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WEAPONS OF BODY  AND SOUL PLAYTEST DOCUMENT VERSION 1.3  AN RPG PROJECT BY  ALMIGHTYK  AND THE REDDIT COMMUNITY

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SETTING/GENRE

 Weapons of Body and Soul, hereafter referred to as WBS, is a martial arts focused wire-fu style setting.

For many, combat is a way of life. Granting a sense of self as well as a means to resolve disputes.

 This is similar to a lot of Shonen manga, albeit relatively low powered ones, such as Dragonball or One Piece.

 While primarily a combat based system, WBS has skills and techniques available that allow players to take on another style ofcharacter if they desire.Styles including being the medical healer, the supporting mage, the diplomat, or the genius inventor.

CORE MECHANIC

 The core mechanic of WBS uses a dice pool, which is one or more dice rolled at the same time. The size of the dice pool isdetermined by the amount of ranks you have in the relevant skills. You then roll the dice pool and add your Roll Modifier tothe rolled result. This is your final result. This is used to determine success or failure.

 To determine whether your roll resulted in success or failure, the final result is compared to a difficulty number. The difficultynumber is either:

1) A static number determined by the intended level of difficulty.2) An opposed roll. This is a variable number that is determined by an opponent rolling a dice pool of their own. This willgenerally be a Skill Check.

Skill Checks: The most common type of roll that will be used in WBS. It is used when determining success or failure whenever you use a skill, including attacking and defending. A Skill Check uses 6 sided dice (D6).

Damage Roll: The second most common type of roll that is used. It is used to determine the damage a character would takeafter a successful Attack Check, or when they would be damaged by another source. Damage Rolls can use different sized dice

 varying from 2 sided dice (D2, it is recommended to use a coin or similar) to 12 sided dice (D12).

Roll Modifier: The total value of static numbers that is added to the final roll of your dice pool. By default, this is equal to an

appropriate attribute.

Minimum Pool: A dice pool will always contain at least 1 die. If you do not meet the minimum Skill Ranks to add 1 die toyour dice pool, your roll will have no Roll Modifier.

Explode: When making a Skill Check, any die that comes up as a 6 may Explode using the Intensify option. When youIntensify, take note of the 6 already rolled, then roll the same die again. Add the new number that you rolled to the 6 alreadyrolled. The Intensified die may also Explode.

Backfire: When making a Skill Check, if any die comes up as a 1, you must remove the highest rolled die in the check. This isrepeated for each other die resulting in 1. If you remove a die that rolled a 1, it does not Backfire. EXAMPLE: You roll a Skill Check resulting in 1,1,6,1. You have three results of a 1. The first 1 removes the highest result, the 6, leaving you with 1,1,1. Thesecond 1 removes the next highest result, another 1. Since the third 1 was removed, it does not remove another die. Your final dice results are 1,1.

Controlled Effort: When determining your dice pool, you may declare a Controlled Effort. When you do so, you remove one(or more) dice from the dicepool. For each die that you remove, add an amount equal to half of its maximum result to the RollModifier. EXAMPLE: Your skill check has a difficulty of 12. Your have a dicepool of 3D6 and have an attribute value of 2. You declare using Controlled Effort and putaside 2D6, giving you a Roll Modifier of 8 (2(Attribute) + 6(3 per die)). To succeed, you only need to roll a 4+ on the remaining D6.

 Wild Effort: The opposite of Controlled Effort. When determining your dice pool, you may declare a Wild Effort. When youdo so, you lower your Roll Modifier by 4. You can do this multiple times until your Roll Modifier is at a value of 3 or less. Foreach time you lower your Roll Modifier, you add 1 die to the Dice Pool.  EXAMPLE: To succeed on a check, you need a final result o f 25. You are rolling a dicepool of 2D6 and have a roll modifier of 11. You declare you are usingWild Effort and remove 8 from your roll modifier, giving you a final Roll Modifier of 3, and a Dice Pool of 4D6.

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CHARACTER CREATION

 To create your character you first decide on a concept. This is used as a guideline for spending character points.

 The starting character points for characters is 100 for an average human. If the GM wishes characters to be above average tostart, then they may choose a higher starting point value. This may also be lowered if the GM chooses.

 Your character sheet is made up of multiple sections. The basic ones are listed below.

CHARACTER BASICSPrimary Attributes

 Your character has 8 Primary Attributes. These are divided into 4 physical and 4 mental.Physical: Strength, Constitution, Dexterity, Agility.Mental: Intelligence, Willpower, Wisdom, Perception.

Starting Value: All Primary Attributes start at a Natural Value of 1.

Point Cost: Increasing a Primary Attribute costs character points equal to (Current Natural Value) + 2.

Secondary Attributes

 Your character has 6 secondary attributes.Health VigourPhysical Energy (Ki)Spiritual Energy (Chi)MovementMotion

Starting Value: All Secondary Attributes start at a Secondary Attribute Value of 0.

 Total Value: All Secondary Attributes have a Total Value of (Secondary Attribute Value) + (Primary Attribute Value). EXAMPLE: You have a Constitution Attribute Natural Value of 5 and a Strength Attribute Natural Value of 2. Your Health AttributeValue is 3. Your Health Attribute Total is 10. To increase your Health Attribute Total Value to 11 will require either:

1) Spending 4 points to increase Strength Attribute Natural Value to 32) Spending 7 points to increase Constitution Attribute Natural Value to 63) Spending 5 points to increase Health Attribute Value to 4.

