Editing Lost in Jianghu/HouseRules
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 16: | Line 16: | ||
=Chi & Chi Conditions= | =Chi & Chi Conditions= | ||
*'''Elemental Chi Cultivation''': Elementally-aligned internal kung fu now only cultivates normal Chi. Elemental Chi is no longer cultivated, but is instead produced only by Elemental Conversion Chi Conditions. | *'''Elemental Chi Cultivation''': Elementally-aligned internal kung fu now only cultivates normal Chi. Elemental Chi is no longer cultivated, but is instead produced only by Elemental Conversion Chi Conditions. | ||
− | *'''Elemental Conversion Chi Conditions''': In addition to the ability to convert normal to Elemental Chi, Minor Conditions allow a character to store up to 2 Elemental Chi and Major Conditions allow a character to store up to 3. | + | *'''Elemental Conversion Chi Conditions''': In addition to the ability to convert normal to Elemental Chi, Minor Conditions allow a character to store up to 2 Elemental Chi and Major Conditions allow a character to store up to 3. (Characters are assumed to begin combat with no Elemental Chi stored.) |
− | |||
− | |||
− | |||
− | |||
*'''Elemental Chi Deviations''': Elemental Conversion Conditions do not naturally dissipate; instead, a successful Recovery roll prevents the Condition from creating or inflaming a Mutation. Mutations are now treated as Entanglement Weaknesses (Duration 3/Interval 1 Chapter, with a Recovery equal to the Conversion Condition that spawned it). Trivial Mutations are barely noticeable; Minor ones are discernible, but tend to be overlooked within the Jianghu; Major Mutations render the character a freak. | *'''Elemental Chi Deviations''': Elemental Conversion Conditions do not naturally dissipate; instead, a successful Recovery roll prevents the Condition from creating or inflaming a Mutation. Mutations are now treated as Entanglement Weaknesses (Duration 3/Interval 1 Chapter, with a Recovery equal to the Conversion Condition that spawned it). Trivial Mutations are barely noticeable; Minor ones are discernible, but tend to be overlooked within the Jianghu; Major Mutations render the character a freak. | ||
*'''Corrupt Chi Deviations''': May either be a behavior or a mutation, but are now also treated as an Entanglement Weakness, with a severity based on the amount of Corrupt Chi you possess: 1 point is Trivial; 2 or 3 is Minor; 4 or more is Major. | *'''Corrupt Chi Deviations''': May either be a behavior or a mutation, but are now also treated as an Entanglement Weakness, with a severity based on the amount of Corrupt Chi you possess: 1 point is Trivial; 2 or 3 is Minor; 4 or more is Major. | ||
Line 32: | Line 28: | ||
=Combat= | =Combat= | ||
*'''Initiative''': The Initiative roll is treated as Opposed for the purposes of Joss and River use (i.e. you may use Joss and your River to affect that roll). Malicious Joss spent during the Initiative phase is treated as Xia Joss, i.e. it adds 1 die to your Lake rather than removing 1 from your opponent’s. | *'''Initiative''': The Initiative roll is treated as Opposed for the purposes of Joss and River use (i.e. you may use Joss and your River to affect that roll). Malicious Joss spent during the Initiative phase is treated as Xia Joss, i.e. it adds 1 die to your Lake rather than removing 1 from your opponent’s. | ||
− | *''' | + | *'''Marvels''': The Sage may rule that a certain Disrupt or (especially) Disorient Marvel can only be defended by a particular skill or set of skills. |
*'''Physical Attacks''': In order to determine the number of Ripples a successful physical attack inflicts, add the difference between the attacker's Damage and the defender's Toughness to the margin of success on the Strike result. A successful strike will always inflict at least 1 Ripple, even if the defender’s Toughness would bring the margin of success below 0. | *'''Physical Attacks''': In order to determine the number of Ripples a successful physical attack inflicts, add the difference between the attacker's Damage and the defender's Toughness to the margin of success on the Strike result. A successful strike will always inflict at least 1 Ripple, even if the defender’s Toughness would bring the margin of success below 0. | ||
**e.g. if a Murderous Shadows stylist (Damage +10) has a Strike Result of 41, and a Storm God's Fury stylist (Toughness +5) has a Block result of 33, the latter would take 1 Ripple & an immediate roll rather than just 1 Ripple (8 [margin of success] +10 - 5 = 13). | **e.g. if a Murderous Shadows stylist (Damage +10) has a Strike Result of 41, and a Storm God's Fury stylist (Toughness +5) has a Block result of 33, the latter would take 1 Ripple & an immediate roll rather than just 1 Ripple (8 [margin of success] +10 - 5 = 13). | ||
**If the Storm God’s Fury stylist uses the Eternal Temple God’s Armor technique for a +15 Toughness bonus, the Murderous Shadows stylist would still inflict 1 Ripple despite a negative result (8 + 10 - 20 = -2) | **If the Storm God’s Fury stylist uses the Eternal Temple God’s Armor technique for a +15 Toughness bonus, the Murderous Shadows stylist would still inflict 1 Ripple despite a negative result (8 + 10 - 20 = -2) | ||
+ | |||
=Kung Fu= | =Kung Fu= |