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WEAPONS OF BODY

AND SOUL
A GAME OF MARTIAL ARTS
MASTERY AND HIGH ENERGY
ACTION
AN RPG PROJECT BY ALMIGHTYK
PLAYTEST DOCUMENT VERSION
1.411
NOTE: This game is INCOMPLETE and is not representative of the final
product. Many rules and point costs are likely to change by the final release.

INTRODUCTION
Weapons of Body and Soul, hereafter referred to as WBS, is a combat focused Roleplaying Game designed for players with at least an
intermediate level of experience.
If you have not had much experience with RPGs you may have difficulty with some mechanics in this game.
WBS has three main design goals.
1) Realism and accuracy.
2) Skill focused gameplay, with high skill trumping high attributes.
3) Tactical reasoning in combat, including a reason to fight at lower than normal power.
Realism and Accuracy: The purpose of this goal is to have accuracy and realism in relation to combat in Martial Arts. This is done by
separating attacks as skills of their own. This adds a level of tactics to combat, making you decide when is the best time to do certain
attacks.
Skill focused: The purpose of this goal was to representing significant training be better than somebody with natural capability. Even the
weakest man, with the right training, is capable of downing the strongest opponent.
Tactics: The purpose of this goal was to give a reason for characters to fight at a lower power than they are capable. Another was to have
differences between how you strike, and the type of fist you use.

SETTING
WBS is focused on Martial Arts in a wire-fu/Xianxia style setting.
Primarily, characters will find themselves wandering plains, mountains and forests. Encountering villages that need help, beasts hungry for
a meal or maybe a villain on his way to power.
This is similar to Shonen manga such as Dragonball and One Piece, or movies like Crouching Tiger, Hidden Dragon.
While it is a combat based system, it is possible to take on another style of character.
For now, you are able to play the style of a melee warrior, an energy throwing mystic, or a diplomat. However in the future, you can take
on other skill focused characters like an inventor, or a medic.

MATERIALS NEEDED TO PLAY


To play WBS, you need a few things.
1) The rule book (this)
2) A character sheet to keep track of your character
3) A number of polyhedral gaming dice. Ranging from D2-D12. Having multiple of each will be beneficial, with around 10 or so D6
available for each player.
Having a gaming mat and miniatures will also assist in playing the game.

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 is determined by the amount of ranks you have in the relevant skills.
The dice pool is then rolled, adding your Roll Modifier to the rolled result. This is your Final Result.
Whenever a situation comes up that has a chance of failure, players will need to roll some dice.
This roll is referred to as a Skill Check, and will determine success or failure.
To determine if your Skill Check was a success or failure, the Final Result is compared to a difficulty number.
The difficulty number is either:
1) A static number determined by the GM, based on the intended level of difficulty.
2) A variable number determined by an opposed roll.
The variable number is determined by an opponent rolling their own Skill Check.

