Difference between revisions of "Chi (FiD)"
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{{FiD}}{{FiD-Powers}} | {{FiD}}{{FiD-Powers}} | ||
− | 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 | + | 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 harmony with your surroundings. |
− | '''Touchstones''': | + | '''Touchstones''': |
Wang Chi (''Big Trouble in Little China,'' 1986), | Wang Chi (''Big Trouble in Little China,'' 1986), | ||
Wong Fei-hung (''Once Upon a Time in China,'' 1991), | Wong Fei-hung (''Once Upon a Time in China,'' 1991), | ||
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=== Trauma Condition—Inner Peace === | === Trauma Condition—Inner Peace === | ||
− | Chi is the | + | Chi is the vital energy required for life, mastered by only a select few. |
− | 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 longer than five times your tier in meters suffer | + | Powers used while carrying a medium or heavy load and powers used at a distance longer than five times your tier in meters suffer reduced effect. |
=== Special Abilities === | === Special Abilities === | ||
− | # '''Challenge (Heaven’s Mandate):''' 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.'' | + | # '''Challenge (Heaven’s Mandate):''' When you confidently challenge a specific opponent, there is a brief lull in the battle. Select one: ''conversation is possible—there is a pause while you duel—everyone else has time to run away.'' |
− | # '''Champion (The Stone Stands):''' You may expend your Special Armor to resist consequences of an enemy attack or to push physical actions. | + | # '''Champion (The Stone Stands):''' You may expend your Special Armor to resist consequences of an enemy attack or to push physical actions. |
− | # '''Daredevil (Tiger’s Leap):''' When you roll a desperate action, you get +1d to your roll. | + | # '''Daredevil (Tiger’s Leap):''' When you roll a desperate action, you get +1d to your roll. |
− | # '''Perfect Balance (Transcendent Body):''' You can push yourself to do one of the following: ''a physical feat that transcends normal human limits—engage a gang at your scale (p 211) on equal footing—an unarmed attack that is potent and | + | # '''Perfect Balance (Transcendent Body):''' You can push yourself to do one of the following: ''a physical feat that transcends normal human limits—engage a gang at your scale (p 211) on equal footing—an unarmed attack that is potent and bypasses armor and resistances.'' |
− | # '''Remember Your Teachings (Echoes of the Master)''' | + | # '''Remember Your Teachings (Echoes of the Master):''' Spend 1 Stress to draw on your teachings to gain Assistance (+1d) in a flashback. Make a gather information roll as part of this flashback. |
− | # '''Spirit of Iron (Harmony of the Forge):''' A melee weapon attack | + | # '''Spirit of Iron (Harmony of the Forge):''' A melee weapon attack channels your chi through the weapon, as though you touched the target directly. You do not suffer reduced effect when wearing a medium or heavy load. This improves Trauma Condition—Inner Peace, see above. |
− | # '''Vigorous (Breath of Life):''' | + | # '''Vigorous (Breath of Life):''' Through your disciplined training, you recover from harm faster. Permanently fill in two of your healing clock segments. Take +1d to healing treatment rolls. You can spend 2 stress to instantly make a healing roll with a bonus of +2d (from this ability and your medicine bag). |
− | # '''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]]. | + | # '''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 === | ||
− | : ˄ ˅ Daiyu, a martial artist | + | : ˄ ˅ Daiyu, a martial artist |
− | : ˄ ˅ Jian, | + | : ˄ ˅ Jian, the wandering healer |
− | : ˄ ˅ Kazuo, the shadow | + | : ˄ ˅ Kazuo, the shadow |
− | : ˄ ˅ Lin, | + | : ˄ ˅ Lin, master of flowing strikes |
− | : ˄ ˅ Yun Wei, heir to power | + | : ˄ ˅ Yun Wei, heir to power |
=== Inventory === | === Inventory === | ||
− | : ☐ or ☐☐ Potent melee weapon. | + | : ☐ or ☐☐ Potent melee weapon. |
− | : ◯ Medicine Bag. | + | : ◯ Medicine Bag. |
− | : ☐ Light Camping Gear. | + | : ☐ Light Camping Gear. |
