Difference between revisions of "Chi (FiD)"
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# '''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.'' | # '''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 | + | # '''Champion:''' You may expend your '''special armor''' to resist consequences of an enemy attack or to push you physically. |
# '''Daredevil:''' When you roll a desperate action, you get +1d to your roll. | # '''Daredevil:''' When you roll a desperate action, you get +1d to your roll. | ||
# '''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. | # '''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. |
Revision as of 20:11, 22 December 2024
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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.
Touchstones: Lee (Enter the Dragon, 1973), 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).
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.
- 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 consequences of an enemy attack or to push you physically.
- Daredevil: When you roll a desperate action, you get +1d to your roll.
- 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.
- 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 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 ☐ Personalized bedroll, cooking pot, tarpaulin, fishing line, snares. Allows one downtime action when roughing it. No effective rest without camp gear. Playbook.
- 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.