan : the Virtue of Benevolence and Altruism
While seen as being heroic, Kuan is often more appreciated by others. Leaping to the rescue of others and the like. Kuan can also be gained when someone out of game does something unselfish to improve the game - such as brining snacks, assistance to others in set-up, etc.
Yi : the Virtue of Righteousness
When someone strives towards laudable ends, whether they succeed or fail, they can earn Yi Virtue. Unlike Kuan in that this is doin the right or benevolent thing, Yi is addressing things in a larger non-personal scale. It is about acting with integrity to bring positive change, while Xia tends to focus on the restoration of balance and order. Doing what is right regardless of the demands of establish authority or the desires of others earns this as well.
Zhong : the Virtue of Loyalty, Honesty and Honor
Acting against one's own self-interest in the names of higher principles, to act properly in all things, whether to one's friends or society. This means self-sacrifice in the name of higher principles or one's companions. This can also mean sacrificing for the fun of other players - and when the players cannot come to an agreement, the Wulin Sage can offer Zhong Virtue to the one who gives way.
Ba : The Virtue of Force
This virtue includes the Force of Will as much as the Force to be Reckoned with. Achieving stunning results in a show of raw ability and capability earns one Ba Virtue. Another good way is to bend people to your will - be it through careful use of Intrigue or just good old Inspiring Terror in your enemies. Good description on a stunning or better style result also allows characters to develop Ba Virtue.
CORRUPT VIRTUES
Being corrupt is not necessarily Evil. Being corrupt embraces the path of being a Selfish Hero rather than a Righteous one. You can still rise in climb Rank doing these Deeds.
Chou : The Corrupt Virtue of Revenge
Easily gained by being corrupt martial artists who act with ruthless harmony towards one's goals. Chou is about paying debts of lost face with blood, and anything that damages your "face" must be answered!
Si : The Corrupt Virtue of Individualism
Gain Si Virtue for hindering the actions of one's enemies in an estimable fashion, as well as successfully pursing one's own aims. Concern for one's own priorities are above anybody else's reflects the gain of this virtue.
Chan : The Corrupt Virtue of Obsession
Pursuing a goal without limit or restraint, employing any and all solutions; being creative in the face of adversity reflects Chan. While it might not seem Corrupt, until you realize these are managing to make every action serve your goal. While Si reflects how much regard you have for your own goals, Chan is how hard you drive towards that goal.
Hen : The Corrupt Virtue of Ruthlessness
This is earned whenever you find the most beneficial solutions to problems at the absolute least cost to you and at the greatest expense to others. Hen is where you increase face by making sure that people know what you're capable of in the pursuit of your goals - and use them.
Bao : The Corrupt Virtue of Ferocity
If a selfish hero commits deeds of great ferociousness, defeating his enemies and humiliating them, he can earn Ferocity. It is a fighter's nature to be violent - to be sure - but there are kinds of violence, both cruel and necessary. If you earn Bao, it's because you were the latter.
Thursday, May 13, 2010
[ooc] Advantages & Disadvantages
ADVANTAGES are helpful things which at times may have slight drawbacks. Like practically everything in the game, Advantages are purchased with Destiny, and since beginning characters have 50 Destiny points to spent on their character as a whole, it might do one well to look through the list early and see what Advantages are vital in representing one's concept.
Increase Attribute - 5 points per point raised, but still a Max 5 in any Attribute at the start of the game. Might best be raised after purchasing Kung Fu.
Increase a Skill - 1 point per die bought, Max 3 in any skill at the start.
Specialize in a Skill - You may buy two specialties for 1 point. Starting characters however can only buy a specific specialty once. You need more sessions before you can take a second level in the same one.
Lores - Ways a player can tie their character into the setting in a much more direct fashion. This can be a piece of History, a good Fortune, or perhaps access to an actual Weapon of the Gods.
Kung Fu Styles - These are also Lores, but handled separately as they are so central to the game. All characters start with Lightfoot 1 (including the First Technique) for free. Only Warriors may purchase uncommon Martial Arts at the start of the game. Martial Arts can only be raised to Max 3.
Each Kung Fu has a buy-in cost. The actual Techniques cost successively more points. So with Holy Fire, for example, the first three techniques are 1 + 2 +3, costing a total of six points.
DISADVANTAGES are ways in which your character is handicapped or inconvenienced by flaws. These, when they come into play, give you an additional point of Destiny. While you can bid for them to come into play, your Sage will determine if they kick in or not.
If the trait can be purchased multiple times, it will be marked with an asterisk (*).
ADVANTAGES
Affiliation (1-5) Represents being part of a social organization in the setting. The Destiny cost represents how much you are tied to the organization. While the characters ARE Ministers of the Emperor, not all are visually recognized or identified by the populace unless their Affiliation is high. In some instances, a Minister might be more recognized by the use of his Martial Arts than the appearance of his face.
1 Gang, or some group known only by name
2 Faction, or an influential noble family.
3 Secret Society, or a highly influential noble line.
4 Clan, or one of City States.
5 One of the Five Great Clans, or the Empire itself.
Animal Speech (3) Simple communication with animals is automatic, but realize they do have a limited comprehension of things. Attempts to have them do things is a Persuade roll with your Gold Chi Modifier added.
Archetype Gift * (10) You can now divert your Chi Aura to boost another skill, and gained access to that Archetype's special benefits (such as Daoist magic or Secret Arts). This is available only starting Third Rank.
Blessed by the Gods (8) The gods take special effort in keeping you alive. As long as you entertain them by facing bizarre peril after bizarre peril, you can in turn escape those travails. When running away or escaping such dangers, you don't suffer negative skill roll modifiers from wounds.
Common Sense (3) You have Quality Common Sense and gain a +5 modifier on Tactics rolls. In addition, if the GM recommends a course of action, you can ask if its common sense, and if it is, you can get a +5 modifier by following it.
Diplomat (3) You have Quality Negotiation Skills. This grants a +5 modifier on skill rolls for social climbing or bargaining.
Dreams (1) The Dao speaks to you in your dreams. You have odd symbolic dreams once every few sessions. It is your job to interpret them, however.
Empathic (3) You have Quality Empathy. Your knack of reading and understanding emotions gives you a +5 modifier in one-and one or small group interactions.
Fast (4) You have Quality Reaction Time, giving you a +5 bonus to Initiative and Athletics checks.
Followers (1-5) You have a bunch of loyal retainers who follow you around and take your orders. In return, you look up to their upkeep. You must have at least as much Wealth as the number of Minions you are supporting.
1 - Mob of 5, or Gang of 2, or Faction of 1
2 - Mob of 10, Gang of 5, or Faction of 2
3- Mob of 20, Gang of 10, or Faction of 5
4 - Mob of 30, Gang of 15, or Faction of 10
5 - Mob of 40, Gang of 20, or Faction of 15
Friends (1-5) You have allies who sometimes helps you out. To decide whether your friends can help in a given situation or not, make a skill roll. Roll one die for each point spent on Friends, and apply the following modifiers:
+5 Overzealous or superlative effort to win friend's aid.
-5 Haven't made an effort lately.
-5 Don't have an established local friend or ally with relevant expertise.
-10 Recent habit of outright refusing friends in their own time of need.
Difficulty - Request
10 - Get food, place to stay
15 - Help with minor or small debt.
18 - Help with life problem such as marriage or mentor's scorn.
20 - Help with opposing a significant enemy
30 - Help with opposing a High Power Organization
40 - Get useful help in opposing a demon or god.
Good Looks (3 or 6) At 3, you have Quality Beauty and gain a +5 modifier on skill rolls where your appearance is an important factor. At 6, you have Perfect Beauty which gives you instead a +10 modifier, but this also gives you a -5 modifier to fade into the background or drive others away.
Healthy as an Ox (3) You have Quality Constitution and have a +5 modifier against illness and disease.
Information Broker (1-5) You have established relationships with people in organizations who provide you with information. In addition, you can also purchase a Quality Contact (a single individual in specific organizations who have greatly useful information, for 3 Destiny each).
Modifier - Situation if contact has info
+5 - Quality Contact
-5 - Haven't made an effort lately to repay them for their time and trouble.
-5 - Don't have an established contact in the organization.
-10 - As above and the organization is small.
Difficulty - Request
10 - Access to trivial information and internal rumors
15 - Practical information
18 - Detailed information
20 - Sensitive information
30 - Very sensitive information
40 - Crucial secrets.
Inventive (3) You have Quality Cunning and gain +5 modifier on non-combat skill rolls where cunning and cleverness play a role.
Iron Fists* (3) You have Quality Fists (or feet, or teeth) and your natural attack is a Quality weapon with accordant benefits. Allows you to block with the desired part without automatically suffering 2 Health points and Maiming result that comes from blocking unarmed.
Lucky* (3) You receive a free point of Xia Joss at the beginning of each chapter. May be purchased up to 3 times only.
Possession (varies) Anything from a useful item, to a fine warhorse. If lost, will be replaced in time. Look at p.350 for price list of items and Destiny cost is the lowest Wealth level it can cost. Add 3 Destiny for a Quality item, and 6 for a Perfect item.
Robust (8) You recover from wounds more quickly than most. You can recover 2 Health points each point of Jade Chi you spend. Doctors have +5 to treat your wounds.
Secret Arts (Special) Knowledge of the generalities of the Secret Arts is available for free to Scholars at Fifth Rank, Courtiers at Fourth Rank, and Warriors at Third. You need the Advantage Archetype Gift to gain full access to the Secret Arts of Intrigue as Courtiers can, or the Daoist Magics of Scholars.
Superior Specialty (3) You have a Quality Specialty and gain a +5 modifier on skill rolls involving that specialty.
Tough as Nails (3 or 6) You have Quality Toughness at 3 and gain +5 modifier to resist pain and any rolls where wounds impose a negative modifier. At 6, you have Perfect Toughness and gain a +10 modifier.
