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.

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.

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.  




The Sheep Minister

Meng Lo, The Loyal Sword of Iron
The Ram  Sheep Minister
City State: Anxi

Shy and moody, Meng Lo is a weak-willed complainer whose loyalties to the Emperor are accepted merely because all that he lacks in social graces and convictions, he makes up in skill and sensitivity.  His ability to read people’s emotions is second only to his ability to wield a bladed edge.   

Meng Lo tends to be less ruthless than Mong Duk, but has no qualms about doing whatever is necessary for what is presented to him as the greater good.  He has been known to slaughter a band of farmers after being convinced by Mong Duk that they were servants of an underground terrorist cell on the same day he rescues a trapped kitten from the top of a tree.

The Rat Minister


Yingzi Shu, The Scavenger of Betrayal

The Rat Minister
City State: None

Meticulous in his shrewdness and charmingly eloquent in his manipulations, the Rat Minister holds no City State under his control.  Instead, the Emperor has given him a simple task, to remain vigilant and hunt down and signs of betrayal or insurrection.  Yingzi Shu is the Emperor’s Scavenger of Betrayal and his spymaster.  The Minister is aware of every City State’s back alleys and hidden tunnels.  It is believed that he has connections in every black market and criminal network that exists.

No one knows for certain what Yingzi Shu looks like.  Some say he is but a title that many people embody when the duty calls for it.  Others say he is a Ghost that possesses bodies as appropriate.  Others believe he is merely a grand master in disguise and secret martial arts.  The truth remains uncertain, save for that Yingzi Shu is real, dangerous, and always listening.

The Ox Minister

Mong Duk, Righteous Blade of Jade
The Ox Minister
City State: Daozhou

Stubbornly rigid and demanding, Mong Duk approaches battle with the same dangerous calm a scientist
approaches an experiment.  His means of killing are methodical and are rich with the patience born from a man who knows his actions will always lead to someone’s death if he so willed it. 

Mong Duk’s loyalty to the Emperor is resolute, if not in many ways narrow-minded.  He understands the role of the Emperor and realizes there will always be a period when the Emperor’s judgment shall be questioned.  Such are expected of any great leader.  He more than embraces the thought that the ends justify the means.  To Mong Duk, the way history will be written justifies every means necessary.

Thursday, April 29, 2010

The Horse Minister

Yi Xia, the Exalted
The Horse Minister
City State: Xigang, The City of Sports.

With his booming voice, carefree spirit and sense of fair play, Yi Xia does not rule the City of Sports so much as he referees it. Yi Xia’s face and skin are painted gold, giving him the appearance of a living statue.
 Interested in the various athletic and martial skills, he built the City with the intent of creating a training ground for the future champions of the Empire. He believes a sound mind should be housed in a sound body, and doesn't make it a secret that he thinks those laggards who do not know at least a modicum of a martial arts should be put to the gymkhana immediately.

The City itself could be likened to an Olympic village. Facilities for all sports known to the Empire are housed there, including practice courts for more combative (and deadly) physical skills. It is famed for its Champion's Gauntlet, a yearly event where martial athletes compete against each other in a combination of mixed styles; he who has proven to have mastered the most styles is declared winner. The Horse Ministers considers this day his favorite, as nothing pleases him more than a show of strength. As long as he gets to keep his City and the events and competitions it hosts, he is content with his Emperor.

Unfortunately, Yi Xia is something of a chauvinist; while he respects athletic women, there's no denying the fact that the greatest feats of strength are performed by men. This reflects in his choice of partners: strong well shaped men are far more likely to be invited into his bedchamber than comely women.

Yi Xia sees the coming of Shadow as a new challenge created specifically to test the glory of his City of Sports. This arrogance has alarmed some of his advisors, as they sense Yi Xia would tear himself from his responsibilities to give himself a shot at defeating the creatures of Shadow. To date, the Horse Minister has not indulged in his desire to test and pit himself against what he thinks will be his greatest challenge.