Point Cost: Increasing a Secondary Attribute Value costs character points equal to (Secondary Attribute Value) + 2.

Skills Your character has access to a number of skills, listed further down. These are improved by purchasing ranks in the individualskills.

Starting Value: All skills start at 0 ranks.

Point Cost: Purchasing a Skill Rank costs character points equal to (Current Ranks in Skill) + 3.

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TRAINING AND POINT GAIN

 The way your character improves is by gaining character points, and then spending them in their downtime.

 The GM has the final decision on how many character points a character gains for their actions but it is recommended to give5 points after a challenging encounter. This value will then be raised or lowered depending on how hard the encounter is.

FOCUSED TRAINING

If a character wants to train for a specific attribute or skill, they declare this at the start of an encounter. To perform focused training, the majority of your actions for an encounter must use the specific attribute/skill. After the encounter, you gain 50% more character points than normal for the encounter but all points must go towards thechosen attribute or skill.

If using the optional rule, focused training may also be used for learning Special Techniques.

MENTOR TRAINING A more advanced version of focused training. A mentor is a character that has 50% more points spent in the chosen attribute or skill than you do. When training with a mentor, you gain an additional 50% character points in the chosen attribute or skill. This means that withthe focused training bonus, you gain double the points.

If using the optional rule, mentor training may be used for learning Special Techniques if the mentor knows the Technique.

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 ATTRIBUTES The average human has a Natural Value of their Primary Attributes of 3.Each attribute has a different basic function.

PHYSICALStrength: Health. Brute force. Lifting Capacity.Lifting Capacity: The lifting capacity of a character is 50KG + 25KG per point in Boosted Strength over 1.

Constitution: Vigour. Health. Endurance. Resistance. Damage Reduction.

Damage Reduction: The default Damage Reduction of a character is 1 per point in Boosted Constitution. 

Dexterity: Motion. Sleight of hand. Finesse.

 Agility: Motion. Movement. Dodging.

MENTALIntelligence: Knowledge. Ability to memorise and learn over time (IE. Book learning).

 Willpower: Vigour. Force of will. Resistance against manipulation.

 Wisdom: Application of knowledge. Learning on the fly. Working out weakness. Common sense.

Perception: Ability to sense.

NATURAL/BOOSTED ATTRIBUTES Your physical Primary Attributes have both a Natural Value (NV) and Boosted Value (BV). The NV is your Attributes Value written on your character sheet, purchased through character points. The BV is a change to your stats based off your Ki Pool. The Maximum Boosted Value you may use is equal to (Current Ki Output/4).

SECONDARY ATTRIBUTES The Total Value of a Secondary Attribute is determined by the Value of one or two Primary Attributes plus the purchased Value of the Secondary Attribute.

Unless specified otherwise, Secondary Attributes use the Natural Value of a Primary Attribute.

Health: A value representing the total damage your character can take before going unconscious, potentially leading to death.Uses Strength + Constitution.

 Vigour: A consumable resource representing your characters ability to stay awake and continue under stress.Uses Constitution + Willpower.

Motion: Effectively your characters initiative. Your motion determines who acts next as well as how often you can act in around.Uses Boosted Dexterity + Boosted Agility.

Movement: How far your character can move on foot. Equal to 1 meter (1 yard) per 2 Boosted Agility.

Ki: A physical energy pool that is expended when using Physical Attributes and Special Techniques. Also affects the MaximumBoosted Value for Physical Attributes.Equal to 2 * (Strength + Constitution + Agility + Dexterity) + 2 * (Ranks in Ki Sub Skills).

Chi: A spiritual energy pool that fuels magic and special techniques. May be manifested externally with training.Equal to 10 * (Ranks in Chi Sub Skills + Willpower).

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SKILLS

Skills come in two sections, Core Skill and Sub Skills.

CORE SKILLS A core skill is a category of related skills.Each core skill has a group of sub skills under its heading.Core skills cannot be increased directly.

For every 5 ranks combined you have in the relevant sub skills, the core skill gains one rank.Ranks in core skills are added to the ranks in the sub skills to determine the size of the dice pool.

SUB SKILLS A sub skill is a specific skill found amongst a group of related skills, the core skill.Sub skills are increased by purchasing ranks with character points.For every 5 ranks you have in sub skills in a group, the core skill gains a rank.Ranks in sub skills are used to determine the size of the dice pool.

ENERGY MANIPULATION SKILLSEnergy manipulation skills are a special type of sub skill.

 When purchasing ranks in EM skills, they do more than just increase a dice pool.For each rank you purchase in EM skills, they will also affect your options when using Ki or Chi.

SKILL USAGE When making a Skill Check, the GM will choose one or two sub skills that fit what you are trying to achieve. The ranks of the two sub skills are added together with the bonus ranks from the relevant core skills.If both sub skills have the same core skill, the core skill ranks are only added once.For every 3 ranks you have combined, you add one die to the dice pool of the Skill Check.Once the dice pool has been determined, it is rolled and then added to the Roll Modifier.

 The result is then compared to the difficulty of the check.NOTE: A skill check will always have at least one die in the Dice Pool. If a Skill Check does not have at least 3 ranks, the RollModifier is not used in the check.