Warning of Evil (5) You have an "Ah! Evil feeling!" or an internal alert that something bad is going down. This is not a 'danger sense' for you but instead a warning that something is happening to someone you care about, near or far.
Wealth (1-5) Reflects how much one commands in terms of assets and spendable cash. Wealth can only go up to 5. Wealth may not be used during character creation to make purchases. During character creation things are purchased as Possessions.
0 - Poor. You have enough to get by. You have Staring Gear. You have no permanent residence. You wear ragged clothing and straw shoes, if any shoes at all. Professions: Beggar, Buddhist Sage, Daoist, Disgraced Wife, Dispossessed Noble, Monk, Student.
1 - Adequate. Some savings. You don't starve but your meals are of millet and vegetables. You can buy hemp clothing on a regular basis, before they become raggedy. You may live in a one-room structure. Professions: Farmer, Righteous rebel, Soldier, Merchant, Tax Collector, Poet.
2 - Comfortable. Has some income or support from a family, clan or patron. Cotton clothes, decent shoes, meal with beef and rice. Nice apartment or little village hovel. Professions: Former Bandit, Craftsman, Censor.
3 - Well-Off. Has some cash and property. Afford clothing, meals, rice, pork and seafood. Home houses three generations of family and a servant or two. Possibly a farm in the country, supporting the home in the city. Professions: Circuit Judge, Constable, Lady of the Court, Merchant.
4 - Affluent. Have gobs of cash and silver. Have a few houses filled with plush furnishings and a decent staff. Eat fine meals with rice wine. You dress in silk. Professions: Proud Prince, Imperial Courtier, Imperial Eunuch, Minister, Imperial Advisor.
5 - Wealthy. Truly financially independent. Others use the resources of your land to make money, such as farming, mining or housing. Posh manor, fully staffed with fine furnishings and artifacts. Professions: Noble House Member, Great Merchant.
Weapon Training (1) - You are trained in the use of an unusual weapon such as rope dart, which require special techniques to use.
DISADVANTAGES
Black-hearted You have an arrogant anger-filled soul driven to dominate and overcome others. You are reckless and liable to pursue your egotism without thinking of the consequences. Every time you must be restrained by the fellow players from plunging into some pointless duel or something overtly egotistical, ill-advised or rage-drive, your player gains an additional Destiny point. Only one player character may have this. And note, if you invoke this too often, friends are less likely to restrain you, with predictable results.
Chronically Unlucky Once per session, the GM can amend your roll AFTER you roll and count your best set, to a 10. You cannot appear or re-roll even with Advantages or techniques that might permit such. Each time the Sage does this, you gain an additional Destiny point.
Cowardly Your character hates risks and conflict of any kind. Unless you have numbers on your side, you will seek out diplomatic or downright craven solutions to the question of violence. You suffer an automatic -5 modifier when someone Inspires Fear. Every time you rabbit or avoid combat and let others handle the fighting for you, you gain an additional Destiny point.
Egotistical Your character is smug, arrogant, and annoyingly superior. People dislike you, and on skill rolls such as Grace and Persuade, this imposes a -5 modifier. When your tendency to alienate people genuinely gets in your way, gain an additional point of Destiny.
Family Curse At some point, your family was cursed by the Gods, or some sorcerer. You have a nasty Chi Condition (p.276) and when it makes life horrible, gain an additional Desinty.
Hated Foe Someone hates your character for real or imagined reasons. You probably hate them back. Whenever this enemy acts against you, and their acts inconvenience or harm you, you get an additional Destiny point.
Hunted You are pursued by an organization with some resources to their disposal. The likelihood of this Disadvantage to come into play against you is dependent upon the power and resources of the organization hunting you. Each time you meet significant peril or endanger your associates due to this Disadvantage, gain a Destiny point.
Lazy Your character wants to do as little as possible and puts as little effort into everything. Each time this Disadvantage is so well played that you hamper your own aims though sheer laziness, gain a Destiny point.
Missing Body Part Consult with the GM on what penalties you should get with the missing part. You gain a Destiny point when your handicap works against you in some big way.
Narcolepsy Whenever you get stressed, this Disadvantage would kick in some time after. The moment things slow down, you fall asleep. Each time you fall asleep after a battle, you gain a Destiny point.
Onerous Obligation You have a responsibility you must fulfill, no matter what. Whenever this interferes with your own plans, gain one Destiny.
Overwhelming Passion The Passion you chose at character creation is not Trivial Strength but a Major Condition - the emotion that you've chosen rules a part of your thoughts always! Every time you make a stupid decision based on the obsession, you earn Extra Destiny.
Painfully Honest Such people cannot lie, they are horrible at it, or have no interest in attempting to do so. Such people receive a -5 modifier when you attempt to lie about anything. Every time you fail, you gain one Destiny point.
Rival You have a rival of approximately equal ability, who shares a similar goal, or like. The rival will do his best to win, making your life as miserable as possible in the interim. Whenever possible, the rival will try to overshadow you in charm, intellect or prowess. Every time your Rival inconveniences you, reaches the prize or makes you look like a fool, earn an additional Destiny.
Temperamental You have a bad temper. When you get frustrated, make a Moderate (20) Awareness task to keep your cool. If you fail, you fly into a rage. Each time this occurs, gain an additional Destiny. Limited to once per gaming session only.
Thick as a Brick Your character is stupid. Skill rolls treat your Genius as 0. Worse, it is obvious that you're not pulling with a full team of oxen. Each time your obvious destiny interferes with social interactions with others, gain an additional Destiny point.
Unwholesome First time you meet someone, they attempt an Everyday (18) Awareness task. If succeed, something about you makes them feel wary and distrustful. To gain someone's trust after such a reaction will take money and time. Every time you put off someone this way, gain additional Disadvantage.
Increase Attribute - 5 points per point raised, but still a Max 5 in any Attribute at the start of the game. Might best be raised after purchasing Kung Fu.
Increase a Skill - 1 point per die bought, Max 3 in any skill at the start.
Specialize in a Skill - You may buy two specialties for 1 point. Starting characters however can only buy a specific specialty once. You need more sessions before you can take a second level in the same one.
Lores - Ways a player can tie their character into the setting in a much more direct fashion. This can be a piece of History, a good Fortune, or perhaps access to an actual Weapon of the Gods.
Kung Fu Styles - These are also Lores, but handled separately as they are so central to the game. All characters start with Lightfoot 1 (including the First Technique) for free. Only Warriors may purchase uncommon Martial Arts at the start of the game. Martial Arts can only be raised to Max 3.
Each Kung Fu has a buy-in cost. The actual Techniques cost successively more points. So with Holy Fire, for example, the first three techniques are 1 + 2 +3, costing a total of six points.
DISADVANTAGES are ways in which your character is handicapped or inconvenienced by flaws. These, when they come into play, give you an additional point of Destiny. While you can bid for them to come into play, your Sage will determine if they kick in or not.
If the trait can be purchased multiple times, it will be marked with an asterisk (*).
ADVANTAGES
Affiliation (1-5) Represents being part of a social organization in the setting. The Destiny cost represents how much you are tied to the organization. While the characters ARE Ministers of the Emperor, not all are visually recognized or identified by the populace unless their Affiliation is high. In some instances, a Minister might be more recognized by the use of his Martial Arts than the appearance of his face.
1 Gang, or some group known only by name
2 Faction, or an influential noble family.
3 Secret Society, or a highly influential noble line.
4 Clan, or one of City States.
5 One of the Five Great Clans, or the Empire itself.
Animal Speech (3) Simple communication with animals is automatic, but realize they do have a limited comprehension of things. Attempts to have them do things is a Persuade roll with your Gold Chi Modifier added.
Archetype Gift * (10) You can now divert your Chi Aura to boost another skill, and gained access to that Archetype's special benefits (such as Daoist magic or Secret Arts). This is available only starting Third Rank.
Blessed by the Gods (8) The gods take special effort in keeping you alive. As long as you entertain them by facing bizarre peril after bizarre peril, you can in turn escape those travails. When running away or escaping such dangers, you don't suffer negative skill roll modifiers from wounds.
Common Sense (3) You have Quality Common Sense and gain a +5 modifier on Tactics rolls. In addition, if the GM recommends a course of action, you can ask if its common sense, and if it is, you can get a +5 modifier by following it.
Diplomat (3) You have Quality Negotiation Skills. This grants a +5 modifier on skill rolls for social climbing or bargaining.
Dreams (1) The Dao speaks to you in your dreams. You have odd symbolic dreams once every few sessions. It is your job to interpret them, however.
Empathic (3) You have Quality Empathy. Your knack of reading and understanding emotions gives you a +5 modifier in one-and one or small group interactions.
Fast (4) You have Quality Reaction Time, giving you a +5 bonus to Initiative and Athletics checks.
Followers (1-5) You have a bunch of loyal retainers who follow you around and take your orders. In return, you look up to their upkeep. You must have at least as much Wealth as the number of Minions you are supporting.
1 - Mob of 5, or Gang of 2, or Faction of 1
2 - Mob of 10, Gang of 5, or Faction of 2
3- Mob of 20, Gang of 10, or Faction of 5
4 - Mob of 30, Gang of 15, or Faction of 10
5 - Mob of 40, Gang of 20, or Faction of 15
Friends (1-5) You have allies who sometimes helps you out. To decide whether your friends can help in a given situation or not, make a skill roll. Roll one die for each point spent on Friends, and apply the following modifiers:
+5 Overzealous or superlative effort to win friend's aid.
-5 Haven't made an effort lately.
-5 Don't have an established local friend or ally with relevant expertise.
-10 Recent habit of outright refusing friends in their own time of need.
Difficulty - Request
10 - Get food, place to stay
15 - Help with minor or small debt.