The Pig Minister

Zhang Lu, the Wise
The Pig Minister
City State: Pingxiang Country within Xingtai Prefecture

Ruling the Pingxiang County within the Xingtai Prefecture, Minister Zhang Lu remains a stalwart Taoist follower given its promise of mystic powers and abilities. He largely relies on his subordinates to see to the day-to-day activities of the local government and devotes more of his time to the study of Taoist texts in search of the key to unlocking such "magical" powers and older lost martial arts.

Lu is more feared than loved within his domain and he capitalizes on this in keeping the peace. Many have heard the stories of his dabbling in the dark arts and fear the consequences of crossing him. Still, Pingxiang remains loyal to the Jade Emperor even though it is rare that Lu makes the trek to the Forbidden City to pay homage to the Jade Emperor. He has no aspirations to the throne and largely wants to be left alone to further his studies and secure his place in other worlds he believes to exist beyond this one.

Pingxiang County has suffered under Zhang Lu's rule given the abuses of power executed by those under him. Corruption is rampant and there are strong undercurrents of civil unrest. Given this, Lu spends very little time outside of the grounds of his residence, which is fiercely guarded by his personal army. All soldiers in his employ have sworn to follow the Taoist precepts that Lu holds dear, something that inspires strong loyalty amongst his forces.

The Rooster Minister

Yanluo, the Anointed One
The Rooster Minister
City state: Daiking, City of Endless Silence

Meticulous to every detail and zealous in his duties, Yanluo the rooster minister, watches over the City of Endless Silence.  His City State is a vast necropolis home to both the living and the dead. This is the final resting place of all the citizens of the Jade Kingdom from the poor buried in apartment graves placed on top of each other, to the great mausoleums of the rich and nobility.  Ghosts and hungry dead also wander the quiet streets of the city for it also houses the largest recorded Shadow known in the kingdom.

 Yanluo is always dress in his ceremonial garb and he often travels the kingdom to cleanse smaller Shadows, and banish or exorcise ghosts. The Minister is loyal to the Jade Emperor, but recently he is growing concerned with the increasing numbers of ghosts and hungry dead across the kingdom.  Many of the ghosts whisper of the injustice done unto them by those who have been tainted by corruption and power.

The Tiger Minister

Feng Kwan Lin, The Auspicious Tiger
The Tiger Minister
City state:  Guiyang, City of Luck

While courtiers are birds of various plumages, the Tiger Minister prefers to be the feline in the grass waiting to pounce and scatter her squawking cohorts by her mere appearance. She is an odd mix of courtier and courtesan, and woe betide the fool who thinks her soft and cannot unsheathe her claws.

Before becoming a courtier, Kwan Lin was something of a social anomaly---the bastard whelp of a noble and his servant. This mixed parentage did not serve her well early in life. Because the servant was useful, she was not dismissed, but neither was her daughter given any favor either. As a result, Kwan Lin was in a class all her own---far too common for any privilege afforded a noble, but clearly bred from the elite and expected to be above the common rabble. It left her with no friends and few acquaintances.

Her loneliness behooved her to decide---if no one wanted to be her friend, then she had to make herself wanted. She learned the intricate social graces, the steps with which to navigate both noble and common circles and as she grew older, her cause was bolstered by her considerable beauty and an outpouring of generosity on her part to the lower classes---as she's said more than once before, "I am but one parent removed from your condition." (A statement that angers her noble father, whose feelings she has since learned not to care about and in fact likes to tweak in moments of quick-tempered pettiness.)

She has since used her political maneuvering to make herself a diplomat between the Empire's social classes, and her City of Luck shows this. A haven for gambling, entertainment, music and theater, it is a City perforce egalitarian---there are no classes here, only artists and their audiences.

The Monkey Minister

Pang Liang, The Chosen of Hanuman
The Monkey Minister
City State: Xiangyang District

The unpredictable scholar Minister Pang Liang is known for his shrewdness and and his gift for protracted conversation. Liang was put in charge of the Xiangyang District at his request given he wanted to be able to see his home city grow into something far greater than it is now. In truth, Xiangyang is the only place where Liang feels truly safe given the many enemies he feels he has out there.