SKILL LIST

 The list of Core Skills and Sub Skills is found below.For the playtest I will only be elaborating on certain skills.Skills are split into various categories written in BOLD and capitalised.Core skills are UNDERLINED and capitalised.

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MENTAL

ELECTRONICS

Computers

Gadgetry WiringRobotics

CHEMISTRY Alchemy

Herbal LoreMedicine

Elemental LoreExplosives

 WEAPONRYSmithing

Gunnery

 ACADEMICMathematics

LiteracyLinguisticsHistory

 Antiquities

BIOLOGY

HumanMammalFish

BirdInsect

SUPERNATURAL

SpiritsMagicKiChi

MARTIAL KNOWLEDGEForms

 TechniquesPhysical Analysis Tactics

COMBAT

 WEAPON TYPES (ARM)Closed FistOpen Palm

Snake Fist

 WEAPON TYPES (LEG)HeelFrontShin

 WEAPON TYPES (MELEE)Sword

 Axe

DaggerPolearmBludgeon

 WEAPON TYPES (RANGED)DaggerBow

PistolSpearRifle

STRIKE TYPES JabStraight

HeavyHook

COMBAT MANEUVERS TripGrappleDisarm

 Tackle

DEFENSES

DodgeBlock

Parry

ENERGY

KI MANIPULATION

Efficiency (Attribute)

Bonus Ki AmplifyDampen

ControlBarrier

CHI MANIPULATIONShaping

Bonus Chi Amplify

DampenControlDamage

Efficiency

PHYSICAL

 ACROBATICS

 Tumble JumpBalance

 ATHLETICS

EnduranceRun

Climb

STEALTH

HideSleight of HandSneak

Quiet

SOCIAL

 TALKING

DiplomacyNegotiationBluffIntimidate

ETIQUETTESocial

PoliticalProfessionalHeirarchy 

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COMBAT

SEQUENCE OF A ROUND 1) Declare Dex/Agi used for round, spend Ki.2) Roll for Motion Points.3) Determine active characters by highest remaining Motion Points.4) If active characters have unresolved actions, actions are resolved.

5) Active characters declare new action and spend Motion Points.6) Determine new active character by highest remaining Motion Points.7) When no character has Motion Points remaining, repeat step 1.

ROUNDS AND MOTION POINTS A round of combat takes place over 1-2 seconds of in game time. You may take as long as needed in real time.It is possible for a character to act multiple times in a round depending on how they spend their Motion Points.

Initiative in combat is constantly in flux. As Motion Points are spent at different rates, your turn order may change frequently.

 The active character is the character with the highest remaining motion points.

If there is a tie, all tied characters count as the active character and declare their action on the same turn. The actions are declared one at a time, but they still take place at the same time.

 After declaring your action, you spend Motion Points.

It is possible to spend more Motion Points than you have remaining. In this case, use the remaining cost in the next round.

 Your action resolves when you next come up as the active character.

If you have declared an attack, the Motion Points your opponent would spend on a Skilled Defense are not spent until yourattack would resolve. This means that your target may not be there when your attack resolves.

STARTING THE ROUND At the start of the round, all characters declare the Boosted Value they are using for Dexterity and Agility. These may bedifferent values for each Attribute. You are only required to pay the Ki Cost of these two attributes once per round, regardlessof how many times you use the Attributes in a round.

If you would use a Boosted Value, for either Agility or Dexterity, higher than what you declared at the start of the round, youdo not acquire more Motion Points. You must also spend Ki equal to the difference between the new Ki Cost and theprevious Ki Cost you already paid at the start of the round.

 The next step is to determine your Motion Points for the round.Roll 1D6 and add it to your Boosted Motion Value.

 Your Boosted Motion Value is your Motion Secondary Attribute, determined by your Boosted Agility and Dexterity. 

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COMBAT ACTIONSOn your turn in combat, you have multiple choices for actions you can take.

 The most common actions are1) Movement2) Attack3) Energy Control Skill Check4) Defense

MOVEMENTOn your turn, you can choose to move a distance as an action. At the cost of 2 Motion Points, you can move a distance up toyour Boosted Movement Rate.

If you have not declared an action between moving and using the Dodge Skilled Defense, you may add your BoostedMovement Rate to the Roll Modifier of your Dodge check.

On the turn you declare the move action, you may move up to half of your Boosted Movement Rate. The rest of themovement is used when the action would resolve.

 ATTACK

On your turn, you can choose to attack as an action. An attack is a 2 part Skill Check.

Part 1 of the Skill Check is the “Weapon Type” (Hand, Leg , Melee, Ranged).Part 2 of the Skill Check is the “Strike Type” (Jab, Straight, Heavy, Hook).

 Attack Resolution: Attacking is a two part Skill Check. The Skill Ranks of an Attack Check are determined by combining the ranks of the chosen Weapon Type and Strike Type.

If any die in an Attack Skill Check Explodes, you may choose for the die to Intensify or Carryover.

If the target of the attack is no longer in range when your attack would resolve, your attack swings at the air and would

generally miss. If there is another valid target where you are attacking, you strike at the new target instead.