18 - Help with life problem such as marriage or mentor's scorn.
20 - Help with opposing a significant enemy
30 - Help with opposing a High Power Organization
40 - Get useful help in opposing a demon or god.
Good Looks (3 or 6) At 3, you have Quality Beauty and gain a +5 modifier on skill rolls where your appearance is an important factor. At 6, you have Perfect Beauty which gives you instead a +10 modifier, but this also gives you a -5 modifier to fade into the background or drive others away.
Healthy as an Ox (3) You have Quality Constitution and have a +5 modifier against illness and disease.
Information Broker (1-5) You have established relationships with people in organizations who provide you with information. In addition, you can also purchase a Quality Contact (a single individual in specific organizations who have greatly useful information, for 3 Destiny each).
Modifier - Situation if contact has info
+5 - Quality Contact
-5 - Haven't made an effort lately to repay them for their time and trouble.
-5 - Don't have an established contact in the organization.
-10 - As above and the organization is small.
Difficulty - Request
10 - Access to trivial information and internal rumors
15 - Practical information
18 - Detailed information
20 - Sensitive information
30 - Very sensitive information
40 - Crucial secrets.
Inventive (3) You have Quality Cunning and gain +5 modifier on non-combat skill rolls where cunning and cleverness play a role.
Iron Fists* (3) You have Quality Fists (or feet, or teeth) and your natural attack is a Quality weapon with accordant benefits. Allows you to block with the desired part without automatically suffering 2 Health points and Maiming result that comes from blocking unarmed.
Lucky* (3) You receive a free point of Xia Joss at the beginning of each chapter. May be purchased up to 3 times only.
Possession (varies) Anything from a useful item, to a fine warhorse. If lost, will be replaced in time. Look at p.350 for price list of items and Destiny cost is the lowest Wealth level it can cost. Add 3 Destiny for a Quality item, and 6 for a Perfect item.
Robust (8) You recover from wounds more quickly than most. You can recover 2 Health points each point of Jade Chi you spend. Doctors have +5 to treat your wounds.
Secret Arts (Special) Knowledge of the generalities of the Secret Arts is available for free to Scholars at Fifth Rank, Courtiers at Fourth Rank, and Warriors at Third. You need the Advantage Archetype Gift to gain full access to the Secret Arts of Intrigue as Courtiers can, or the Daoist Magics of Scholars.
Superior Specialty (3) You have a Quality Specialty and gain a +5 modifier on skill rolls involving that specialty.
Tough as Nails (3 or 6) You have Quality Toughness at 3 and gain +5 modifier to resist pain and any rolls where wounds impose a negative modifier. At 6, you have Perfect Toughness and gain a +10 modifier.
Warning of Evil (5) You have an "Ah! Evil feeling!" or an internal alert that something bad is going down. This is not a 'danger sense' for you but instead a warning that something is happening to someone you care about, near or far.
Wealth (1-5) Reflects how much one commands in terms of assets and spendable cash. Wealth can only go up to 5. Wealth may not be used during character creation to make purchases. During character creation things are purchased as Possessions.
0 - Poor. You have enough to get by. You have Staring Gear. You have no permanent residence. You wear ragged clothing and straw shoes, if any shoes at all. Professions: Beggar, Buddhist Sage, Daoist, Disgraced Wife, Dispossessed Noble, Monk, Student.
1 - Adequate. Some savings. You don't starve but your meals are of millet and vegetables. You can buy hemp clothing on a regular basis, before they become raggedy. You may live in a one-room structure. Professions: Farmer, Righteous rebel, Soldier, Merchant, Tax Collector, Poet.
2 - Comfortable. Has some income or support from a family, clan or patron. Cotton clothes, decent shoes, meal with beef and rice. Nice apartment or little village hovel. Professions: Former Bandit, Craftsman, Censor.
3 - Well-Off. Has some cash and property. Afford clothing, meals, rice, pork and seafood. Home houses three generations of family and a servant or two. Possibly a farm in the country, supporting the home in the city. Professions: Circuit Judge, Constable, Lady of the Court, Merchant.
4 - Affluent. Have gobs of cash and silver. Have a few houses filled with plush furnishings and a decent staff. Eat fine meals with rice wine. You dress in silk. Professions: Proud Prince, Imperial Courtier, Imperial Eunuch, Minister, Imperial Advisor.
5 - Wealthy. Truly financially independent. Others use the resources of your land to make money, such as farming, mining or housing. Posh manor, fully staffed with fine furnishings and artifacts. Professions: Noble House Member, Great Merchant.
Weapon Training (1) - You are trained in the use of an unusual weapon such as rope dart, which require special techniques to use.
DISADVANTAGES
Black-hearted You have an arrogant anger-filled soul driven to dominate and overcome others. You are reckless and liable to pursue your egotism without thinking of the consequences. Every time you must be restrained by the fellow players from plunging into some pointless duel or something overtly egotistical, ill-advised or rage-drive, your player gains an additional Destiny point. Only one player character may have this. And note, if you invoke this too often, friends are less likely to restrain you, with predictable results.
Chronically Unlucky Once per session, the GM can amend your roll AFTER you roll and count your best set, to a 10. You cannot appear or re-roll even with Advantages or techniques that might permit such. Each time the Sage does this, you gain an additional Destiny point.
Cowardly Your character hates risks and conflict of any kind. Unless you have numbers on your side, you will seek out diplomatic or downright craven solutions to the question of violence. You suffer an automatic -5 modifier when someone Inspires Fear. Every time you rabbit or avoid combat and let others handle the fighting for you, you gain an additional Destiny point.
Egotistical Your character is smug, arrogant, and annoyingly superior. People dislike you, and on skill rolls such as Grace and Persuade, this imposes a -5 modifier. When your tendency to alienate people genuinely gets in your way, gain an additional point of Destiny.
Family Curse At some point, your family was cursed by the Gods, or some sorcerer. You have a nasty Chi Condition (p.276) and when it makes life horrible, gain an additional Desinty.
Hated Foe Someone hates your character for real or imagined reasons. You probably hate them back. Whenever this enemy acts against you, and their acts inconvenience or harm you, you get an additional Destiny point.
Hunted You are pursued by an organization with some resources to their disposal. The likelihood of this Disadvantage to come into play against you is dependent upon the power and resources of the organization hunting you. Each time you meet significant peril or endanger your associates due to this Disadvantage, gain a Destiny point.
Lazy Your character wants to do as little as possible and puts as little effort into everything. Each time this Disadvantage is so well played that you hamper your own aims though sheer laziness, gain a Destiny point.
Missing Body Part Consult with the GM on what penalties you should get with the missing part. You gain a Destiny point when your handicap works against you in some big way.
Narcolepsy Whenever you get stressed, this Disadvantage would kick in some time after. The moment things slow down, you fall asleep. Each time you fall asleep after a battle, you gain a Destiny point.
Onerous Obligation You have a responsibility you must fulfill, no matter what. Whenever this interferes with your own plans, gain one Destiny.
Overwhelming Passion The Passion you chose at character creation is not Trivial Strength but a Major Condition - the emotion that you've chosen rules a part of your thoughts always! Every time you make a stupid decision based on the obsession, you earn Extra Destiny.
Painfully Honest Such people cannot lie, they are horrible at it, or have no interest in attempting to do so. Such people receive a -5 modifier when you attempt to lie about anything. Every time you fail, you gain one Destiny point.
Rival You have a rival of approximately equal ability, who shares a similar goal, or like. The rival will do his best to win, making your life as miserable as possible in the interim. Whenever possible, the rival will try to overshadow you in charm, intellect or prowess. Every time your Rival inconveniences you, reaches the prize or makes you look like a fool, earn an additional Destiny.
Temperamental You have a bad temper. When you get frustrated, make a Moderate (20) Awareness task to keep your cool. If you fail, you fly into a rage. Each time this occurs, gain an additional Destiny. Limited to once per gaming session only.
Thick as a Brick Your character is stupid. Skill rolls treat your Genius as 0. Worse, it is obvious that you're not pulling with a full team of oxen. Each time your obvious destiny interferes with social interactions with others, gain an additional Destiny point.
Unwholesome First time you meet someone, they attempt an Everyday (18) Awareness task. If succeed, something about you makes them feel wary and distrustful. To gain someone's trust after such a reaction will take money and time. Every time you put off someone this way, gain additional Disadvantage.
Monday, May 10, 2010
[ooc] Uncommon Martial Arts
Uncommon Martial Arts are Martial Arts that are typically practiced by a specific group, Clan or person. Purchasing such Martial Arts requires having certain Destinies tied to your character.
Bloody Claws : Crimson Chi
Manifesting as literal blood dripping from the martial artist's fingers, this Artful Open-handed only style Martial Art allows users to Disarm or Maim unlucky foes. The Martial Art itself causes the artist's fingernails to lengthen into deadly weapons.
Fist of Iron : Jade Chi
A Brutal martial art that focuses Jade chi upon ones Palms alone, transforming them to have the toughness and heft of hammers. Blows from this style can Disorient and Stun opponents, with rumors of it even being able to block Chi regeneration in others.
Five Sacred Elements : Unique Chi
Elemental auras shine around the body of warrior that uses this style, with the colors appropriate to the channeled Chi. This freestyle Martial art hones Confidence to boost social and in some cases, physical actions in unique ways.
Heart Moves The Blade : Silver Chi
Afterimages flicked in the air behind the blade as it is swung by a practitioner of this Artful Sword style. While many use it to Disarm and Maim targets, others are said to be able to strike at hundreds with incredible ease. Rumors abound however that the use of this art can lead to one's own demise.
Hell's Disasters : Crimson Chi
Flashes of red and golden light flicker from the Staff or Sword of the user of this Artful and Brutal style. While capable of Knocking Back or Downing opponents in their way, destruction and pain surround all those who use this style. Rumors abound this very style can permanently weaken an opponent, destroying the very Attributes that make a warrior great.