Pang Liang is a cunning strategist known for his unconventional tactics in terms of managing Xiangyang and even on the battlefield. His keen intelligence and thirst for knowledge is reflected in his priorities for the city and has turned Xiangyang into a haven for scholars and learned men. Xiangyang is a culturally rich city with many writers, artists and even technologists trying to make a name for themselves and attract the ever-shifting interest of the Minister. Liang believes that the raw creativity of his citizens is bound to lead to something of potential usefulness to the Jade Emperor; it's just a matter of finding it. Thus he regularly spends a day in every week entertaining presentations and demonstrations from his citizens, who are eager to please the mercurial appetites of Pang Liang.

The Minister is also known for his forays to City of Endless Splendors when time permits given his sometimes indulgent nature. Such ventures are somewhat "open secrets" in the community, although no one has take direct action against Liang for such excesses given the relative prosperity he has managed for Xiangyang. Still, his reckless may be his undoing should he commit a fatal mistake in the future.

The Dog Minister

Cao Pi, The Hound of the Emperor
City State: Wohan, the City of a Thousand Shields.

Unwaveringly loyal to the Emperor and straightforward to his actions, Cao Pi the Dog Minister watches over the City of a Thousand Shields, a city made of fortresses and garrisons connected by walls that guard the borders of the kingdom. The city is also training ground for the soldiers and militia assigned to the other cities. Cao Pi personally trains those who are assigned in the imperial palace and oversees all mock battles performed in the city.   Cao Pi is always dress formally and carries around a weapon. 

The Minister is fiercely loyal to the emperor and will immediately obey any orders given to him. He is also extremely stubborn and will not hear anything about the corruption consuming the land.

Wednesday, April 28, 2010

The Dragon Minister

The Dragon Minister
Cao Zhao
played by Rocky
After falling out of the Jade Emperor's favor, Minister Cao Zhao "retired" to his home city of Fancheng tand has remained a prominent public figure in the community. While no longer officially a public servant, Zhao had established strong loyalties in many leaders of the Fancheng community to keep him relatively safe and secure despite his stance against the Emperor. This level of influence is such that he still retains an informal "vote" of sorts when it comes to major decisions affecting the city's future and many merchant leaders seek him out for his blessing in terms of business ventures.

Zhao remains a proud man who refuses to see his fall from grace as a failing on his part. Naturally his current position is only a temporary setback and in his mind the Jade Emperor is bound to come to his senses and call for him soon. If that does not happen, Zhao remains assured that he will outlive such a foolish Emperor and shall return to power soon enough.

The city of Fancheng has seen some progress since Zhao returned to direct the community with his wisdom. Utilizing the natural power of the nearby Han River, the city has begun to experiment with modest experiments with more complex applications of steam engines including small boat engines and lifting machines. Zhao remains interested in such technologies as a way to drive the city forward and to further his power base should the need arise.

The Snake Minister

The Snake Minister
Jing Tiāntán 
played by Mahar
As Dean of the City of Sages, Jing Tiāntán is responsible for keeping much of the Empire’s sciences intact. A healer by profession, her main focus is to develop innovative medical techniques for the betterment of the Empire’s health. Her own passionate interest however does not preclude her from supporting other arts and sciences; she respects the martial arts though she shows little aptitude for them. Still, she is happiest in her surgery and laboratories as she develops cures for the use of the Empire.

Increasingly she has been pressed to look for cures to victims of the Shadow. In her opinion the Shadow is a blight upon the earth itself. To this end she has started looking more and more into cases of survivors who have stumbled out of shadowlands. She does not like what little she has seen.

To this end she’s been trying to get support from the Emperor to look into the phenomenon of Shadow. Unfortunately for Tiāntán, she herself does not have much influence in Court. Her studies have kept her away from its daily workings, and her icy demeanor has alienated those few people who had bothered to know her. She doesn’t understand courtiers for their seemingly facile passions, and she dislikes that the Emperor would rather listen to his affirming set of popinjays than to her.

Ironically, she would be a good courtier had she the inclination to be one. She carries herself with grace, and beneath the cold exterior lays the mind of a creative sensualist. These are traits seldom seen---her impatience with fools has shown on more than one occasion, and this has left her an unpopular, albeit respected, figure.

