Difference between revisions of "Chi (FiD)"
Jump to navigation
Jump to search
Line 29: | Line 29: | ||
: ☐ or ☐-☐ Potent weapon. | : ☐ or ☐-☐ Potent weapon. | ||
: ☐ Heraldry. | : ☐ Heraldry. | ||
− | : ☐ Prayer | + | : ☐ Prayer Beads. |
: ☐ Scroll. | : ☐ Scroll. | ||
: ◯ Qiankun Bag. | : ◯ Qiankun Bag. |
Revision as of 22:11, 16 October 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 control of your immediate environment.
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 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.
- 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 resist an attack or to push your physique.
- Daredevil: When you roll a desperate action, you get +1d to your roll.
- Man of Iron: Touching someone with a melee weapon count 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.
- 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.
- 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.
- Vigorous: You recover from harm faster. Permanently fill in two 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 shadow
- ˄ ˅ Lin, a chi master
- ˄ ˅ Yun Wei, heir to power
Inventory
- ☐ or ☐-☐ Potent weapon.
- ☐ Heraldry.
- ☐ Prayer Beads.
- ☐ Scroll.
- ◯ Qiankun Bag.
- ◯ Qiankun Medicine Bag.
- Potent Weapon ☐ or ☐-☐: A Peach wood sword or other spiritual weapon, magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This can be either a hand or heavy weapon.
- Heraldry ◯: Kaō, shield mark, blazoned surcoat, or badge of identity and pride that negates the cost of resisting once per score.
- Prayer Beads ☐: Improves position against fear and mental influence. Playbook.
- 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. Playbook.
- Scroll ☐: Allows a single use of a power available to your playbook but not known to you. Playbook.
- Qiankun Bag ◯: These small drawstring bags might be simple cloth or fancy embroidered silk. They hold more than they should, to the tune of an additional load, but only small items. Things put into them do not age, allowing storage of both ready meals and fresh fruit, fish, and meat. Playbook.
- Qiankun Medicine Bag ◯: A Qiankun Bag holding medicinal herbs. It keeps herbs fresh, giving +1d on healing treatment rolls to anyone you use it on. 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.