Explode: When a die Explodes on an attack roll, you may either:1) Intensify –  A die that uses the Intensify option rerolls the die, adding the rerolled value to the initial 6 that you rolled. Thedie you reroll may also Explode. The new roll must use Intensify if it Explodes.2) Carryover –  A die that uses the Carryover option takes a result of 6. You add an extra D6 to the Damage Pool of the attack

Defending: After an attack is starting to resolve but before the attack roll is made, the target declares their defense. This uses Motion Points but is resolved immediately, regardless of Motion Cost.If the defender has a declared action waiting to resolve, the Motion Cost of the defense is added to the declared action fordetermining resolution.

 After all active characters have resolved their actions, a character that defended may choose to halt their declared action, andimmediately become an active character.

Ki Expenditure: After your attack resolves, you spend Ki as appropriate for the Boosted Attribute Value used in the attack. This is spent regardless of whether or not you successfully hit the target.

Chi Expenditure: If your attack was a Chi Attack, you spend Chi after the resolution of the attack.

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DAMAGEIf your attack roll is successful, you then roll for damage.

Damage Dice: There are two steps to determining the size of the damage dice.1) The Strike Type determines the base damage dice size.2) The Weapon Type then modifies the dice size.

Damage Dicepool: After determining the size of your damage dice, you determine the size of the Dice Pool. This uses the same Skill Ranks as the attack roll. The Dice Pool size is determined with a few minor rule changes.

1) You start with 1 die in your damage pool. This can use a Roll Modifier.2) You gain +1 die for every 4 ranks.3) You gain +1 D6 for every Exploded Die from the attack roll using the Carryover option.

Damage Resolution: After working out your Damage Dice Pool, roll it as you would for a Skill Check. You use the Strength Attribute as the Roll Modifier. The final result is the damage you do before your opponents calculates Damage Reduction.

Ki Expenditure: You do not spend extra Ki for your damage roll if you already spent it on the attack roll.

Explode: Damage dice Explode if they roll the highest value on the die.If any damage dice Explode, you may declare Stagger, Knockback, or Penetrate.

 Any damage dice that Explode may only use the Intensify option. The extra value rolled from Intensify is only used for determining Stagger, Knockback or Penetrate.

STAGGER KNOCKBACK AND PENETRATIONIf your damage roll explodes, you have a choice to either stagger the target, knock them backwards, or penetrate their DamageReduction.

No matter which option you choose, your attack still does damage.

Knockback: Skill Check: Your target rolls a Balance Skill Check using Strength and Constitution for the Roll Modifier.

Resolution: Compare your Final Damage Roll to the targets Balance Skill Check.1) If your result is 2 or more higher, the target moves back 1 meter for every 2 your result is above their check.2) If your result is 1 higher or tied with, the target moves back less than a meter. They are off balance until they act next.3) If your result is lower, nothing extra happens.

Stagger:Skill Check: Your target rolls an Endurance Skill Check using Constitution for the Roll Modifier.

Resolution: Compare your Final Damage Roll, after Damage Reduction is applied, to the targets Endurance Skill Check.1) If your result is higher, the target loses 2 Vigour. The target also loses 1 Motion Point for every 3 damage.2) If the result is tied, the target loses 1 Vigour. The target also loses 1 Motion Point for every 5 damage.3) If your result is lower, nothing extra happens.

Penetrate:If you choose the Penetrate option, the resolution is simple.

 The extra value rolled from Intensify is used to lower the targets Damage Reduction. The targets Damage Reduction is lowered by 1 for every 1 rolled on the Intensify dice. This can not reduce Damage Reduction of the target below 0.

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DEFENSEIf you are targeted by an attack, you can choose to use a Skilled Defensive Maneuver or a Basic Defense Maneuver.

 Your options for a Skilled Defensive Maneuver are Dodge, Block, and Parry.

Using a defensive maneuver happens immediately when the attackers attack resolves.

 Any dice that Explode on a Defensive Manuever Skill Check may only use the Intensify option.

MANUEVERS

Basic:Skill Check: A Basic Defense Maneuver is a Skill Check using the Defense Core Skill, adding Agility and Dexterity.Resolution: Compare your Skill Check to the attacker’s Skill Check  1) If your result is higher, the attack misses.2) If your results are tied, the attack is successful but you take half damage before applying Damage Reduction.3) If your result is lower, the attack is successful.Cost: A Basic Defensive Maneuver costs 0 Motion Points.

Dodge:Skill Check: Dodge is a standard Skill Check using the Dodge skill, adding Agility.

Resolution: Compare your Skill Check to the attacker’s Skill Check  1) If your result is higher, the attack misses.2) If your results are tied, the attack is successful but you take half damage before applying Damage Reduction.3) If your result is lower, the attack is successful.Movement: Regardless of success or failure, you may move up to half your movement value after the attack resolves.Roll Modifier: If the last action you took before a dodge was an action that allowed movement, you may add your TotalMovement Value to the roll.Cost: Costs 2 Motion Points.

Parry:Skill Check: Parry is a two part Skill Check using the Parry skill and the Weapon Type used on your last attack, adding AgilityResolution: Compare your Skill Check to the attacker’s Skill Check  1) If your result is higher, the attack misses.2) If your results are tied, the attack is successful but you take half damage before applying Damage Reduction.3) If your result is lower, the attack is successful.Cost: Costs 1 Motion Point.