The Rabbit Minister




The Rabbit Minister
Ling Lun
played by Urim
Known for his gracefulness and elegance, Ling Lun, is called The Patron Of All Forms and watches over the City of Endless Splendor, a city where one can hear songs and see shining towers from miles away. One can find all forms of entertainment in the city, from concerts, plays, galleries, to gladiatorial combats, geisha houses and opium dens. The city is well-known for its endless festivities and parties; it is also known decadence and depravity. This has been caused by the concubines of the minister who has been given control over the city.  The Minister has become blind to everything else to engage in his artistic pursuits.

Dressed in the finest silk and always accompanied by his wife, the two perform at the Jade Emperor’s most important events and have always provided entertainment for all of the emperor’s parties. The Rabbit Minister remains loyal to the emperor, for he firmly believes that the emperor is still the same person he has supported years ago.

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.

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.

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.



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

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.

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

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: Acting, Classic Performances, Opera, Painting, Puppetry, Music

Persuade - Bringing others around to your point of view.
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)

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



Wu Wei Skills
Awareness - mindfulness of your environment.  Archetype skill for Scholars.  Deduce intentions of others.
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


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.

[occ] The Three Archetypes and the Five Attributes

Characters in WOTG will fall under one of three Archetypes.  All heroes in WOTG are characters who go beyond the bounds of where they started in life.  For a Wuxia hero, it is all about the Challenge.  And each Archetype embodies a corresponding challenge.

The Warrior is a glorious student of martial arts.  Their main challenge is Struggle.  The hero is willing to take on the world to do what is right... and most likely will do it with style.  Warriors gain access to Martial Arts.


The Courtier is a student of intrigue.  For a Courtier, the main challenge and thrill is Influence.  The hero believes it is all about the deals and allies one can make, knowing the enemies will be the ones who will choose you.  Courtiers gain access to the Secret Arts of Intrigue, learning how to manipulate others directly and indirectly.



The Scholar is the master of secret lore.  Collecting information and understanding the secrets of Knowledge is what drives a Scholar.  Scholars gain access to Daoist Magic and tend to know the secrets of the world.

As characters progress, they tend to blend into combinations of two or all three of these archetypes.  To keep the game interesting, each of the three players will be one of the archetypes in the game.  Based on the three sample concepts sent, I will begin to tailor the framework of the character to an archetype, and write-up the non-playing cast as well.

Since the WOTG game is written for its specific setting, I will have to rework many things (such as how certain martial arts styles are available) for our game.



Every character has a set of Attributes to measure their innate capabilities.  These are the following:
Might - Physical vitality and controlled power, the Element of Wood
Speed - Physical dexterity and grace, the Element of Fire
Presence - Charisma and force of personality, the Element of Earth
Genius - Education and intelligence, the Element of Metal
Wu Wei - Harmony, flow,  perception and subtle inaction, the Element of Water
Each attribute is rated 1-5 but have no upper mechanical limit.  Some of the greatest fighters may have a rating of 10 or even 12.

Each Archetype has Primary Skills.  Characters would do well to have these skills at higher ratings.  All characters also have a Chi Aura, which they use to boost and defend themselves.  It therefore proves useful to also have this skill high.

Warriors, being Combat-Oriented, are able to use their Chi Aura to enhance their Dodge Skill.
Their primary skills are Might and Speed skills.

Courtiers, being Interaction-Oriented, are able to use their Chi Aura to enhance their Confidence Skill.
Their primary skills are Genius and Presence skills.

Scholars are Knowledge-Oriented and can use their Chi Aura to enhance their Awareness Skill.
Their primary skills are Genius and Wu Wei skills.

Tuesday, April 13, 2010

[ooc] Weapon of the Gods, Dice System

More and more I feel that running the game using the Weapon of the Gods system would be best.  With that in mind, I guess I best start giving some idea on how the dice system of the game actually works.