Inexorable Doom : Jade Chi
Known to others as the bone-breaker skill, shock waves ripple in the sky from the strikes of this Brutal style. While the Three-Section Staff is typically used to Maim or Stun the opponents of this martial art, the very blows of this style have slowed opponents down to grow more and more weak during the pace of a single combat.
Subtle Hand : Silver Chi
Created to answer the question, "How does one win a fight?" this Brutal style that uses the Palms alone shows barely any notable outward signs when in use. While easily used to Stun or Down opponents, the style focuses on feints and misdirections, with the user taking blows without seemingly getting hurt.
Three Kings : White Chi
Being a style representing the unity of will and action, all moves using this style shine with distinction. This Artful Sword style can Disarm and Down opponents, but what shocks others is how practitioners of this style can practically wield any sharp object as a viable suitable weapon.
Unfolding Glory : Gold Chi
This Artful and Brutal style is usually used with Swords but may be applied with ease to Household Items. Centered around a woman's natural gifts of speed and grace, this augments circular attacks, throws and parries with a radiant power, making each move flourish with bright and flaring meaning. With this, opponents are Maimed or Downed with relative ease. Masters, however, are said to be able to transform pain into speed and grace.
Wind Sweeping Away the Clouds : Gold Chi
Fierce winds twist and chill around the wielder of this Artful and Brutal style. Armed with Wolf-teeth Staves or Blade Wheels, practitioners Down and Stun opponents with strikes inspired by the bitter cold winds from the mountains. Rumors speak of masters who bring the very winds to act as Armor and force back armies.
Wisdom Breath : White Chi
Each technique in this style resembles writing, for it is believed the artist is literally scribing an ever-changing character upon the very Chi Aura of his opponent at the distance. While it is common to see this cause Disorientation and to Knock back foes, rumors speak of foes falling as their own aggression tears themselves apart, and their own strength inflicting upon them terrible wounds.
Yellow River Sword Style : Silver Chi
This Artful style is used typically with Paired Hook Sabers to Disarm and Knock back opponents. Users who have learned this style as a group are said to be able to benefit from the best advantages of every group member, striking with incredible precision at unison.
Bloody Claws : Crimson Chi
Manifesting as literal blood dripping from the martial artist's fingers, this Artful Open-handed only style Martial Art allows users to Disarm or Maim unlucky foes. The Martial Art itself causes the artist's fingernails to lengthen into deadly weapons.
Fist of Iron : Jade Chi
A Brutal martial art that focuses Jade chi upon ones Palms alone, transforming them to have the toughness and heft of hammers. Blows from this style can Disorient and Stun opponents, with rumors of it even being able to block Chi regeneration in others.
Five Sacred Elements : Unique Chi
Elemental auras shine around the body of warrior that uses this style, with the colors appropriate to the channeled Chi. This freestyle Martial art hones Confidence to boost social and in some cases, physical actions in unique ways.
Heart Moves The Blade : Silver Chi
Afterimages flicked in the air behind the blade as it is swung by a practitioner of this Artful Sword style. While many use it to Disarm and Maim targets, others are said to be able to strike at hundreds with incredible ease. Rumors abound however that the use of this art can lead to one's own demise.
Hell's Disasters : Crimson Chi
Flashes of red and golden light flicker from the Staff or Sword of the user of this Artful and Brutal style. While capable of Knocking Back or Downing opponents in their way, destruction and pain surround all those who use this style. Rumors abound this very style can permanently weaken an opponent, destroying the very Attributes that make a warrior great.
Inexorable Doom : Jade Chi
Known to others as the bone-breaker skill, shock waves ripple in the sky from the strikes of this Brutal style. While the Three-Section Staff is typically used to Maim or Stun the opponents of this martial art, the very blows of this style have slowed opponents down to grow more and more weak during the pace of a single combat.
Subtle Hand : Silver Chi
Created to answer the question, "How does one win a fight?" this Brutal style that uses the Palms alone shows barely any notable outward signs when in use. While easily used to Stun or Down opponents, the style focuses on feints and misdirections, with the user taking blows without seemingly getting hurt.
Three Kings : White Chi
Being a style representing the unity of will and action, all moves using this style shine with distinction. This Artful Sword style can Disarm and Down opponents, but what shocks others is how practitioners of this style can practically wield any sharp object as a viable suitable weapon.
Unfolding Glory : Gold Chi
This Artful and Brutal style is usually used with Swords but may be applied with ease to Household Items. Centered around a woman's natural gifts of speed and grace, this augments circular attacks, throws and parries with a radiant power, making each move flourish with bright and flaring meaning. With this, opponents are Maimed or Downed with relative ease. Masters, however, are said to be able to transform pain into speed and grace.
Wind Sweeping Away the Clouds : Gold Chi
Fierce winds twist and chill around the wielder of this Artful and Brutal style. Armed with Wolf-teeth Staves or Blade Wheels, practitioners Down and Stun opponents with strikes inspired by the bitter cold winds from the mountains. Rumors speak of masters who bring the very winds to act as Armor and force back armies.
Wisdom Breath : White Chi
Each technique in this style resembles writing, for it is believed the artist is literally scribing an ever-changing character upon the very Chi Aura of his opponent at the distance. While it is common to see this cause Disorientation and to Knock back foes, rumors speak of foes falling as their own aggression tears themselves apart, and their own strength inflicting upon them terrible wounds.
Yellow River Sword Style : Silver Chi
This Artful style is used typically with Paired Hook Sabers to Disarm and Knock back opponents. Users who have learned this style as a group are said to be able to benefit from the best advantages of every group member, striking with incredible precision at unison.
Sunday, May 9, 2010
[ooc] Common Martial Arts
There are many forms of martial arts in the Weapon of the Gods system. Kung Fu can be Common, Uncommon and Rare. Each Minister, however, has mastered a particular Martial Art style of their own creation. Of these twenty two martial art styles, every Minister is trained the very basic level of Lightfood Martial Arts. The Jade Emperor personally taught each one of them a specific Martial Art as a show of his love and trust. The Jade Emperor, it is believed, has mastered all twelve Martial Arts of his Ministers and is aware of a few secret other styles as well.
Common Kung Fu Styles:
The Blizzard Fist : Silver Chi
Known as an Brutal martial art where immense crippling cold is channeled through the user's palms, the Blizzard Fist weakens an opponent's focus while increasing the deadliness of the user's strikes. Users of Blizzard Fist are recognized by the appearance of frost and ice crystals as they move during the use of their techniques. Their strikes can Stun or Down opponents with ease.
Cloud Mastery : Jade Chi
With a name taken from the scudding clouds that control the sky, this free-form martial art is popular across the Land with no single acknowledged master of the form. Cloud Mastery practitioners are recognized by the visible blurring of their outline as they move with the grace granted by this martial art style, assuming one sees them before they complete their strike.
Dragon Saber : Crimson Chi
Wielding swords that glint dangerously and leave red streaks or brief crimson afterimages of the blade, Dragon Saber practitioners are rarely caught without their weapons ready. It is said masters of this style penetrate any mortal armor and sever limbs with frightening ease. This Artful martial art uses the Sword as a weapon to Disarm and Maim one's opponents.
Drunken Monkey : Silver Chi
Giving no visible manifestation save for clearly visible low crouches, scuttling lunges, loose arm waving and occasional whopping and shrieking sounds much like that of a monkey, users of this martial art style escape holds and distract attackers with frightening ease.
Eagle Claw : Crimson Chi
Widespread and popular among those who do not want to rely on having a weapon on hand, practicioners can be recognized by the characteristic claw-like finger positions that the warrior's hand always take when this style is in use. This Brutal martial art uses one's Palms as vicious weapons that can Maim or Disarm.
God of Wind Kick : White Chi
Quite a common martial art with numerous variations to its name, users of this martial art or its variations pirouette through the air, performing terrible smashing kicks as if they weighed like a feather. While practiced with Kicks alone, this Brutal style can Stun, and even worse, Maim opponents when used effectively.
Golden Temple Bulls : Gold Chi
Developed by Taoist monks, the style is defensive and almost utilitarian in nature. The Gold Chi used in this style always manifests visibly as golden light, becoming more pronounced with greater techniques. Skilled warriors are able to Disarm and Stun their opponents with this style.
Heart-Breaking Blade : Crimson Chi
Favored by those who enjoy quick kills and slaughter; typically soldiers, kung fu skilled bandits and the like. This Brutal style is practiced with Swords alone, and the blade becomes hard to watch, moving so fast that it leaves brief shimmers of cold metallic light in its wake as they Disarm and Maim their opponents.

Heaven's Thunder : Jade Chi
Users of this style manifest the sparks of electricity with the sense of a nearby thunderstorm hanging in the air. Though typically practiced with a sword, practitioners have learned to adapt this style for either Artful or Brutal weapons, Downing or Knocking Back their opponents with vicious blows.
Holy Fire : Crimson Chi
Supposedly once a well-kept secret, this martial art has a power that cannot be denied, unleashing flames and tongues of fire from the weapons or bare hands of its practitioners. The color of the flames reflect the warrior's Favored Chi, even when it is used with Artful or Brutal weapons.
Lightfoot : Any Chi
Some believe this is the very first form of all kung fu to be devised. Practiced by virtually every martial artist, the style allows the martial artist insanely rapid travel and long flying leaps that make them outmaneuver any mundane fighter. Warriors move through the air as if on invisible wires, gliding with incredible grace and speed.
Lunar Darkness : Silver Chi
This allows any blunt object to become a deadly weapon, making it whirl blurringly fast and leaving black shadows in the vision of those who try to track it with their eyes. This Brutal style is typically practiced with the Three-Section Staff, and through it opponents find themselves Stunned or Knocked back with relative ease.
