Nihao Honey-verse house rules

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Nihao Honey: House Rules[edit]

The NH-verse has special needs, baby - and Belphanior has seen to them. Here´s the deal:

Errata[edit]

We use the WOTG errata. Available at [the Eos page].

Legacies.[edit]

The Legacies are explained elswehere, but since they are technically house rules...

Signature Styles[edit]

Ditto those.


The Need for Speed[edit]

For each full 10 points your initiative beats your target, you get 1 extra die on your first strike roll. It's a minor benefit but we feel it helps balance things out.

Every little bit helps[edit]

Modifiers stack, provided they come from different kinds of sources.

Normally a +5 bonus due to kung fu, a +5 bonus due to a chi condition, and a +5 bonus due to a superior specialty would result in... a +5 bonus. In our games it would be +15.

This doesn't actually help balance much, but it does result in the kind of absurd devastation we like to see in our kung fu anime.


Weapons? We need no stinking weapons![edit]

Unarmed warriors get the short end of the stick in WotG, which is somewhat in keeping with the comic, but not quite what I'm after in my somewhat more 'generic' Kung Fu epic.

As a result anybody with access to a style that is intended for unarmed combat only can buy a special advantage that improves the stats for his unarmed combat, making them more like regular weapons with comparable stats. This also requires altering several of the specific techniques in the relevant styles, but that's already taken care off. Details aren't required until one of the players starts learning an unarmed style. If you have more than one unarmed form, choose which one to use at the start of every round.

//The cost for this is 4 Destiny for a Common style, 5 for an Uncommon, and 6 for a Rare.//

Here is the list for all styles and their special unarmed forms. Styles marked with a * are from Fu! Magazine.

    • COMMON STYLES**

//Blizzard Fist//

Blizzards are crippling and hard to avoid, but never are very quick in their work.

+5 Speed / +10 Strike / +10 Damage.


//Boundless Fist//*

The soft style that focuses on flowing instead of opposition.

+10 Speed / +10 Strike / +0 Damage.

NB: This is not an unarmed-only style, but was primarily built upon unarmed combat. As such it's got a special unarmed form, albeit not a very powerful one.


//Eagle Claw//

Very fast with an impressive offense nevertheless.

+15 Speed / +5 Strike / +5 Damage.


//God of Wind Kick//

All-round excellent. Mobile, quick, solid hits.

+10 Speed / +10 Strike / +5 Damage.


//Thousand Scythe Kick//

Focus of hitting so fast it results in terrible wounds.

+10 Speed / +5 Strike / +10 Damage.


//Universal Blow//

Apparently simple moves but dangerously efficient.

+5 Speed / +10 Strike / +5 Damage.

NB: This is not an unarmed-only style, but was primarily built upon unarmed combat. As such it's got a special unarmed form, albeit not a very powerful one.


//Wisdom of the Seven Gates//

Requires focus and needs to strike points that are quite hard to reach, but can be devastating. A single jab can dislocate joints and break the nervous system.

+5 Speed / +0 Strike / +15 Damage. (Crit: Stun.)

NB: Wot7G is not an unarmed only style, but is still included here because pressure-point kung fu is a staple of the genre.


    • UNCOMMON STYLES**

//Black Sand Palm//*

Cause wounds with but the lightest touch!

+5 Speed / +10 Strike / +15 Damage.


//Bloody Claws//

The claws are like sabres, sharp and quick.

+10 Speed / +10 Strike / +5 Damage. (Melee; can safely block weapons.)


//Fist of Iron//

Fists like the mightiest hammer, said to be able to forge weapons barehanded!

+5 Speed / +5 Strike / +20 Damage.


//Subtle Hand//

Ultimate skill, but gentle touch.

+15 Speed / +15 Strike / -5 Damage. (Crit: Disarm)


    • RARE STYLES**

//Disrespectful Sages//

Power to grind apart empires and even the world itself!

+5 Speed / +15 Strike / +15 Damage.


    • WHAT ABOUT IRON FISTS?**

This advantage no longer applies its bonus universally to your hands or feet. Instead it's broken up into several smaller categories to choose from, and whatever bonus it provides will be granted to all applicable forms you may have. Styles marked in italics are known or suspected to appear in the WotG Companion Rulebook.

- Claw: Eagle Claw, Bloody Claws, Dragon Claw, Green Mantis.

- Fist: Blizzard Fist, Universal Blow, Fist of Iron, Boundless Fist, Forge-Hammer Fist.

- Palm: Subtle Hand, Disrespectful Sages, Black Sand Palm, Dragon Palms, Ling Zhi Two-Finger, White Crane.

- Kick: God of Wind Kick, Thousand Scythe Kick, Wild Horse, Shatterfoot.

Katana versus gun[edit]

Blocking a ranged attack incurs the -15 penalty, but you do get to add your weapon's strike. It's anime to cleave bullets in two with a sword!

We don´t "lose dice" around here, mister[edit]

When determining the size of your dicepool you DO NOT add +1 die if your governing attribute is equal or higher. Instead, consult the following.

    • Stat Bonus**
   1-3 1 die
   4-6 2 dice
   7-9 3 dice
   10+ 4 dice

So as you can see, the dice granted is linked to the Chi Modifier. Why?

Because I hate the Lost Die syndrome. Also large pools are cool and remind me of Exalted. Anyway, in practice this matters very little.

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