− | : ☐ Scroll. | + | : ☐ 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. | + | * '''Potent Weapon''' ☐ or ☐☐: A Peach wood sword or other spiritual weapon imbued with spiritual energy, 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''' ☐ Personalized bedroll, cooking pot, tarpaulin, fishing line, snares. Allows one downtime action when roughing it. | + | * '''Light Camping Gear''' ☐: Personalized bedroll, cooking pot, tarpaulin, fishing line, snares. Allows one downtime action when roughing it. Without camp gear, you cannot recover stress or harm effectively in the wilderness. '''Playbook'''. |
− | * '''Medicine Bag''' ◯: A bag of medicinal herbs, giving +1d on healing rolls to anyone you use it on. '''Playbook'''. | + | * '''Medicine Bag''' ◯: A bag of medicinal herbs, giving +1d on healing 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'''. | + | * '''Scroll''' ☐: Allows a single use of a power available to your playbook but not known to you. '''Consumable, Playbook'''. |
=== XP === | === XP === | ||
− | * ''Every time you roll a desperate action, mark xp in that action's attribute. | + | * ''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 | + | 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. | + | an attribute) or 2 xp if that item occurred multiple times.'' |
− | * You addressed a challenge with prowess or | + | * ''You addressed a challenge with prowess or harmony.'' |
− | * You expressed your beliefs, drives, heritage, or background. | + | * ''You expressed your beliefs, drives, heritage, or background.'' |
− | * You struggled with issues from your vice or traumas during the session. | + | * ''You struggled with issues from your vice or traumas during the session.'' |
=== Starting Actions === | === Starting Actions === | ||
− | : Prowl 1 | + | : Prowl 1 |
− | : Skirmish 2 | + | : Skirmish 2 |
: 4 points by choice, no higher than 2 in any one. | : 4 points by choice, no higher than 2 in any one. |
Revision as of 21:08, 22 December 2024
Starfox's Blades in the Dark fan page |
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 harmony with your surroundings.
Touchstones: Wang Chi (Big Trouble in Little China, 1986), Wong Fei-hung (Once Upon a Time in China, 1991), Li Mu Bai (Crouching Tiger, Hidden Dragon, 2000), Aang (Avatar: The Last Airbender, 2005–2008).
Trauma Condition—Inner Peace
Chi is the vital energy required for life, mastered by only a select few. 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 longer than five times your tier in meters suffer reduced effect.
Special Abilities
- Challenge (Heaven’s Mandate): When you confidently challenge a specific opponent, there is a brief lull in the battle. Select one: conversation is possible—there is a pause while you duel—everyone else has time to run away.
- Champion (The Stone Stands): You may expend your Special Armor to resist consequences of an enemy attack or to push physical actions.
- Daredevil (Tiger’s Leap): When you roll a desperate action, you get +1d to your roll.
- Perfect Balance (Transcendent Body): You can push yourself to do one of the following: a physical feat that transcends normal human limits—engage a gang at your scale (p 211) on equal footing—an unarmed attack that is potent and bypasses armor and resistances.
- Remember Your Teachings (Echoes of the Master): Spend 1 Stress to draw on your teachings to gain Assistance (+1d) in a flashback. Make a gather information roll as part of this flashback.
- Spirit of Iron (Harmony of the Forge): A melee weapon attack channels your chi through the weapon, as though you touched the target directly. You do not suffer reduced effect when wearing a medium or heavy load. This improves Trauma Condition—Inner Peace, see above.
- Vigorous (Breath of Life): Through your disciplined training, you recover from harm faster. Permanently fill in two of your healing clock segments. Take +1d to healing treatment rolls. You can spend 2 stress to instantly make a healing roll with a bonus of +2d (from this ability and your medicine bag).
- 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, the wandering healer
- ˄ ˅ Kazuo, the shadow
- ˄ ˅ Lin, master of flowing strikes
- ˄ ˅ 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 imbued with spiritual energy, 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 ☐: Personalized bedroll, cooking pot, tarpaulin, fishing line, snares. Allows one downtime action when roughing it. Without camp gear, you cannot recover stress or harm effectively in the wilderness. Playbook.
- Medicine Bag ◯: A bag of medicinal herbs, giving +1d on healing 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 harmony.
- 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.