Editing Xia: Game Systems
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The type of conflict sets which '''Trait''' is at the core of the conflict. For example, a ''physical conflict'' uses the ''physical'' trait. | The type of conflict sets which '''Trait''' is at the core of the conflict. For example, a ''physical conflict'' uses the ''physical'' trait. | ||
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==Initiative== | ==Initiative== | ||
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If the players can't agree amongst themselves (as might happen in PVP combats), then the oldest player goes first! It is only polite to respect your elders! | If the players can't agree amongst themselves (as might happen in PVP combats), then the oldest player goes first! It is only polite to respect your elders! | ||
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==Attacks== | ==Attacks== | ||
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Now, ''Moon Shadow'' only gets to roll 2 dice, score a hit on a 2 or less, and deals 2 physical damage on each hit. | Now, ''Moon Shadow'' only gets to roll 2 dice, score a hit on a 2 or less, and deals 2 physical damage on each hit. | ||
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==Injury== | ==Injury== | ||
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Implicit to this system is the idea that no character suffers permanent defeats without their player's consent. A player's Xia hero may be beaten in combat, but he will not die - or be maimed or disabled - unless the player says that it is ok for that to happen. | Implicit to this system is the idea that no character suffers permanent defeats without their player's consent. A player's Xia hero may be beaten in combat, but he will not die - or be maimed or disabled - unless the player says that it is ok for that to happen. | ||
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==Using Chi in Conflicts== | ==Using Chi in Conflicts== | ||
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* '''Action''' effects are declared when you declare your action. Obviously, you can only declare one '''action''' effect per action. | * '''Action''' effects are declared when you declare your action. Obviously, you can only declare one '''action''' effect per action. | ||
* '''Attack''' effects are then declared. | * '''Attack''' effects are then declared. | ||
− | * | + | * '''Defence''' effects are then declared. |
* The dice are then rolled, and the results resolved. | * The dice are then rolled, and the results resolved. | ||
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* '''Channelling '''Mountain'' aka "Chi Breaker"''' | * '''Channelling '''Mountain'' aka "Chi Breaker"''' | ||
− | When you channel Mountain, spend 1 Yin Chi. If the attack fails to do any damage to you, you inflict a '''"Stop"''' on the attacker. That attacker cannot make any additional attacks | + | When you channel Mountain, spend 1 Yin Chi. If the attack fails to do any damage to you, you inflict a '''"Stop"''' on the attacker. That attacker cannot make any additional attacks this round, against you or any other target.<br>'''Keywords''': Defence; |
Players might perceive "Chi Breaker" as being quite a weak power at the start of the game, but it is one that grows in utility as they and their enemies advance, as there are many sources of extra attacks available to a skilled Xia. | Players might perceive "Chi Breaker" as being quite a weak power at the start of the game, but it is one that grows in utility as they and their enemies advance, as there are many sources of extra attacks available to a skilled Xia. | ||
− | '''Timing:''' Note that Defence is always declared after Attack, so the active player must finish declaring all his active effects before the defender declares any defence effects. There are specific exceptions to this rule (notably ''Chi Celerity'' above) which are flagged with [[ | + | '''Timing:''' Note that Defence is always declared after Attack, so the active player must finish declaring all his active effects before the defender declares any defence effects. There are specific exceptions to this rule (notably ''Chi Celerity'' above) which are flagged with [[Glossary of Keywords|Keywords]]. |
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==Regaining Chi== | ==Regaining Chi== | ||
===Catching breath=== | ===Catching breath=== | ||
− | <br>Chi is often literally interpreted as "breath". A Xia who has a chance to catch his breath (i.e. | + | <br>Chi is often literally interpreted as "breath". A Xia who has a chance to catch his breath (i.e. at the end of a conflict, and when he gets a chance to take a short rest) automatically regains all spent Yang Chi and Yin Chi. |
This is primarily a dramatic decision - if the GM feels that tension is better maintained by making players run off the same limited resources, then he simply rules that they haven't had time or space to catch their breath yet. | This is primarily a dramatic decision - if the GM feels that tension is better maintained by making players run off the same limited resources, then he simply rules that they haven't had time or space to catch their breath yet. | ||
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Bear in mind that by default, most actions do NOT receive a Style Bonus. The Bonus should be a reward for being exceptional, rather than an expected part of the calculations for Chi management. If a player is gaining Style Bonuses more than three or four times in a Conflict, then you're probably being too generous. | Bear in mind that by default, most actions do NOT receive a Style Bonus. The Bonus should be a reward for being exceptional, rather than an expected part of the calculations for Chi management. If a player is gaining Style Bonuses more than three or four times in a Conflict, then you're probably being too generous. | ||
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===Kung Fu Secrets and Chi Flow=== | ===Kung Fu Secrets and Chi Flow=== | ||
<br> A sizeable number of kung fu secrets deal with regaining or converting Chi. These are detailed on their respective Lore Sheets. Experienced players will soon realise how important these secrets are to effective fighting, especially in longer and more protracted conflicts. | <br> A sizeable number of kung fu secrets deal with regaining or converting Chi. These are detailed on their respective Lore Sheets. Experienced players will soon realise how important these secrets are to effective fighting, especially in longer and more protracted conflicts. | ||
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=Unopposed Tasks= | =Unopposed Tasks= | ||
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The game system unashamedly goes for a "quick and easy" solution to these tasks. | The game system unashamedly goes for a "quick and easy" solution to these tasks. | ||
− | The GM selects the trait (physical, social or mental) that best applies, and the Trigram that seems most appropriate. He then totals them, and decides | + | The GM selects the trait (physical, social or mental) that best applies, and the Trigram that seems most appropriate. He then totals them, and decides fromt hat number whether the task succeeds or not. |
How he scales this is up to him! Bear in mind though that an average human will have a score of 1 on most tasks, and an average kung fu hero a score of 4 to 5. He should decide what sort of things he wants his players to be capable of, and determine according to that! As a good rule of thumb, if you're not sure, and if it doesn't hurt the story then allow players to succeed! | How he scales this is up to him! Bear in mind though that an average human will have a score of 1 on most tasks, and an average kung fu hero a score of 4 to 5. He should decide what sort of things he wants his players to be capable of, and determine according to that! As a good rule of thumb, if you're not sure, and if it doesn't hurt the story then allow players to succeed! | ||
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=Experience= | =Experience= | ||
==Earning XP== | ==Earning XP== | ||
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* 1 XP for turning up. Everyone gets this! | * 1 XP for turning up. Everyone gets this! | ||
* 1 XP for style. Basically the GM gives this bonus if the session was awesome fun. Either everyone gets it, or no-one gets it. | * 1 XP for style. Basically the GM gives this bonus if the session was awesome fun. Either everyone gets it, or no-one gets it. | ||
− | * 1 XP for success. The GM gives this bonus if the Xia succeeded in a major goal | + | * 1 XP for success. The GM gives this bonus if the Xia succeeded in a major goal, for example reaching the end of a story arc, or defeating a nemesis. Again, either everyone gets it or no-one gets it. |
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==Spending XP== | ==Spending XP== | ||
<br> Players can spend their XP at the start or end of a game session, but not during a session. | <br> Players can spend their XP at the start or end of a game session, but not during a session. |