Metal Summons : Gold Chi
This Purely mental form of Kung Fu wields the local chi like a storm, moving many objects to the user's bidding. The veins in the fighter's forehead always glow distinctively green or blue when this art is used; the eyes also blaze brightly at the higher levels of this style. This style somewhat transforms weapons into Ranged weapons.
The Music of War : Gold Chi
Rumored to have been created at an earlier Emperor's request, this form is favored by those who like to assassinate with weapons in plain sight. This transforms musical instruments into ranged weapons, and its victims begin bleeding from their eyes, noses and mouths as they suffer from the piercing sound of the style's killing notes. By merely Performing with a Musical Instrument, the practitioner can Disorient or Stun opponents, if not outright kill them.
Perfect Aim : White Chi
Practitioners of this martial art gain an inhuman accuracy that betrays their martial arts knowledge. Most warriors frown upon this style, which tends to be used with Ranged weapons such as Arrows or Needles to Blind or Disarm opponents, since striking from a distance is seen to be dishonorable.
Swift-Striking Sash : Silver Chi
Moving with long snaking wavy movements, practitioners of this Brutal Ranged style use Ropes or Sashes to Entangle or Down their enemies. Some say masters can even use a simple ribbon to Maim or Blind opponents with relative ease.
Thousand Scythe Kick : Gold Chi
This Brutal style uses Kicks alone to Knockback and Maim opponents, using kicks that move with incredible speed to the point that trailing images of the artist are left behind. Techniques in this style have disarmed and in some cases, even burned opponents.
Thunder Hammer : Jade Chi
This tremendously unsubtle style leads to things getting terribly broken and destroyed. A Brutal style that tends to be used with bare hands, kicks and blunt weapons, skilled artist have been known to Knockback and Down others with this fighting style.
Universal Blow : Jade Chi
Subtle in the sense that practicioners of this style merely seem to be warriors who are effective in fighting, few can catch this Brutal style, that tends to be done with a Staff or a Fist, until it hits. Skilled warriors have Knocked back or Downed opponents with this style.
Walking in Shadows : White Chi
It is rumored that practicioners of this style have shadows in the back of their eyes. This freestle martial art is ideal for surprise attacks, spies and assassins. Masters of this style can actually use the martial art to appear as anyone they desire, or completely vanish in a crowd and become impossible to spot.
Waves Like Water : Silver Chi
This Artful or Brutal style works with any weapon that has a long haft or blade. Artists using this martial art take advantage of a weapon's flexibility to bypass almost any defense, warping and wrapping and bending the weapon to their will to Disarm or Maim their opponents.
Wisdom of the Seven Gates : White Chi
This is the Kung Fu of pressure points and acupuncture, manipulating the "Seven Gates" which are the meridians of chi by striking vital pressure points, usually with stiffened fingers or needles. While most use this to negate pain an ally is experiencing, others have learned to use this to Stun opponents or rid allies of diseases and even poisons.
Common Kung Fu Styles:
The Blizzard Fist : Silver Chi
Known as an Brutal martial art where immense crippling cold is channeled through the user's palms, the Blizzard Fist weakens an opponent's focus while increasing the deadliness of the user's strikes. Users of Blizzard Fist are recognized by the appearance of frost and ice crystals as they move during the use of their techniques. Their strikes can Stun or Down opponents with ease.
Cloud Mastery : Jade Chi
With a name taken from the scudding clouds that control the sky, this free-form martial art is popular across the Land with no single acknowledged master of the form. Cloud Mastery practitioners are recognized by the visible blurring of their outline as they move with the grace granted by this martial art style, assuming one sees them before they complete their strike.
Dragon Saber : Crimson Chi
Wielding swords that glint dangerously and leave red streaks or brief crimson afterimages of the blade, Dragon Saber practitioners are rarely caught without their weapons ready. It is said masters of this style penetrate any mortal armor and sever limbs with frightening ease. This Artful martial art uses the Sword as a weapon to Disarm and Maim one's opponents.
Drunken Monkey : Silver Chi
Giving no visible manifestation save for clearly visible low crouches, scuttling lunges, loose arm waving and occasional whopping and shrieking sounds much like that of a monkey, users of this martial art style escape holds and distract attackers with frightening ease.
Eagle Claw : Crimson Chi
Widespread and popular among those who do not want to rely on having a weapon on hand, practicioners can be recognized by the characteristic claw-like finger positions that the warrior's hand always take when this style is in use. This Brutal martial art uses one's Palms as vicious weapons that can Maim or Disarm.
God of Wind Kick : White Chi
Quite a common martial art with numerous variations to its name, users of this martial art or its variations pirouette through the air, performing terrible smashing kicks as if they weighed like a feather. While practiced with Kicks alone, this Brutal style can Stun, and even worse, Maim opponents when used effectively.
Golden Temple Bulls : Gold Chi
Developed by Taoist monks, the style is defensive and almost utilitarian in nature. The Gold Chi used in this style always manifests visibly as golden light, becoming more pronounced with greater techniques. Skilled warriors are able to Disarm and Stun their opponents with this style.
Heart-Breaking Blade : Crimson Chi
Favored by those who enjoy quick kills and slaughter; typically soldiers, kung fu skilled bandits and the like. This Brutal style is practiced with Swords alone, and the blade becomes hard to watch, moving so fast that it leaves brief shimmers of cold metallic light in its wake as they Disarm and Maim their opponents.
Heaven's Thunder : Jade Chi
Users of this style manifest the sparks of electricity with the sense of a nearby thunderstorm hanging in the air. Though typically practiced with a sword, practitioners have learned to adapt this style for either Artful or Brutal weapons, Downing or Knocking Back their opponents with vicious blows.
Holy Fire : Crimson Chi
Supposedly once a well-kept secret, this martial art has a power that cannot be denied, unleashing flames and tongues of fire from the weapons or bare hands of its practitioners. The color of the flames reflect the warrior's Favored Chi, even when it is used with Artful or Brutal weapons.
Lightfoot : Any Chi
Some believe this is the very first form of all kung fu to be devised. Practiced by virtually every martial artist, the style allows the martial artist insanely rapid travel and long flying leaps that make them outmaneuver any mundane fighter. Warriors move through the air as if on invisible wires, gliding with incredible grace and speed.
Lunar Darkness : Silver Chi
This allows any blunt object to become a deadly weapon, making it whirl blurringly fast and leaving black shadows in the vision of those who try to track it with their eyes. This Brutal style is typically practiced with the Three-Section Staff, and through it opponents find themselves Stunned or Knocked back with relative ease.
Metal Summons : Gold Chi
This Purely mental form of Kung Fu wields the local chi like a storm, moving many objects to the user's bidding. The veins in the fighter's forehead always glow distinctively green or blue when this art is used; the eyes also blaze brightly at the higher levels of this style. This style somewhat transforms weapons into Ranged weapons.
The Music of War : Gold Chi
Rumored to have been created at an earlier Emperor's request, this form is favored by those who like to assassinate with weapons in plain sight. This transforms musical instruments into ranged weapons, and its victims begin bleeding from their eyes, noses and mouths as they suffer from the piercing sound of the style's killing notes. By merely Performing with a Musical Instrument, the practitioner can Disorient or Stun opponents, if not outright kill them.
Perfect Aim : White Chi
Practitioners of this martial art gain an inhuman accuracy that betrays their martial arts knowledge. Most warriors frown upon this style, which tends to be used with Ranged weapons such as Arrows or Needles to Blind or Disarm opponents, since striking from a distance is seen to be dishonorable.
Swift-Striking Sash : Silver Chi
Moving with long snaking wavy movements, practitioners of this Brutal Ranged style use Ropes or Sashes to Entangle or Down their enemies. Some say masters can even use a simple ribbon to Maim or Blind opponents with relative ease.
Thousand Scythe Kick : Gold Chi
This Brutal style uses Kicks alone to Knockback and Maim opponents, using kicks that move with incredible speed to the point that trailing images of the artist are left behind. Techniques in this style have disarmed and in some cases, even burned opponents.
Thunder Hammer : Jade Chi
This tremendously unsubtle style leads to things getting terribly broken and destroyed. A Brutal style that tends to be used with bare hands, kicks and blunt weapons, skilled artist have been known to Knockback and Down others with this fighting style.
Universal Blow : Jade Chi
Subtle in the sense that practicioners of this style merely seem to be warriors who are effective in fighting, few can catch this Brutal style, that tends to be done with a Staff or a Fist, until it hits. Skilled warriors have Knocked back or Downed opponents with this style.
Walking in Shadows : White Chi
It is rumored that practicioners of this style have shadows in the back of their eyes. This freestle martial art is ideal for surprise attacks, spies and assassins. Masters of this style can actually use the martial art to appear as anyone they desire, or completely vanish in a crowd and become impossible to spot.
Waves Like Water : Silver Chi
This Artful or Brutal style works with any weapon that has a long haft or blade. Artists using this martial art take advantage of a weapon's flexibility to bypass almost any defense, warping and wrapping and bending the weapon to their will to Disarm or Maim their opponents.
Wisdom of the Seven Gates : White Chi
This is the Kung Fu of pressure points and acupuncture, manipulating the "Seven Gates" which are the meridians of chi by striking vital pressure points, usually with stiffened fingers or needles. While most use this to negate pain an ally is experiencing, others have learned to use this to Stun opponents or rid allies of diseases and even poisons.
[ooc] Players are asked to choose their top three Common Martial Arts styles. The second and tertiary choices are just in case their first choice is no longer available. Consider your character's personality and how it might work with both the weapon of the style, as well as the Chi color it uses.
Sunday, May 2, 2010
[ooc] Critical Hits and Combat Modifiers
Critical Hits: Attacks, particularly critical successes on Kung Fu (when you score at least 10 above the opponent's roll), can have special effects:
- Disarming: The weapon can be retrieved with a DC 15 Athletics roll (which can be opposed with Tactics).