In Weapon of the Gods, d10s are also used.  But unlike how successes are tracked in World of Darkness games, in this system the dice are read in this manner:



There are two kinds of rolls
Skills rolls are when characters attempt to accomplish tasks in the game that have a level of difficulty - scaling a wall, piercing an opponent's defenses, convicing a guard to defect and the like.

Style rolls are when a character has a smaller margin of failure, or when the possibility of failure is almost unimportant.  These can represent rolls to simply look good in a scene, or to represent a series of unimportant fights in a tournament against pathetic foes.

Determining your Dice Pool
In WOTG, characters have Attributes, Skills and Specialties.

You get one die for each point of the relevant Skill.
You add one or two dice for applicable specialties.
Then you get to add one more die if the relevant Attribute is equal to or greater than the Skill + Specialty total.  This represents raw talent that enhances your ability.

So if you had the Might (Attribute ) 3, for example.  And you were Lifting  (Skill) something.
Lift 0 = 1 die (0 skill + 1 raw talent since Might 3 > Lift 0)
Lift 1 = 2 dice (1 skill + 1 raw talent)
Lift 2 = 3 dice (2 skill + 1 raw talent)
Lift 3 = 4 dice (3 skill + 1 raw talent)
Lift 4 = 4 dice (4 skill + 0 raw talent, since Might 3 < Lift 4)
Lift 5 = 5 dice

Whereas having the same stats and a applicable specialty:

Lift 0 = 2 die (0 skill + 1 specialty + 1 raw talent since Might 3 > Lift 0+1)
Lift 1 = 3 dice (1 skill +  1 specialty + 1 raw talent since Might 3 > Lift 1+1)
Lift 2 = 4 dice (2 skill +  1 specialty + 1 raw talent since Might 3 = Lift 2+1)
Lift 3 = 4 dice (3 skill +  1 specialty + 0 raw talent since Might 3 < Lift 3+1)
Lift 4 = 5 dice (4 skill +  1 specialty + 0 raw talent, since Might 3 < Lift 4+1)
Lift 5 = 6 dice


What about the "Lost Die"
Skills and Specialty combinations higher than your Attribute are less efficient.  It is most efficient to limit your skills to the relevant Attribute, or to raise them much much higher.  A clever player with an Attribute of 2 will keep most of his skills at the 0-2 range, but can afford to pump a skill to 5 if that skill is a core trait.

Rolling the Dice
In either roll, a dice pool of one to seven dice is rolled, and a set is created.  A set is a collection of dice that all came up with the same number.

A single set, for example, is when you roll exactly one eight.  The value is the number plus ten.  So a dice roll of a single dice resulting is 8 is read as "one eight" or "eighteen."

A double is a set of two dice.  The value of a double is twenty plus the number rolled.  So a roll of 2, 2, 1 and 4 would have a set of "two twos" or "twenty-two."  In this dice pool, realize you may also opt instead to use the set of "one one" or "eleven"  or "one four" or "fourteen".

A triple is a set of three dice.  The value is thirty plus the number rolled.  

Bigger sets can have more dice, and the value is pretty much ten times the size of the set, plus the number on the dice.  So five nines is a "fifty-nine."  Six threes is a "Sixty-three."

The 10 or the 0 in a ten-sided dice is read as zero.  So four zeros rolled is "Forty."

So in an example roll of 3,7,7,7, 9 and 9 on six dice:
You have a single set of 13 (one three), a double set of 29 (two nines) and a triple set of 37 (three sevens).  Typically, the larger the set, the better.

Having a single set in a roll is an "Earthly roll".  Having a double set as your best set in a roll is a "Heavenly roll".  Having a triple set in your roll or bigger is a "Divine roll."  Special things can happen in a game to change your roll before you choose your best set, but once you get to this point, you have to choose the best set you can.



The River
Adding to the game's fun is what is called The River.  Every character in WOTG has a small stock of dice which represents the reserve of heart, skill and confidence that rises and falls during the game.  Starting characters tend to have two dice in the River.  Greater characters may have even more.

In each round, you can do the following things, always in this order:
Wash - Before you pick your set after rolling, you can discard some or all the dice out of your River.  Discarding the dice empties your River so you can "float" dice into the River on the next phase.