Block: Skill Check: Block is a two part Skill Check using the Block skill and the Weapon Type used on your last attack, addingStrength. You also perform a Basic Defense Maneuver using a Controlled Effort.Resolution: You become a mostly standing target, adding the result of the skill check to your Damage Reduction.1) If the attacker’s roll would hit the difficulty of Basic Defense Manuever using Controlled Effort, the attack is successful.2) If the result of the Block Skill Check is higher than the Damage Roll, the Ki spent on Strength is halved.3) If the result of the Block Skill Check is more than double the Damage Roll, the Ki spent on Strength is negated.Cost: Costs 1 Motion Point. Costs Ki as normal for Strength Boosted Value.

OR If you have used no attack or defense actions between uses of Block, it does not cost any Motion Points to use.

RECEIVING DAMAGEIf you get hit, you receive damage. The damage received is determined by the attack used.

 After damage is calculated, you lower the amount by your Damage Reduction value. The remaining Value is subtracted from your Health.

Damage Reduction: Each character has a Damage Reduction value. This is equal to your Constitution Boosted Value. The Ki cost for using Constitution in this way is only paid once per round, when you first get hit. Your damage reduction can be increased further through use of the Block maneuver and the Ki Manipulation (Barrier) skill.

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COMBAT SKILLS

Unarmed Offensive

Defense Skills

Combat Maneuvers

CORE SKILL SUB SKILL DAMAGEDICE

MOTION EXTRAS

 Weapon Type(Arm)

Closed Fist +0 +0 -

 Weapon Type

(Arm)

Open Palm -1 +0 +1 Damage Explode.

Knockback +1/Explode.+1 Block Explode

 Weapon Type(Arm)

Snake Fist -1 +0 +1 Attack Explode.+1 Carryover Size.No Block.No Knockback.Opponent +1 Block Explode.

 Weapon Type (Leg) Heel +2 +2 No Block. Weapon Type (Leg) Front of Foot +1 +1 No Dodge. Weapon Type (Leg) Shin +2 +1 Attack -1/die.

No Block.No Dodge.

Strike Type Straight D6 2 -Strike Type  Jab D4 1 Attack +1/die.

-1 Stagger Explode.Strike Type Hook D6 2 Attack -1/die.

Opponent Parry -1/die.+1 Stagger Explode.No Knockback.

Strike Type Strong D8 3 +1 Knockback Explode.

CORESKILL

SUBSKILL

SKILL CHECK ATTRIBUTE COST RESOLUTION EXTRAS

Defense Basic Standard Skill Checkusing Core Skill only.

 Agility 0 Hit/Miss/Half Uses ranks from Core Skill only.

Defense Dodge Standard Skill Checkusing Dodge Skill.

 Agility 2 Hit/Miss/Half +TMV Roll Modifier if movedprior.May move after resolution

Defense Parry 2 part Skill Checkusing Parry and WT.

 Agility 1 Hit/Miss/Half -

Defense Block 2 part Skill Checkusing Block a WT.

Strength 1/0+Ki +Damage Reduction No motion point cost ifconsecutive Block.Ki cost reduced if high result.Difficulty is Basic Defense w/Controlled Effort.

CORESKILL

SUBSKILL

SKILL CHECK ATTRIBUTE COST RESOLUTION EXTRAS

Manuever  Trip Standard Skill Checkusing Trip Skill.

 Agility+Dexterity 3 Prone/Nothing/OffGuard

If you roll lower, unabledefend until next initiati

Manuever Grapple Standard Skill Checkusing Grapple Skill.

 Agility+Strength 2 Grappled/Nothing/OffGuard

+TMV Roll Modifier ifmoved prior.May move after resoluti

Manuever  Tackle Standard Skill Checkusing Tackle Skill.

Strength+Dexterity 2 Opposed by BalanceSkill Check usingStrength+Constitution

 Target moves distance eto difference between ro

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STRIKE TYPES

StraightDamage Dice: D6

Motion Cost: 2

Extras: None

 JabDamage Dice: D4

Motion Cost: 1

Extras: +1 to Roll Modifier on attack roll per die in pool.Explode range on damage roll is decreased by 1 for determining stagger result.

HookDamage Dice: D6

Motion Cost: 2

Extras: -1 to Roll Modifier on attack roll per die in pool. Opponent receives -1 to Roll Modifier on parry checks.Explode range on damage roll is increased by 1 for determining stagger result.Unable to cause knockback.

StrongDamage Dice: D8

Motion Cost: 3

Extras: Explode range on damage roll is increased by 1 for determining knockback.

 WEAPON TYPES (ARM)

Open PalmDamage Dice Size Modifier: -1

Extras: Explode damage range increased by 1.Knockback distance is increased by 1 for each dice that explodes.Dice used in a Block Skill check explode on 5-6.

Closed FistDamage Dice Size Modifier: +0

Extras: No additional effects.

Snake FistDamage Dice Size Modifier: -1

Extras: Dice used in an Attack Skill check explode on 5-6.Exploded dice using the Carryover option from the Attack Skill check gain +1 size.Unable to block.Unable to knockback opponent.If opponent uses a block maneuver, opponents dice explode on 5-6.

 NOTE: Use of elbows counts as Closed Fist skill.

