Chi (FiD)
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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: 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 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 longer than five times your tier in meters suffer a loss of effect.
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.
- 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 cannot be absorbed by armor or damage absorption.
- 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 counts as touching the target. You do not suffer a loss of outcome when wearing a medium or heavy load. This improves Trauma Condition—Inner Peace, see above.
- Vigorous (Breath of Life): 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, 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 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.