Float - If you have available slots in your River, you can float dice from your roll into your River for later use. You can take dice out of any double, triple or bigger set to put them into your River.

Flow - Finally, you can flow dice from your River into your roll.  This can change the final available best set in your roll for purposes of resolving your action.

What is the River for?  
The River adds strategies to making the best rolls.  Typically, using the River to the fullest comes only after the first turn (since all rolls start out with an empty River.)

Suppose you have 2 and 5 in your River (having Floated them into your River earlier from sets you decided to break up).  In this turn, you roll 5, 5, 9, 9, and 7.

You could:
Discard the 2 in your River to make room, then Float one 9, and finally Flow the 5 from the River to your roll.

You would then  end up with a roll of 5, 5, 5, 7 and 9 as your roll, and a 9 in your River.  This gives you a roll of three fives or 35 instead of the earlier 25 or 29.

The River: Dice for Later
You might also want to delay gratification - saving a great roll for something you need later.
So using the same roll above, 5, 5, 9, 9, and 7 with the same River, you could:

Discard both 2 and 5.  Float both 9s to the River.  Flow nothing to the roll.

This gives you a roll of 25 and gives you a chance to create a bigger set with 9s in later rolls.

The River: Mixed Dice
Know that almost all numbers can be useful to be Floatted into your River.  Any number can prove to be helpful in creating a set later on.  8 and 9s on the other hand are always useful because they can guarantee a minimum roll of 18 or 19 (one eight or one nine) when you need to accomplish relatively straightfoward tasks.

The River is always empty at the start of the scene, and empties at the end of a scene.
You cannot float dice from Style rolls into the River.  But you can Flow dice into Style rolls.


Joss
If your best set is a set of zeros, that is a lucky roll.  It earns you "joss" which is the word for luck in the game.

If you succeed on a roll with a set of zeros, you do so smoothly and beautifully.  You earn a point of Xia Joss which can help you on other rolls later.  Spent Xia Joss adds a die to the roll.

If you fail on a roll with a set of zeros, you make a heroic effort and fail in a particularly tragic or comedic fashion.  You earn a point of Corrupt Joss, an evil kind of luck which makes your enemies fail too.  Spent Corrupt Joss subtracts one of the opponent's dice to the roll.

Xia Joss can be used any time on Skill Rolls (but not damage rolls).  Corrupt Joss can be used only on opponent rolls and before the roll is made.

Difficulty
All actions have a difficulty number that you need to get to succeed.  
Trivial  5 or 10
Simple  15
Everyday 18
Moderate 20
Hard 30
Legendary 40
Impossible 60
Succeeding by a margin of 10 or more earns a critical success.
Making a shockingly poor roll opens the option of getting a critical failure.  The GM offers you an unfairly horrible failure in exchange for a bribe (such as extra Destiny, Virtue or starting your next combat with dice in your River).  So yes, in this game, rolling really bad can still be very good.

So if cutting a tree to crash down on your opponent was a Hard task, and your opponent's defense is 30 anyway, then you might as well describe cutting that tree as an attack since you're rolling for the same target number.

Dice Modifiers
In this game, modifiers come as either +5, +10, +15, +20 or -5, -10, -15, -20.   
Even with multiple modifiers, only the highest (or worst) modifier is used.  So even if you have fifteen different +5 and three different +10 modifiers to your roll, you only roll with a +10.

This is intended for a streamlined system.

Understandably, the system sounds complicated right now but trust me it gets far simpler as you get used to it.



So in summary:
1) Determine dice pool
     1 die for each skill point + 1 or 2 for applicable specialties + 1 if Attribute is higher or equal to skill+specialty total.
2) Roll the Dice
3) Choose if you will use the River:
    Discard, Float, Flow
4) Any other special powers that affect the roll, such as Xia Joss for additional dice or other powers.
5) Pick highest-valued set
6) Add biggest positive modifier, then biggest negative modifier.
7) Compare to difficulty.
    If at least 10 bigger, get a critical success!
8) If highest valued set was 0s, collect a point of Xia Joss (if successful) or Corrupt Joss (if failed).