- Disorienting: Chi Aura can't be used to reduce damage.
- Downing: The target must spend 5 Any Chi or be knocked prone, getting a -5 modifier to Initiative, Dodge, Fight, and Melee. Standing up is a DC 15 Athletics roll (which can be opposed with Tactics).
- Embarrassing: The target suffers a -10 to all actions next round.
- Entangling: The target can't move or attack; damage determines how long it takes for them to escape, and the difficulty of the Athletics/Finesse check to escape earlier.Damage (not inflicted) = Duration of entanglement = Athletics or Finesse to Escape
1 = 1 round = Simple (15)
2 = 2 rounds = Everyday (18)
3 = 3 rounds = Moderate (20)
4 to 5 = 4 to 5 rounds = Hard (30)
6+ = one scene = Legendary (40)
- Grappling: Like Entangling, but for bare-handed people. Victim can still attack you (at -10 modifier) and the grapple lasts only one round. You can extend grapple to next round as a free action.
- Knocking Back: This is always an option for critical successes. In addition to normal damage, the target is knocked one round's distance (10 yards) for each damage die dealt, unless they spend 2 Any Chi per damage die.
- Maiming: The target becomes unable to use two-handed weapons, or their Lightfoot Mobility Bonus is reduced by 5. Maiming can be cured with 2 Jade Chi as a Free Action.
- Stunning: Just like Entanglement, but the target must use Hardiness to recover, not Athletics.
Combat Modifiers:
Situation = Modifier = Add Strike?
Artful attack or defense = None = Yes
Artful attack, can't see opponent = -5 = Yes
Artful defense, against projectiles = -10 = No
Brutal attack or defense = None = Yes
Brutal attack, can't see opponents = -5 = Yes
Brutal defense, against projectiles = -10 = No
Ranged attack, point-blank = -5 = Yes
Ranged attack, short range = None = Yes
Ranged attack, medium range = -5 = Yes
Ranged attack, long range = -10 = Yes
Ranged attack, can't see opponent = -10 = Yes
Ranged defense = -15 = No
Ranged defense, can't see opponent = -20 = No
Surprise - Awareness check Everyday (18) or you fail to notice the incoming attack. -10 to defense rolls and you cannot use your weapon's Strike, nor attack that same round.
Other Combat Effects (but not freely purchased with critical successes):
- Blindness: Some attacks can blind their victim permanently or temporarily. Other than the modifiers as shown above, the victim also suffers -5 to Awareness and Sense rolls.
- Burning: Certain poisons and fire use burning rules. Fire causes one die of damage each round, with neither weapon nor armor modifying the roll. Fires have an Intensity, each rating means a round that they burn. A full action can extinguish a fire, unless there are complications.
- Poisoning: For poisons that do not cause damage but instead corrupt the Chi, the same chart for Entangling is used to reflect the Hardiness Difficulty to recover from it.
Other Unusual Attacks:
- Area Attacks: Each defender opposes separately, and the attack's success, failure, critical success or critical failure is assessed separately for each.
- Called Shots: Typically representative of doing something tricky, such as cutting off another's ponytail, or slicing off another's shirt as you parry his attacks. Difficulty ranges from Hard to Legendary just to succeed in the attack.
Targets sometimes have specific weaknesses that called shots can take advantage of. Called shots cannot inflict combat effects or ignore target's armor unless it is through a special kung fu or weapons that do that anyway.
Hazardous Environment:
Hazardous environments do a certain number of dice of damage each round, often with a small positive modifier. For these, characters can have a free defense and oppose the damage merely with Hardiness or some other appropriate skill.
Characters facing major hazards such as lava or drowning don't get a free defense - the only defensive options are Chi auras, armor if it applies, and tactical opposition that uses up the character's free action every round.
In a hazardous environment, large numbers of damage dice indicate variably high damage. High modifiers make the damage consistently higher and harder to resist with Hardiness and Chi Aura. Refusing a free defense means that characters have to use their full action or their Chi Aura to simply survive.
Example conditions = Damage Dice = Damage Modifier = Armor? = Free Defense?
Swarm of mosquitoes = 1d = +0 = Yes = Yes
Swarms of birds = 2d = +0 = Yes = No
Swarms of swords = 1d = +15 = Yes = No
Drowning = 1d = +5 = No = No
Scalding = 2d = +0 = No = Yes
Lava = 3d = +5 = No = No
Friday, April 30, 2010
[ooc] Combat and its many Styles
Kung Fu is fundamental in any Wuxia game. In this game, there are different styles of combat that the players must be aware of:
Artful Weapons and Kung Fu
Artful weapons and kung fu use the Melee skill. These represent the application of finesse and speed in battle. Typically, these are blades and other cutting edges. Artful weapons allow Artful kung fu enhancement to attack and defense. Against hand-to-hand weapons, apply the weapon's Strike as a modifier to the roll. Against thrown and projectile weapons, artful defense suffers a -10 modifier and does not benefit from the Strike.
Brutal Weapons and Kung Fu
These use the Fight skill and represent the application of raw force. Include fists, feet and most blunt weapons. These allow Brutal kung fu enhancement to attack and defense. Against hand-to-hand weapons, apply the weapon's Strike as a modifier to the roll. Against thrown and projectile weapons, brutaldefense suffers a -10 modifier and does not benefit from the Strike.
Initiative
At the beginning of each round, roll Initiative. Highest acts first. Characters can wait for someone else to act first, and if results in a loop, none act that round.
Weapon Speed
If the character has one or more weapons drawn, the weapon's Speed modifies the Initiative. As always, pick only the best modifier.
ACTIONS
Each round, you are allowed one full action and two free actions. Full round actions are actions that require your attention and effort. Free actions are little things that do not need your focus, such as typical movement. Kung fu that allow additional full actions take them at the end of the initiative order.
Full Actions
Most skill rolls are full actions. If the action depends on two or more skills, this is a "complex" action and you roll using the skill with the smaller set of dice. (e.g. Carving a poem into a target's cheek is a Melee and Learning skill roll. The Poem is a Moderate task, the calligraphy is a Moderate task as well, and hitting the opponent is basically a trivial task. Therefore, using the lower of the two skills, you roll to target 20, or the defense roll whichever is higher.)
Free Actions
Skill rolls for unopposed Trivial tasks are free actions. Conversation, throwing insults would be free actions.
OPPOSING ACTIONS
Defensive Actions
You can always defend against an attack. You get one defense for any given attack.
You can use Dodge to oppose any physical attack.
You can also Block (using Fight if with your brutal weapon or hands or feet, or Melee if with artful weapons.)
Without the appropriate kung fu, blocking weapons with bare hands risks damage, usually 2 points per block, even if successful.
You can use Confidence skill to oppose any direct social attack.
You can also block social attacks with the skill used (resisting persuasion attempts with your own Persuade skill, etc)
Tactical Opposition
You can also spend a full action preparing some kind of opposition. Until your next chance to act, you automatically oppose all relevant actions with the relevant skill. An example of this is when bandits attack a village, you could declare that you want to parry any attack against a child standing near you. Whenever that child is attacked, you can defend the child as if it were you attacked. Modifiers apply when you try to oppose things that are more ambitious, but its perfectly in the genre to succeed.
HURTING PEOPLE
Damage works like a style roll. If your attack minimally succeeds, you get to roll one die of damage. For each full five points you succeed by, roll one more die. (So if your attack scored a critical success which is succeeding by 10, roll three dice.) The total damage done is the result of your roll plus the damage bonus of your weapon and kung fu, minus the result of the opposition (like armor or chi aura).
Most weapons add a modifier to your damage roll. Barehanded attacks have a -5 modifier. Long swords a +5. Great swords a +15. Terrible Weapons of the Gods can add +20 and more.
Armor imposes a negative modifier to the damage roll. Light gives a -5 modifier, Medium a -10 and Heavy a -15 modifier.
Opposing Damage Rolls
You can oppose damage rolls by spending Chi Aura. Each point gives one die with which to oppose the roll. This is the only free defense against damage.
Example: Mong Duk attacks Meng Lo, rolling 45 to attack against Meng Lo's defense of 34. Mong Duk is using a great sword, and Meng Lo is wearing medium armor. Mong Duk therefore rolls 3 dice (his 45 is 11 more than the defense of 34) and this is to be modified by +15 (greatsword) and -10 (medium armor). Mong Duk rolls a 23 and has a +5 remaining modifier, for a total of 28. Not wanting to get hurt, Meng Lo spends a point of Chi Aura and rolls 15. The total damage is 28-15 = 13 points of damage.
BEING HURT
Random Citizens typically have a Health of 5. Fifth Rank fighters have a Health of 10. Typically characters have Health equal to their total Chi Ratings. (NPCs for simplicity sake have Health equal to +5/Rank, so a 4th Rank NPC has 15, a 3rd has 20 and so forth.
You can take up to five times your Health in damage before you die.
Each time you take your full Health in damage, you suffer progressively increasing impairment.
Healthy/Battered - At full health, or suffering some damage, but not equal to full Health.
Injured - Suffer Chi Flow Loss in one color. -5 Penalty to Athetics to cover ground.
Wounded - Suffer Chi Flow Loss in another color. -5 Penalty to all Actions. -10 Penalty to Athletics to cover ground.
Staggering - Suffer Chi Flow Loss in a third color. -10 Penalty in all actions.
Last Legs - Suffer Chi Flow Loss in a fourth color. -10 in all actions, and -20 in Athletics to cover ground.
Dying - If you have any chi left, you're still conscious but Dying. While Dying, you gain a +10 bonus to Genius and Presence rolls for a glorious one last speech. But otherwise, you need help soon or you are gone for good.