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 WEAPON TYPES (LEG)

Front FootDamage Dice Size Modifier: +1

Extras: Motion Point cost +1.Unable to use the Dodge Skill for defense.

Shin

Damage Dice Size Modifier: +2

Extras: -1 to Roll Modifier on attack roll per die in pool. Motion Point cost +1Unable to use the Block or Dodge Skills for defense.

HeelDamage Dice Size Modifier: +2

Extras: Motion Point cost +2Unable to use the Block Skill for defense.

 NOTE: Use of knees counts as Front Foot skill.

COMBAT MANEUVERS

 TripSkill Check: Trip is a standard Skill check adding Agility and Dexterity.

Resolution: The target rolls a Balance Skill check, adding Dexterity and Strength1) If your result is higher, the opponent is knocked prone.

2) If your result ties with the target, the opponent braces the hit and is not affected.3) If your result is lower, the opponent evades or braces the hit and you are unable to defend until your next initiative.

Motion Cost: 3GrappleSkill Check: Grapple is a standard Skill check adding Agility and Strength.

Resolution: The target rolls a Dodge Skill check1) If your result is higher, the opponent is grappled.

2) If your result ties with the target, the target evades the grapple.3) If your result is lower, the target evades the grapple and you are unable to defend until your next initiative.

Motion Cost: 2

 Tackle

Skill Check: Tackle is a standard Skill check adding Dexterity and Strength.

Resolution: The target rolls a Balance Skill check using Strength and Constitution.1) If your result is 2 or more higher, the target moves back 1 meter for every 2 your result is above their check.2) If your result is 1 higher or tied with, the target moves back less than a meter. They are off balance until they act next.3) If your result is lower, nothing extra happens.

Motion Cost: 2

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 VIGOUR

 Vigour is a consumable resource that every character has. The pool of Vigour is determined by your Constituion and Willpower Natural Values.

If all your Vigour is consumed, you go unconscious.

CONSUMPTION There are multiple ways that Vigour gets consumed.

 After strenuous activity, you start to consume points of Vigour. These are determined by the GM but examples include:

  Physical labour lasting for 1 hour or more, or heavy labour lasting for half an hour or more.

  Combat lasting for 20 seconds or longer.

  Marching for 1 hour or longer without resting.

 Vigour may also be willingly spent for extra effects. These include:

   Adding 2 dice your Dice Pool.

  Doubling your accumulation rate for either Ki or Chi for the round.

  Maximising the result of your Skill Check.

 

Lower the Motion Point cost of an action by 1.  Increase your Damage Reduction by 5 for the round.

 You may not spend more than 2 points of Vigour at any one time.

RECOVERY Vigour is recovered by resting.

For every 15 minutes you rest, you recover 1 point of Vigour.If you sleep for at least 6 hours, you recover all points of Vigour.

If you do not eat a sufficient amount of food, Vigour recover may be lowered to half.

If you have not consumed food in the last 48 hours, Vigour recovery is halted.

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PHYSICAL ENERGY (KI)

Direct Ki Accumulation Instead of raising your Current Ki Output, you may choose to accumulate directly into an attribute.

 When you do, you count as having raised your Current Ki Output for that attribute only. This will allow you to take your Attribute’s Current Ki Output higher than your Max Output limit. To maintain this increase over rounds, you must perform a Ki Manipulation skill check once per round. The difficulty of the check is equal to the Attribute’s Temporary Boosted Value –  The actual Boosted Value. This skill check takes 1 Motion Point.

 EXAMPLE: Your Current Ki Output is 48. This gives your Boosted Value (BV) as 12. You decide you want to raise your Strength to 15. Youhave a Control Value (Ranks +1) equal to 4. To get to 15 Strength requires a Current Output of 60. It takes 1 motion point to accumulate. Eachtime you accumulate into Strength, its Current Output counts as 4 higher (Control Value). This means 3 Motion Points are required to accumulateStrength to 15.Once you stop accumulating, you have one round to use the accumulated stat. After that, you are required to maintain it at the start of each round.The difficulty of this check would be 3 (Temporary Strength of 15 - The actual BV of 12). 

Ki Consumption Your Ki is primarily consumed when using Physical Attributes. The Ki Cost of a Physical Attribute is determined by its value.

If the value of the Attribute you are using is equal to its Natural Value, the Ki cost is halved. When using a Boosted Value, the cost becomes the difference between the NV and the BV plus the cost of the NV.If you have a BV higher than your NV, the minimum value you can use is halfway between your BV and NV.If you have a BV lower than your NV, the maximum value you can use is your NV.

Formula: (Desired Stat Value - Natural Stat Value) + 1/2 (Natural Stat Value). NOTE: A cost less than ½ Natural Stat Cost is valid, as is a cost of 0. If the final cost is negative, this allows you to recover Ki, without having tospend motion points, at a value no higher than the negative result.

 Attributes And KiSTRENGTH –  Consumed each use of strength. This includes attacks and feats of strength.DEXTERITY –  Consumed at the start of each round when determining motion.

 AGILITY –  Consumed at the start of each round. Determines value for the round. Affects motion, dodging, etc.CONSTITUTION –  Consumed once per round, when first hit when determining damage reduction. Boosted stats do notaffect health.

Ki RecoveryKi is recovered by resting and eating.

