Difference between revisions of "Chi (FiD)"

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=== Trauma Condition—Inner Peace ===
 
=== Trauma Condition—Inner Peace ===
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Chi is the positive force of life, an energy required for life but that only a few of us master.
 
To utilize chi effectively, one must maintain inner peace and freedom of movement.  
 
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 that affect only you or creatures you touch, including enemies you attack with your bare body, gain improved position.
Powers used while carrying a medium or heavy load and powers used at a distance suffer a loss of outcome—these penalties do not stack.
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Powers used while carrying a medium or heavy load and powers used at a distance suffer a loss of outcome.
  
 
=== Special Abilities ===
 
=== Special Abilities ===

Revision as of 19:59, 22 December 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, the manipulation of inner energy, and control of your immediate environment.

Trauma Condition—Inner Peace

Chi is the positive force of life, an energy required for life but that only a few of us master. 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 a medium or heavy 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 resist an attack or to push your physique.
  3. Daredevil: When you roll a desperate action, you get +1d to your roll.
  4. Man of Iron: Touching someone with a melee weapon counts as touch for Trauma Condition—Inner Peace. 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 physical feat that verges on the superhuman—engage a gang at your scale (p 211) on equal footing—your unarmed attacks become potent.
  6. Remember Your Teachings Draw on teachings to gain assistance from a flashback. This flashback costs at least 1 stress, but may give you insights in addition to assistance.
  7. Vigorous: You recover from harm faster. Permanently fill in two 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 shadow
˄ ˅ Lin, a chi master
˄ ˅ Yun Wei, heir to power

Inventory

☐ or ☐☐ Potent melee weapon.
☐ Medicine Bag.
☐ Light Camping Gear.
☐ Scroll.
  • Potent Weapon ☐ or ☐☐: A Peach wood sword or other spiritual weapon potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This can be either a hand ☐ or heavy ☐☐ melee weapon.
  • Light Camping Gear ☐: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. Roughing it out with this gear allows a single downtime action to remove stress. Lacking camping gear does not allow any effective rest.
  • Medicine Bag ☐: A bag of medicinal herbs, giving +1d on healing treatment rolls to anyone you use it on. Playbook.
  • Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Consumable, Playbook.

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.