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== | ||
<br>An attack takes your action. When you attack, you need to know three things: | <br>An attack takes your action. When you attack, you need to know three things: | ||
− | *''' | + | *'''Dice Pool:''' This is how many D6 (six-sided dice) you roll. By default, this is equal to the attacker's active Trait. |
*'''Accuracy:''' This is the number you need to roll equal or under to score a hit. By default, this is equal to the attacker's active Trait. | *'''Accuracy:''' This is the number you need to roll equal or under to score a hit. By default, this is equal to the attacker's active Trait. | ||
*'''Power: This is how much damage each "hit" does. By default, this is equal to the attacker's active Trait. | *'''Power: This is how much damage each "hit" does. By default, this is equal to the attacker's active Trait. | ||
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==Defence== | ==Defence== | ||
<br>You can defend whenever you are attacked. This does not take an action. When you defend, you get three modifiers: | <br>You can defend whenever you are attacked. This does not take an action. When you defend, you get three modifiers: | ||
− | *'''Evasion:''' This defence is deducted from the attacker's | + | *'''Evasion:''' This defence is deducted from the attacker's Dice Pool. By default, Evasion is equal to the defender's active Trait. Evasion cannot reduce dice pool to less than 1. |
*'''Interference:''' This defence is deducted from the attacker's Accuracy. By default, Interference is equal to the defender's active Trait. Interference cannot reduce Accuracy to less than 1. | *'''Interference:''' This defence is deducted from the attacker's Accuracy. By default, Interference is equal to the defender's active Trait. Interference cannot reduce Accuracy to less than 1. | ||
*'''Absorption:''' This defence is deducted from your attacker's Power. By default, your Absorption is equal to the defender's active Trait. Absorption cannot reduce Power to less than 1. | *'''Absorption:''' This defence is deducted from your attacker's Power. By default, your Absorption is equal to the defender's active Trait. Absorption cannot reduce Power to less than 1. | ||
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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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<br><br> | <br><br> | ||
==Injury== | ==Injury== | ||
− | <br>Damage is applied to the relevant | + | <br>Damage is applied to the relevant health type. For example, physical damage is applied to the targets Physical Health. |
<br>If a target's health is reduced to zero, he is '''defeated'''. | <br>If a target's health is reduced to zero, he is '''defeated'''. | ||
− | *With a ''' | + | *With a '''Physical Health''' of zero a Xia hero is ''incapacitated''. He is so beaten and bloodied that he can't even crawl about anymore, and is helpless to act in any way. Though not necessarily dead, he is open to a coup de grace from anyone who might choose to finish him off. |
− | *With a ''' | + | *With a '''Social Health''' of zero a Xia hero is ''discredited''. His arguments are defeated, his position is untenable and his opponents are proven right. He will roll over to intimidation, surrender to seduction and be convinced by persuasion. |
− | *With a ''' | + | *With a '''Mental Health''' of zero a Xia hero is ''shattered''. He has no will to oppose any more, and will abandon whatever task he set out to do. His plans fall to pieces - if he is playing a game it is lost, if he is commanding an army there is a rout, and if matching arcane power then his spells collapse and fade. |
− | NPCs have different effects on defeat - normally more severe. For example, an ordinary soldier who is reduced to zero | + | NPCs have different effects on defeat - normally more severe. For example, an ordinary soldier who is reduced to zero Physical Health will be killed outright, while a poor human peasant who loses his Social Health will be cowering, whimpering and subservient. On the other hand, powerful NPCs (especially major villains) might suffer smaller setbacks at the GM's discretion. A physical defeat for the main kung fu demonic nemesis of the story might only be enough to drive him off, for example. |
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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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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===Channelling Trigrams in Attack=== | ===Channelling Trigrams in Attack=== | ||
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For example, you could choose to activate Heaven and Wind on the same attack, but you couldn't choose to activate Heaven twice on the same attack. | For example, you could choose to activate Heaven and Wind on the same attack, but you couldn't choose to activate Heaven twice on the same attack. | ||
− | * | + | * Channelling '''Wind'' - aka "Chi Motion" |
− | When you channel Wind, spend 1 Yang Chi and add your Wind Trigram to the ''' | + | When you channel Wind, spend 1 Yang Chi and add your Wind Trigram to the '''Dice Pool''' of that attack. |
− | * | + | * 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" |
− | 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" |
− | 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. | + | 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. This new attack does not benefit from any of the chi effects or powers that affected the previous attack. You can only Channel Thunder a number of times per round equal to your Thunder Trigram. |
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===Channelling Trigrams in Defence=== | ===Channelling Trigrams in Defence=== | ||
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For example, you could choose to activate Earth and Wind on the same defence, but you couldn't choose to activate Earth twice on the same defence. | For example, you could choose to activate Earth and Wind on the same defence, but you couldn't choose to activate Earth twice on the same defence. | ||
− | * | + | * Channelling '''Mist'' - aka "Chi Evasion" |
− | When you channel Mist, spend 1 Yin Chi and | + | When you channel Mist, spend 1 Yin Chi and deduct your Mist Trigram from the '''Dice Pool''' of that attack. |
− | * | + | * Channelling '''Earth'' aka "Chi Interference" |
− | When you channel Earth, spend 1 Yin Chi and | + | When you channel Earth, spend 1 Yin Chi and deduct your Earth Trigram from the '''Accuracy''' of that attack. |
− | * | + | * Channelling '''Water'' aka "Chi Absorption" |
− | When you channel Water, spend 1 Yin Chi and | + | When you channel Water, spend 1 Yin Chi and deduct your Mist Trigram from the '''Power''' of that attack. |
− | * | + | * 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. | + | '''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. |
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+ | ===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 Combos"''', 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. | ||
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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. | ||
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=Credits= | =Credits= | ||
<br>'''This page created by ''Asklepios''. ''' | <br>'''This page created by ''Asklepios''. ''' | ||
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