If you rest for 30 minutes or more, you may recover up to half your Daily Ki. You can not recover to a value higher than half your Daily Ki through resting.

 To recover past that amount, you must eat sufficient food.

If you have not consumed food in the last 48 hours, Ki recovery is halted.

SPIRIT ENERGY (CHI)

Chi ConsumptionChi is primarily consumed when using Chi Attacks.

Chi RecoveryChi may only be recovered through resting.

If you rest for a period of at least 6 hours, you recover all Daily Chi.

Food is not required to recover Chi.

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CHI ATTACKS

CHI ATTACK COST The cost of a Chi Attack is determined by the aspects chosen to build it.

 When using a Chi Attack, you have an amount of points to spend on aspects determined by your Current Chi Output (CCO). When determining points to spend on a Chi Attack, the minimum number of points you must spend is equal to CCO/20.

 To be able to use a Chi attack, first you must accumulate enough Chi to cover the minimum points for a Chi attack.

 This may take multiple turns.

 After accumulating the Chi required, you then decide what aspects you are spending the points on. The next step is to make multiple Chi Manipulation checks until you reach the difficulty check required for the chosen aspects A Chi Manipulation check costs 2 motion points.

 A Chi Attack costs Chi equal to (Points Spent) –  (Ranks in efficiency).

 You can choose to accumulate anywhere between the minimum number of points and your CCO.

By default, Chi Accumulation assumes raw accumulation. You can choose to accumulate directly into a technique.

If you choose to do so you first determine what aspects your points are going to be spent on. You spend 2 motion points on Chi accumulation, but you may also do the Chi Manipulation checks in the same action.

NOTE: The accumulation of chi costs 1 motion point per skill use. If you are struck while accumulating, you must make aconcentration check or lose some of the accumulated Chi.

ONE HANDED CHI ATTACKSBy default, it is assumed that a Chi Attack will use 2 hands.

If you decide to make a Chi Attack use 1 hand, you have only half the points to spend than what you would have for a 2handed attack.

If you decide to make a Chi Attack use no hands at all (Such as a mouth or eye blast), you have only 1/10th the points tospend than what you would have for a 2 handed attack.

 You must still accumulate the amount of Chi that would be required for a 2 handed attack, you then spend the reduced pointcost.

 This can let you spend points lower than your CCO/20.

CHI ATTACK MOVEMENT RATE A Chi Attack moves at a rate of 3 ft. As each Motion Value is passed in a round, the Chi Attack travels 3ft until it either reaches its maximum range, or it strikes atarget.

 This value can be increased by using the Speed aspect.

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 ASPECTS TO A CHI ATTACK When using a Chi Attack, you spend points on the aspects that make up the attack.

By default a Chi Attack has a range of melee, is as wide as your hand and deals no damage. As you purchase ranks in the Shaping and Damage skills, you are given options to spend your points on. The point cost (X) and difficulty modifier (Y) will be listed as (X/Y)

NOTE: A chi attack will be stopped by the first object it hits, unless the object is destroyed.Subtract the struck objects (Health + Damage Reduction) from the damage of the blast.

If any damage remains, the shot continues unobstructed with the remaining damage value.

SHAPINGEach rank in Shaping allows you to choose one of the following options:

Range: Increase the range of your chi blast by 3 ft. (Used 1/rank) (1/2)

Explosion: Adds explosion on hit with diameter of 3 ft. (Used 1/rank) (2/2)

 Width: Increases the diameter of your blast by 1 ft. (Used 1/rank) (2/3)

MultiShot: Increases the number of Chi Attack shots by 1. Each shot has a separate attack roll but uses the same damage roll.

(Used 1/rank) (10/5)

DAMAGE Each rank in Damage allows you to choose one of the following options for damage dice.

 A Chi Attack cannot have more Damage Dice than you have ranks in the Damage Skill.For each additional rank in a particular Damage Die, you can increase the amount of dice per rank by 1. Additional dice perrank have an increased (X/Y).

D4: (1/2) for 1D4, each additional D4 increases by (+2/+2).

D6: (2/2) for 1D6, each additional D6 increases by (+3/+2).

D8: (3/3) for 1D8, each additional D8 increases by (+4/+3).

D10: (4/3) for 1D10, each additional D10 increases by (+5/+3).

D12: (4/4) for 1D12, each additional D12 increases by (+5/+4).

 EXAMPLE: You have purchased 2 ranks in Damage (D4) and 1 rank in damage (D8). In total you can apply 3 damage dice to your Chi Attack.You can apply:- 3 lots of 1D4 at a point cost of 1/lot and difficulty modifier of 2/lot.- 3 lots of 2D4 at a point cost of (1+2)/lot and difficulty modifier of (2+2)/lot.- 3 lots of 1D8 at a point cost 3/lot and difficulty modifier of 3/lot.- Any mix of up to 3 lots.

UNIVERSAL These are aspects that do not need to be purchased with Skill Ranks.

 Accurate: (2/1) For every 2 points you spend on Accurate, you get a +1 to the Roll Modifier of your Chi Attack.

Overburn: (1/-1) For every 1 point you spend on Overburn, you lower the difficulty of the Chi Manipulation check by 1.

Speed: (1/1) For every 1 point you spend on Speed, your Chi Attack Movement Rate increases by 3 ft.

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OPTIONAL RULES The following pages contain optional rules.

