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.