Difference between revisions of "Chi (FiD)"

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In addition to the listed powers, you have access to these special abilities.
 
In addition to the listed powers, you have access to these special abilities.
  
* '''Champion:''' You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.
+
# '''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.''
 
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# '''Champion:''' You may expend your '''special armor''' to reduce harm from an attack in combat or to push your prowess.
* '''Man of Iron:''' Anything you touch with a melee weapon counts as touching 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.   
+
# '''Daredevil:''' When you roll a desperate action, you get +1d to your roll.  
 
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# '''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.
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# '''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.
* '''Remember Your Teachings''' Drawing on past teachings, you  gain a 1d assistance bonus through a flashback, reflecting experience during training. This flashback costs at least 1 stress, and can be made made in addition to pushing, but does not stack with assistance from another character.
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# '''Vigorous:''' You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
 
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# '''Powers:''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], [[Time Powers (FiD)|Time]], and [[Water Powers (FiD)|Water]].
* '''Vigorous:''' You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
 
 
 
'''Powers
 
[[Air Powers (FiD)|Air]],
 
[[Animal Powers (FiD)|Animal]],
 
[[Barrier Powers (FiD)|Barrier]],
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
[[Flux Powers (FiD)|Flux]],
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]], and
 
[[Water Powers (FiD)|Water]].
 
  
 
'''Challengers
 
'''Challengers
: ˄ ˅ Mon Mah, a chi master
+
: ˄ ˅ Daiyu, a martial artist
: ˄ ˅ Managan, a martial artist
+
: ˄ ˅ Jian, a healer
: ˄ ˅ Chon-hu, a healer
+
: ˄ ˅ Kazuo, the mystic shadow
: ˄ ˅ Dadaga the mystic shadow
+
: ˄ ˅ Lin, a chi master
: ˄ ˅ Hileah, heir to nobility
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: ˄ ˅ Yun Wei, a heir to power
  
'''Items
+
'''Items  
Chi users have access to a number of medicine bundles, known as potions.
+
: ☐ Potent weapon.
Once the action that benefits from the potion is resolved, you take minor harm "qi depletion" that cannot be resisted.
+
: ☐ Beads that improve position against fear and mental influence.  
: ☐, ☐ A potion that lets you ignore the stress of pushing.  
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: ☐ Workman's hat that lets you disappear in a crowd.
: ☐ A potion that allows one use of a power on the list of chi powers that you do not know.
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: ☐ Kaō that reduces cost of resisting by one once per score.
: ☐ An outfit showing your school or allegiance that can be used as armor against prowess and resolve effects.
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: ☐-☐ Scroll that allows a single use of a chi power you do not know.
: ☐ A weapon that is fine ☐ and/or potent ☐.
 
: ☐ Acupuncture set that gives +1d to healing treatment rolls.
 
  
 
'''XP
 
'''XP
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'''Starting Actions
 
'''Starting Actions
: Prowl 2
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: Prowl 1
: Skirmish 1
+
: Skirmish 2
 
: 4 points by choice, no higher than 2 in any one
 
: 4 points by choice, no higher than 2 in any one

Latest revision as of 15:11, 13 September 2024

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Powers (FiD)Fox in the Dark logo

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.

  1. 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.
  2. Champion: You may expend your special armor to reduce harm from an attack in combat or to push your prowess.
  3. Daredevil: When you roll a desperate action, you get +1d to your roll.
  4. 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.
  5. 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.
  6. Remember Your Teachings Draw on teachings to gain assistance bonus from a flashback. This flashback costs at least 1 stress.
  7. Vigorous: You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
  8. 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, a chi master
˄ ˅ Yun Wei, a heir to power

Items

☐ Potent weapon.
☐ Beads that improve position against fear and mental influence.
☐ Workman's 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