If no chi, you are comatose and will die without medical help at the end of the scene.
Artful Weapons and Kung Fu
Artful weapons and kung fu use the Melee skill. These represent the application of finesse and speed in battle. Typically, these are blades and other cutting edges. Artful weapons allow Artful kung fu enhancement to attack and defense. Against hand-to-hand weapons, apply the weapon's Strike as a modifier to the roll. Against thrown and projectile weapons, artful defense suffers a -10 modifier and does not benefit from the Strike.
Brutal Weapons and Kung Fu
These use the Fight skill and represent the application of raw force. Include fists, feet and most blunt weapons. These allow Brutal kung fu enhancement to attack and defense. Against hand-to-hand weapons, apply the weapon's Strike as a modifier to the roll. Against thrown and projectile weapons, brutaldefense suffers a -10 modifier and does not benefit from the Strike.
Ranged Weapons and Kung Fu
These use the Ranged skill and depend on the application of insight, flow, keen senses and Wu Wei. These include thrown and projectile weapons. They allow Ranged kung fu enhancement to attack and defense. In addition, you can enhance Ranged attacks with sharp weapons known as Ranged (Artful) weapons with Artful kung fu, or Ranged attacks with blunt weapons or Ranged (Brutal) weapons with Brutal kung fu. Characters can use ranged weapons to defend against attacks. Do not apply the weapon's Strike modifier for defense, instead apply a -15 modifier. Usually it is better to just dodge.
Artful/Brutal Weapons
When weapons allow the use of both styles, you can use either Fight or Melee skill, and you can apply Artful kung fu, Brutal kung fu or a combination.
Mobility
Typically, all combatants are in motion. Typical tactics include keeping distance from a group, closing in on someone, and similar motions. Characters move 10 yards a round. If you wish to move faster, an Athletics check is needed. [20 yards/Moderate difficulty, 30y/Hard, 40y/Legendary]. You can only move once per round.
Typically, all combatants are in motion. Typical tactics include keeping distance from a group, closing in on someone, and similar motions. Characters move 10 yards a round. If you wish to move faster, an Athletics check is needed. [20 yards/Moderate difficulty, 30y/Hard, 40y/Legendary]. You can only move once per round.
Initiative
At the beginning of each round, roll Initiative. Highest acts first. Characters can wait for someone else to act first, and if results in a loop, none act that round.
Weapon Speed
If the character has one or more weapons drawn, the weapon's Speed modifies the Initiative. As always, pick only the best modifier.
ACTIONS
Each round, you are allowed one full action and two free actions. Full round actions are actions that require your attention and effort. Free actions are little things that do not need your focus, such as typical movement. Kung fu that allow additional full actions take them at the end of the initiative order.
Full Actions
Most skill rolls are full actions. If the action depends on two or more skills, this is a "complex" action and you roll using the skill with the smaller set of dice. (e.g. Carving a poem into a target's cheek is a Melee and Learning skill roll. The Poem is a Moderate task, the calligraphy is a Moderate task as well, and hitting the opponent is basically a trivial task. Therefore, using the lower of the two skills, you roll to target 20, or the defense roll whichever is higher.)
Free Actions
Skill rolls for unopposed Trivial tasks are free actions. Conversation, throwing insults would be free actions.
OPPOSING ACTIONS
Defensive Actions
You can always defend against an attack. You get one defense for any given attack.
You can use Dodge to oppose any physical attack.
You can also Block (using Fight if with your brutal weapon or hands or feet, or Melee if with artful weapons.)
Without the appropriate kung fu, blocking weapons with bare hands risks damage, usually 2 points per block, even if successful.
You can use Confidence skill to oppose any direct social attack.
You can also block social attacks with the skill used (resisting persuasion attempts with your own Persuade skill, etc)
Tactical Opposition
You can also spend a full action preparing some kind of opposition. Until your next chance to act, you automatically oppose all relevant actions with the relevant skill. An example of this is when bandits attack a village, you could declare that you want to parry any attack against a child standing near you. Whenever that child is attacked, you can defend the child as if it were you attacked. Modifiers apply when you try to oppose things that are more ambitious, but its perfectly in the genre to succeed.
HURTING PEOPLE
Damage works like a style roll. If your attack minimally succeeds, you get to roll one die of damage. For each full five points you succeed by, roll one more die. (So if your attack scored a critical success which is succeeding by 10, roll three dice.) The total damage done is the result of your roll plus the damage bonus of your weapon and kung fu, minus the result of the opposition (like armor or chi aura).
Most weapons add a modifier to your damage roll. Barehanded attacks have a -5 modifier. Long swords a +5. Great swords a +15. Terrible Weapons of the Gods can add +20 and more.
Armor imposes a negative modifier to the damage roll. Light gives a -5 modifier, Medium a -10 and Heavy a -15 modifier.
Opposing Damage Rolls
You can oppose damage rolls by spending Chi Aura. Each point gives one die with which to oppose the roll. This is the only free defense against damage.
Example: Mong Duk attacks Meng Lo, rolling 45 to attack against Meng Lo's defense of 34. Mong Duk is using a great sword, and Meng Lo is wearing medium armor. Mong Duk therefore rolls 3 dice (his 45 is 11 more than the defense of 34) and this is to be modified by +15 (greatsword) and -10 (medium armor). Mong Duk rolls a 23 and has a +5 remaining modifier, for a total of 28. Not wanting to get hurt, Meng Lo spends a point of Chi Aura and rolls 15. The total damage is 28-15 = 13 points of damage.
BEING HURT
Random Citizens typically have a Health of 5. Fifth Rank fighters have a Health of 10. Typically characters have Health equal to their total Chi Ratings. (NPCs for simplicity sake have Health equal to +5/Rank, so a 4th Rank NPC has 15, a 3rd has 20 and so forth.
You can take up to five times your Health in damage before you die.
Each time you take your full Health in damage, you suffer progressively increasing impairment.
Healthy/Battered - At full health, or suffering some damage, but not equal to full Health.
Injured - Suffer Chi Flow Loss in one color. -5 Penalty to Athetics to cover ground.
Wounded - Suffer Chi Flow Loss in another color. -5 Penalty to all Actions. -10 Penalty to Athletics to cover ground.
Staggering - Suffer Chi Flow Loss in a third color. -10 Penalty in all actions.
Last Legs - Suffer Chi Flow Loss in a fourth color. -10 in all actions, and -20 in Athletics to cover ground.
Dying - If you have any chi left, you're still conscious but Dying. While Dying, you gain a +10 bonus to Genius and Presence rolls for a glorious one last speech. But otherwise, you need help soon or you are gone for good.
If no chi, you are comatose and will die without medical help at the end of the scene.
[ooc] Chi and its many Faces
Chi represents the power and vigor of the character's body and mind. It is said the greater one's Chi, the more incredible and supernatural are the things one can accomplish. The Chi of the body and mind is divided into five colors, each corresponding to a Daoist element: Jade Chi, Crimson Chi, Gold Chi, White Chi and Silver Chi. There also exist two more kinds of Chi which can be powerful but are unhealthy to cultivate: Demon Chi and Void Chi. Chi is said to be the liveblood of the universe, its very breath. Without chi, you can't wield your kung fu at all!
Jade Chi
This is the element of Wood, and it corresponds with the flesh and vitality, of growth and physical might. People with great Jade Chi are disgustingly healthy, shrugging off diseases, discomforts and other such distractions with little effort. Green Chi is associated with the Attribute of Might, the Spring Season, and the East.
Crimson Chi
Fire Chis is Crimson, quick and leaping with ferocity and verve. This is associated with the Attribute of Speed, the Season of Summer, and the Southern direction. People with much Crimson Chi are inhumanly fast with incredible reflexes and the ability to evade assaults.
Gold Chi
The color of the Earth Element is Gold, shining and precious. Those who possess much Gold Chi shine as well, with an inner beauty that shows. Gold Chi is associated with the Presence Attribute, bringing confidence and being solidly rooted. The direction of this Chi is the Center, and the Season of this is Late Summer.
White Chi
The color of Metal Chi is White - as the mirror looks from an angle, cold and reflective. This also describes those of high Genius; sharp, reflective and missing nothing. The greater the White Chi, the more profound the intellect; capable of holding and keeping an edge over others. This is associated with the Western Direction, and its Season is Autumn.
Silver Chi
Silver Chi is Water, reflecting the sky and clouds overhead. It is protean and flowing, adapting to its surroundings - those with abundant Silver Chi have preternatural senses, aware of everything, for water flows wherever it can. This is associated with the Attribute of Wu Wei, the Winter Season and the direction of North.
Chi Aura
Every character can channel their Chi aura to defend against attacks or improve rolls with their Archetype key skill. Your Chi Aura is equal to the number of Ranks you have attained. The weakest of trained warriors are Fifth Rank. All players start at 4th Rank, giving them a Chi Aura of 2 at the start of the game. The greatest of heroes and villans are 1st Rank, having a Chi Aura of 5. Warriors can channel it to Dodge. Courtiers can use it for Confidence. Awareness can be enhanced by Scholars. Each round, a character can get back every point of Chi aura that you've spent.
This "Protective Air" is only active when aware and unparalyzed. These can be used as dice to oppose an injury - 1 die per each level of Chi Aura. You only have one attempt per injury to spend it, so choose the amount of Aura to be spent carefully, as you might need some later in the same round!
Chi Condition
What you have when you're sick or injured in an unusual fashion; or if your Chi balance is imbalanced on purpose, through Medicine or even Curses.
Chi Flow Loss
When you take serious wounds, you suffer chi flow loss in one color - one color per each level of Health damaged below Battered. You no longer get a point of that Chi color back each round. Healing those wounds restores your chi flow, allowing normal recovery.
Uses of Chi
Your Chi ratings at the beginning of every game equal your Attributes. You may spend Chi at any time you like during the round, though you cannot spend more Chi than you actually possess.
