Difference between revisions of "Chi (FiD)"

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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.
 
* '''Vigorous:''' You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
  
'''Powers
+
* '''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]].
[[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

Revision as of 14:04, 25 August 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.

  • Champion: You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.
  • 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.
  • 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.
  • 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.
  • Vigorous: You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.

Challengers

˄ ˅ Mon Mah, a chi master
˄ ˅ Managan, a martial artist
˄ ˅ Chon-hu, a healer
˄ ˅ Dadaga the mystic shadow
˄ ˅ Hileah, heir to nobility

Items Chi users have access to a number of medicine bundles, known as potions. Once the action that benefits from the potion is resolved, you take minor harm "qi depletion" that cannot be resisted.

☐, ☐ A potion that lets you ignore the stress of pushing.
☐ A potion that allows one use of a power on the list of chi powers that you do not know.
☐ An outfit showing your school or allegiance that can be used as armor against prowess and resolve effects.
☐ A weapon that is fine ☐ and/or potent ☐.
☐ Acupuncture set that gives +1d to healing treatment rolls.

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 2
Skirmish 1
4 points by choice, no higher than 2 in any one