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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Conflicts aren't like that though, and the reason is '''Chi'''. | Conflicts aren't like that though, and the reason is '''Chi'''. | ||
− | + | There are two ways to use Chi in conflicts: '''Channelling Trigrams''' and '''Kung Fu secrets'''. | |
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− | There are two | ||
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===Channelling Trigrams in Attack=== | ===Channelling Trigrams in Attack=== | ||
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* '''Channelling '''Wind'' - aka "Chi Motion"''' | * '''Channelling '''Wind'' - aka "Chi Motion"''' | ||
− | When you channel Wind, spend 1 Yang Chi and add your Wind Trigram to the '''Motion''' of that attack. | + | When you channel Wind, spend 1 Yang Chi and add your Wind Trigram to the '''Motion''' of that attack. |
* '''Channelling '''Heaven'' aka "Chi Accuracy"''' | * '''Channelling '''Heaven'' aka "Chi Accuracy"''' | ||
− | When you channel Heaven, spend 1 Yang Chi and add your Heaven Trigram to the '''Accuracy''' of that attack. | + | When you channel Heaven, spend 1 Yang Chi and add your Heaven Trigram to the '''Accuracy''' of that attack. |
* '''Channelling '''Fire'' aka "Chi Power"''' | * '''Channelling '''Fire'' aka "Chi Power"''' | ||
− | When you channel Fire, spend 1 Yang Chi and add your Fire Trigram to the '''Power''' of that attack. | + | When you channel Fire, spend 1 Yang Chi and add your Fire Trigram to the '''Power''' of that attack. |
* '''Channelling '''Thunder'' aka "Chi Celerity"''' | * '''Channelling '''Thunder'' aka "Chi Celerity"''' | ||
− | When you channel Thunder, spend 1 Yang Chi. If your attack ''Defeats'' your target (i.e. reduces him to 0 Resilience) then you can immediately make another attack against a new target. Any chi effects or powers applying to the previous attack do not apply to this new attack. Regardless of source, the maximum number of attacks you can make in one turn is equal to your Thunder Trigram. | + | When you channel Thunder, spend 1 Yang Chi. If your attack ''Defeats'' your target (i.e. reduces him to 0 Resilience) then you can immediately make another attack against a new target. Any chi effects or powers applying to the previous attack do not apply to this new attack. Regardless of source, the maximum number of attacks you can make in one turn is equal to your Thunder Trigram. |
+ | '''Special Activation:''' You can activate the Chi Celerity technique after the attack is resolved. It does ot have to be declared at the usual time. | ||
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* '''Channelling '''Mist'' - aka "Chi Evasion"''' | * '''Channelling '''Mist'' - aka "Chi Evasion"''' | ||
− | When you channel Mist, spend 1 Yin Chi and add your Mist Trigram to your '''Evasion''' for this attack. | + | When you channel Mist, spend 1 Yin Chi and add your Mist Trigram to your '''Evasion''' for this attack. |
* '''Channelling '''Earth'' aka "Chi Interference"''' | * '''Channelling '''Earth'' aka "Chi Interference"''' | ||
− | When you channel Earth, spend 1 Yin Chi and add your Earth Trigram to your '''Interference''' for this attack. | + | When you channel Earth, spend 1 Yin Chi and add your Earth Trigram to your '''Interference''' for this attack. |
* '''Channelling '''Water'' aka "Chi Absorption"''' | * '''Channelling '''Water'' aka "Chi Absorption"''' | ||
− | When you channel Water, spend 1 Yin Chi and add your Water Trigram to your '''Absorption''' for this attack. | + | When you channel Water, spend 1 Yin Chi and add your Water Trigram to your '''Absorption''' for this attack. |
* '''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. |
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 | + | '''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 noted in each instance. |
− | <br> | + | <br> |
+ | ===Kung Fu Secrets=== | ||
+ | The effects of various Kung Fu secrets are described on their respective Lore Sheets. However, unless stated otherwise: | ||
+ | * Kung Fu Secrets that cost Yang Chi are deemed '''Active Effects''' and are | ||
+ | declared at the same time as Channelling Trigrams in attack. | ||
+ | * Kung Fu Secrets that cost Yin Chi are deemed '''Defence Effects''' and are declared at the same time as Channelling Trigrams in defence. | ||
+ | Additionally there are two limitations which are common to many Kung Fu Secrets: | ||
+ | * If a Kung Fu secret has the limitation '''"No Combo Techniques"''', then you may not use any other Kung Fu secrets on that same attack or defence. | ||
+ | * If a Kung Fu secret has the limitation '''"No Channelling"''', then you may not use any Channelling Trigrams on that same attack or defence. | ||
+ | <br><br> | ||
==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. |