Chi (FiD)
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Chi embodies the inner power of living creatures, which can be channeled through disciplined practice. It focuses on self-improvement, immediate surroundings, and the manipulation of inner energy.
Trauma Condition - Inner Peace To utilize chi effectively, one must maintain inner peace and freedom of movement. Powers that affect only you or creatures you touch, including enemies you attack with your bare body, gain improved position. Powers used while carrying more than a light load and powers used at a distance suffer a loss of outcome.
Special Abilities
In addition to the listed powers, you have access to these special abilities.
- Challenge: When you confidently challenge a specific opponent, there is a lull in the battle. Select one: conversation is possible—there is a pause while you duel—everyone else has time to run away.
- Champion: You may expend your special armor to reduce harm from an attack in combat or to push your prowess.
- Daredevil: When you roll a desperate action, you get +1d to your roll.
- Man of Iron: Melee weapon count as touch for you. You do not suffer a loss of outcome when wearing a medium or heavy load. This negates some of the penalties of Trauma Condition - Inner Peace, see above.
- Perfect Man: You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman—engage a small gang on equal footing in close combat—your unarmed attacks become potent.
- Remember Your Teachings Draw on teachings to gain assistance bonus from a flashback. This flashback costs at least 1 stress.
- Vigorous: You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
- Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.
Challengers
- ˄ ˅ Daiyu, a martial artist
- ˄ ˅ Jian, a healer
- ˄ ˅ Kazuo, the mystic shadow
- ˄ ˅ Lin, chi master
- ˄ ˅ Yun Wei, heir to power
Items
- ☐ Fine weapon.
- ☐ Beads that improve position against fear and mental influence.
- ☐ Hat that lets you disappear in a crowd.
- ☐ Kaō that reduces cost of resisting by one once per score.
- ☐-☐ Scroll that allows a single use of a chi power you do not know.
XP
- Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
- You addressed a challenge with prowess or wisdom.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Prowl 1
- Skirmish 2
- 4 points by choice, no higher than 2 in any one