Jade Chi and Healing
All characters can spend Jade Chi to heal damage - one point for each Health point healed, as a Free Action. You can only heal one point for each die of Hardiness skill you have (to the minimum of one). Jade Chi, however, cannot be used to heal profound damage.
Chi Transfer
A full action with your hands placed on another person will allow you transfer as much chi as you like of a single color.
Invest Chi
A few kung fu techiniques allow you to invest your Chi and maintain them constantly - protecting them from Chi Flow Loss. However, your effective Rating is reduced by the amount.
Regaining Chi
One point of EACH color returns to you at the end of each round, after all actions are done.
This however does not happen if you are severely hurt. Any round you take damage that takes you lower than Battered damage level, you lose the ability to regain a single color of chi of your choice. This is called chi flow loss.
Jade Chi
This is the element of Wood, and it corresponds with the flesh and vitality, of growth and physical might. People with great Jade Chi are disgustingly healthy, shrugging off diseases, discomforts and other such distractions with little effort. Green Chi is associated with the Attribute of Might, the Spring Season, and the East.
Crimson Chi
Fire Chis is Crimson, quick and leaping with ferocity and verve. This is associated with the Attribute of Speed, the Season of Summer, and the Southern direction. People with much Crimson Chi are inhumanly fast with incredible reflexes and the ability to evade assaults.
Gold Chi
The color of the Earth Element is Gold, shining and precious. Those who possess much Gold Chi shine as well, with an inner beauty that shows. Gold Chi is associated with the Presence Attribute, bringing confidence and being solidly rooted. The direction of this Chi is the Center, and the Season of this is Late Summer.
White Chi
The color of Metal Chi is White - as the mirror looks from an angle, cold and reflective. This also describes those of high Genius; sharp, reflective and missing nothing. The greater the White Chi, the more profound the intellect; capable of holding and keeping an edge over others. This is associated with the Western Direction, and its Season is Autumn.
Silver Chi
Silver Chi is Water, reflecting the sky and clouds overhead. It is protean and flowing, adapting to its surroundings - those with abundant Silver Chi have preternatural senses, aware of everything, for water flows wherever it can. This is associated with the Attribute of Wu Wei, the Winter Season and the direction of North.
Chi Aura
Every character can channel their Chi aura to defend against attacks or improve rolls with their Archetype key skill. Your Chi Aura is equal to the number of Ranks you have attained. The weakest of trained warriors are Fifth Rank. All players start at 4th Rank, giving them a Chi Aura of 2 at the start of the game. The greatest of heroes and villans are 1st Rank, having a Chi Aura of 5. Warriors can channel it to Dodge. Courtiers can use it for Confidence. Awareness can be enhanced by Scholars. Each round, a character can get back every point of Chi aura that you've spent.
This "Protective Air" is only active when aware and unparalyzed. These can be used as dice to oppose an injury - 1 die per each level of Chi Aura. You only have one attempt per injury to spend it, so choose the amount of Aura to be spent carefully, as you might need some later in the same round!
Chi Condition
What you have when you're sick or injured in an unusual fashion; or if your Chi balance is imbalanced on purpose, through Medicine or even Curses.
Chi Flow Loss
When you take serious wounds, you suffer chi flow loss in one color - one color per each level of Health damaged below Battered. You no longer get a point of that Chi color back each round. Healing those wounds restores your chi flow, allowing normal recovery.
Uses of Chi
Your Chi ratings at the beginning of every game equal your Attributes. You may spend Chi at any time you like during the round, though you cannot spend more Chi than you actually possess.
Jade Chi and Healing
All characters can spend Jade Chi to heal damage - one point for each Health point healed, as a Free Action. You can only heal one point for each die of Hardiness skill you have (to the minimum of one). Jade Chi, however, cannot be used to heal profound damage.
Chi Transfer
A full action with your hands placed on another person will allow you transfer as much chi as you like of a single color.
Invest Chi
A few kung fu techiniques allow you to invest your Chi and maintain them constantly - protecting them from Chi Flow Loss. However, your effective Rating is reduced by the amount.
Regaining Chi
One point of EACH color returns to you at the end of each round, after all actions are done.
This however does not happen if you are severely hurt. Any round you take damage that takes you lower than Battered damage level, you lose the ability to regain a single color of chi of your choice. This is called chi flow loss.
Wednesday, April 14, 2010
[occ] Skills in Weapon of the Gods
The following are the existing Skills and common Specialties available for characters in Weapon of the Gods. Every skill has a rating of 0 to 5. Specializations can range from +1 to +2.
Grace - Social awareness and comportment. Knowing how to behave in court, be witty at dinner, and how to accept or decline an imperial gift in high style.
Skill + Specialty = Meaning
0 = You have not practice this skill and must rely on raw talent.
1 = You have some basic training or practice.
2 = You are good at this, but are used to meeting people who are better.
3 = You have solid professional competence.
4 = You have impressive professional competence.
5 = You've mastered the skill.
6 = Incredible focused skill.
7 = Legendary focused skill.
Might Skills
Athletics - physical feats, breaking down doors, ripping out chains, jumping
specialties: Looking strong, Running, Jumping, Swimming, Smashing things
Climb - confidence and speed in going up places. While all Wuxia heroes have Lightfoot, Climb does not cost chi and reduces the risk of detection via Awareness.
specialties: Without gear, Slick Surfaces, At Night
Fight - using strength and natural power to hurt someone.
specialties: Specific weapon, Bare hands, Anything handy.
specialties: Specific weapon, Bare hands, Anything handy.
Hardiness - resisting privation, hunger, disease, and enduring long shifts.
specialties: Enduring Torture, Staying Awake, Disease, Poison, Regaining Chi
Lift - exceeding ones usual Strength limits in lifting objects. Throwing something to short range has the same difficulty as lifting it.
specialties: Large Amounts, Careful Carrying, Livestock, Dead Bodies, Throwing.
specialties: Large Amounts, Careful Carrying, Livestock, Dead Bodies, Throwing.
Speed Skills
Initiative - seizing the moment and moving in time or following perfect timing. Determining order in combat.
specialties: Combat Initiative, Dramatic Entrance, Reliable Cavalry
specialties: Combat Initiative, Dramatic Entrance, Reliable Cavalry
Dodge - Getting out of the way of an incoming attack.
specialties: Diving for Cover, Projectiles, Swords, Blunt Instruments
Finesse - Acrobatics, legerdemain, fine coordination and escapes.
specialties: acrobatics, cheating, escapes, fine manipulations, sleight of hand.
specialties: acrobatics, cheating, escapes, fine manipulations, sleight of hand.
Melee - Fast, precise control of weapons, usually edged.
specialties: sword, spears (wielded only)
Ride - Replaces Athletics and Initiative when you are mounted. Optionally, can roll Ride instead of Dodge or Melee when mounted.
specialties: Breed of Horse, Other creatures.
Presence Skills
Confidence - Projecting self assurance. Used by Courtiers to regain Chi.
specialties: Military, Authority, Regaining Chi
specialties: Military, Authority, Regaining Chi
Grace - Social awareness and comportment. Knowing how to behave in court, be witty at dinner, and how to accept or decline an imperial gift in high style.
specialties: Small town,City, Parties, Imperial
Inspire - you can make people cry, dance, sing, or run away in terror.
specialties: Love, Fear, Sorrow
Perform - Entrance crowds through some amazing talent. Covers music, acting, storytelling, puppetry and other arts.
specialties: Love, Fear, Sorrow
Perform - Entrance crowds through some amazing talent. Covers music, acting, storytelling, puppetry and other arts.
specialties: Acting, Classic Performances, Opera, Painting, Puppetry, Music
Persuade - Bringing others around to your point of view.
specialties: Big Lies, Clever Debate, Honest Speeches
specialties: Big Lies, Clever Debate, Honest Speeches
Genius Skills
Learning - Able to read and write. Having good calligraphy. Knowledge of legends, folk tales and myths.
specialties: Philosophy, History, Calligraphy
Crafting - Build and assemble things. Also used to find weakness of things.
specialties: Armor, Chaos, Weapons
Medicine - Acupuncture, clean wounds, bandages, herbal remedies, minor surgery.
specialties: Diseases, Injuries, Infections, Poisons, Regaining Chi (Scholars)
specialties: Diseases, Injuries, Infections, Poisons, Regaining Chi (Scholars)
Politics - Understanding of who is in charge, knowing political lay of the land.
specialties: Specific City or Village or Faction.
Tactics - Know ho to allocate military force. Marshall and protect large groups.
specialties: small unit, large scale
specialties: small unit, large scale
Wu Wei Skills
Awareness - mindfulness of your environment. Archetype skill for Scholars. Deduce intentions of others.
specialties: Ambushes and Danger, Chi, Tracking, Weather Prediction
specialties: Ambushes and Danger, Chi, Tracking, Weather Prediction
Investigation - Observant and able to spot details. Know how to ask questions.
specialties: Lore, Hidden Secrets
Ranged - Hitting things that you throw or fire.
specialties: Needles, Crossbows, Archery, Spears, Knives
Sense - Raw sensory detail you pick up. Spot intruders.
specialties: Hearing, Sight, Smell, Taste, Touch.
Stealth - the art of subtle movement. Avoiding lines of sight, keeping to shadow.
specialties: At Night, In the Day, Skulking, Eavesdropping
specialties: At Night, In the Day, Skulking, Eavesdropping
In character creation, players are given 30 points of skills for free. A skill point can be spent also to purchase instead 2 specialties, which must be put into existing skills. Starting characters cannot have any skill above level 3 at the start of the game. Only one die specializations are permitted as well.
It is recommended that at least half of your skills points are put into your Archetype skills.
Note that many skills have added benefits when a critical success is rolled.
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