 They are not required to make the game run and it is up to the GM to

decide if they are available for use.

 Take note that these rules have not being tested.

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SPECIAL TECHNIQUES

One of the features that sets apart a Martial Master from a regular fighter is their Special Techniques.  These are abilities that go above and beyond what somebody can come up with on the fly.

 A Special Technique functions in a way similar to a Chi Attack with some exceptions.1) A Special Technique must be purchased with Character Points before it can be used.2) When accumulating for a Special Technique, you can not use raw accumulation.

3) Special Techniques may be melee attacks rather than Chi Attacks.4) There is no restriction to Point Cost based off your CCO.

 The two main benefits of Special Techniques are that they allow you to bypass the Point limit from your CCO and ranks, as well as adding some extra aspects to choose from.

PURCHASING A SPECIAL TECHNIQUE To use a Special Technique, you must first learn it by spending Character Points. A Special Technique costs Character Points equal to the Point Cost of the aspects times 3. You must decide on whether a Special Technique is a Chi Attack or a Melee Attack.

CHI SPECIAL TECHNIQUE A Chi Special Technique has access to all the aspects of a standard Chi Attack as well as some of its own. When purchasing aspects for a Chi Special Technique, you are not limited by the Ranks purchased in Shaping, Damage andRange.

SHAPING Turning: (2/5) For every instance of this aspect, you may make up to a 45 degree turn for the attack. To turn the direction ofyour attack, you must still be focusing on it. It costs 1 Motion Point to perform a turn.Split: (5/5) For every instance of this aspect, you may add an extra target for your attack. When rolling for damage, thedamage is divided evenly between each split.

STATUS EFFECTSStagger: (2/2) For every instance of this aspect, you may convert one damage die to determine Stagger on the target. The diesize increases by 1.

Knockback: (2/2) For every instance of this aspect, you may convert one damage die to determine Knockback on the target. The die size increases by 1.Penetrate: (3/3) For every instance of this aspect, you may remove 2 Damage Reduction from the target.

UNIVERSALKi Cost: (0/2) For every instance of this aspect, you reduce the Chi Cost of the Technique by 1. The Ki Cost of the

 Technique is increased by 2.Health Cost: (0/0) For every instance of this aspect, you reduce the Chi Cost of the Technique by 5. The Health Cost of the

 Technique is increased by 2.Channelled Damage: (10/10) The Special Technique gains 1D6 dice to the damage pool for every 20 you have in your CCO

 This may only be purchased once.

MELEE SPECIAL TECHNIQUE A Melee Special Technique acts as a Chi Special Technique except that it uses Ki instead of Chi and cannot have its rangeincreased.

 The aspects of a Melee Special Technique are added on top of what you already have from Skill ranks. A Melee Special Technique has access to the following Chi aspects:1) All damage2) Universal (Accurate, Overburn, Health Cost, Channeled Damage)3) All Status Effects

UNIVERSALChi Cost: (0/2) For every instance of this aspect, you reduce the Ki Cost of the Technique by 1. The Chi Cost of the

 Technique is increased by 5.

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 ATTACK COMBOS

 With sufficient training, it is possible to chain together attacks and actions without giving an opponent a chance to retaliate. This is referred to as a combo.

If you are using the Combo optional rule, add a new skill to the list under the Combat Maneuvers Core Skill.

Combo: For each rank purchased, increase your maximum combo value by 2.

Maximum Combo Value: When using a combo, you may declare up to 2 Motion Points of actions, plus 2 per rank in theCombo Skill.

Mechanics: When declaring your action, you may choose to declare a combo. To do so, decide on a number of actions with a total Motion Cost no more than your Maximum Combo Value. You also declare the order the actions take place.

 The combo has a final Motion Cost of the highest Motion Cost of actions in the combo +1 for each subsequent action.

 When the combo would resolve, you perform the attacks in order. If any action in the combo fails, the rest of the actions stilltake place.

 After the resolution of the combo, you consume Ki as you would for each action.

FASTER THAN SIGHT

If a character moves significantly faster than their target, it makes them more difficult to keep track of.

 When you attack a target, compare your Motion Points (determined at the start of the round) to the targets Motion Points +Perception Attribute.

If your value is higher, the target takes a penalty to their defense roll equal to the difference between the 2 values.

 This penalty caps at the penalty for Blindness (-15).

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MISSING SECTIONS

 This current version of the playtest is missing-  Other Races-  Stances-  Demon Arts-   Various Other Things

CHANGELOG

Playtest 1.3- 

Changed layout of document- 

Changed order of presentation-   Added combat chart-   Added Skill tables-  Refined rules and wording-   Added Stagger, Knockback and Penetration-   Added Basic Defense- 

 Added more of a description to the setting section-   Added Backfire mechanics-   Added starting Character Points benchmark- 

 Added Tackle- 

 Added Vigour mechanics- 

 Added one and no handed Chi Attack mechanics- 

 Added Special Technique creation rules-   Added point gain and mentor bonuses-   Added combos

Playtest 1.2-  Changed layout of document-   Added Universal Chi Components

Refined rules-  Changed text and formatting- 

 Added Skill List- 

 Added Controlled Effort- 

 Added Wild Effort

Playtest 1.1-   Added examples-   Added Chi Components-   Tweaked rules and clarifications