ROLL FACTORS
Dice Pool: The amount of dice you roll when making a Skill Check or Damage Roll.
Skill Check: The most common type of roll that will be used in WBS. It is used for determining success or failure when using skills. This
includes attacking and defending. A Skill Check Dice Pool contains 1 die for every 3 ranks in the skills being used. A Skill Check always
uses D6.
Minimum Pool Size: A Dice Pool will always contain at least 1 die. If you do not have enough ranks in the relevant skill(s) to add a die to
the pool, you roll 1 die and do not add an Attribute to the Roll Modifier.
EXAMPLE: A peasant makes a Closed Fist Jab at the drunken lout in the tavern. The peasant has 2 ranks in Closed Fist, and 2 ranks in Jab. 4 ranks is
enough to add 1 die to a Skill Check with 1 rank leftover, so the peasant rolls 1d6 for his Attack Check, and then adds his Roll Modifier to the roll.
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.
EXAMPLE: The peasant in the previous example adds a Roll Modifier to his Attack Check. The Roll Modifier is 3 (His DEX) + 1 (From Jab) for a total of
4. This is added to the rolled result of the D6.
Attack Check: A specific type of Skill Check used in combat. It is used to determine the success or failure of an attack. Unless stated
otherwise, an Attack Check uses DEX.
Damage Roll: The second most common type of roll that will be used in WBS. It is used to determine the damage a character or object
would take after successfully being hit an Attack Check. A Damage Roll Dice Pool contains 1 die, plus 1 extra die for every 4 ranks in the
skills used for the Skill Check. Damage Rolls will use different sizes of dice depending on the Attack Check leading up to it. These can vary
from D2 in one Damage Roll to D12 in another.
Explode: When making a Skill Check, any die that comes up as its highest value may Explode, using the Intensify option. When you
Intensify, take note of the value already rolled, then roll the same die again. Add the new number that you rolled to the value already rolled.
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. This is repeated for each other
die resulting in 1. If you remove a die that rolled a 1 that has not yet activated Backfire, it does not Backfire. A Backfire die can remove
itself if no other dice remain in the pool.
EXAMPLE: You roll a Skill Check resulting in results of 1,1,6,1. You have three results of a 1.
The first 1 removes the highest result, the 6, leaving you with results of 1,1,1. The second 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 Dice Pool. For each die that you remove, add an amount equal to half of its maximum result to the Roll Modifier. You must
always have at least 1 die in the Dice Pool.
EXAMPLE: Your Skill Check has a difficulty of 12. You have a Dice Pool of 3D6 and have an Attribute Value of 3.
To succeed, you need to roll a 9 or higher on the 3 dice.
You declare that you are using Controlled Effort and put aside 2D6. This gives you a Roll Modifier of 9 (3 from your Attribute + 3 from each die).
Putting aside the third die would give you a Roll Modifier of 13 but a Dice Pool must always contain at least 1 die.
To succeed, you only need to roll a 3 or higher on the remaining D6.
Wild Effort: The opposite of Controlled Effort. When determining your Dice Pool, you may declare a Wild Effort. When you do so, you
lower your Roll Modifier by 4. You may do this multiple times until your Roll Modifier is at a value of 3 or less. For each time you lower
your Roll Modifier, you add 1 die to the Dice Pool.
EXAMPLE: Your Skill Check has a difficulty of 21. You are rolling a Dice Pool of 2D6 and have a Roll Modifier of 9.
To succeed, you will need at least 1 die to result in a 6 and no die resulting in a 1. This is not worth the risk.
You declare you are using Wild Effort and remove 8 from your Roll Modifier. This gives you a final Roll Modifier of 1, and a Dice Pool of 4D6. A greater chance
of success.

CHARACTER CREATION
When creating your character, the first thing you do is decide on the concept of your character.
This will be used as a guideline for determining where to spend character points.
The character concept will contain information such as:
Motivation. Your characters reason to adventure, train, explore. Why do they do the things that they do?
History. Your character had events happen to them prior to the start of this adventure. Who was their family? Where did they
work? How were they raised? What significant events lead to where your character is now?
Flaws. Every character has flaws. These may be as specific as Fear of snakes or as vague as Eats a lot. While flaws do not have
any mechanical impact, they will still make an impact on how your character plays. A flawless character is a boring character.
The starting character points for an average human is 150. Your character will usually be above average, so it is recommended to start at
175 200 character points.
The GM has the final say on how many character points a character is built with. As a general rule of thumb, more points make stronger
characters.
NOTE: At the end of each chapter, there will be an example of what was covered. We will be joining Rob as he makes his way through the book.
BASE/ACTIVE VALUES
Your Attributes all have a Base value (BV).
The BV is your Attributes Value written on your character sheet that you have purchased through character points.
When referring to the Base Value of an Attribute, it will be written in full.
Physical Primary Attributes also have an Active Value (AV).
The AV is a temporary change to your attributes based off your Current Vigour.
The AV you may use is half way between your BV and (Current Vigour/4).
When referring to the AV of an Attribute, it will be written in shorthand. The shorthand can be found written in parentheses next to the
Attribute listed below.
Secondary Attributes also have an AV, however it is determined differently. This is detailed in the Secondary Attribute section below.
When determining the Vigour cost of using Physical Attributes, use the following formula: (Desired AV - BV) + 1/2 (BV).
This is written in more detail in the Chapter (Energy Use)
CHARACTER BASICS
Primary Attributes
Your character has 8 Primary Attributes. These are divided into 4 physical and 4 mental.
Physical: Strength (STR), Constitution (CON), Dexterity (DEX), Agility (AGI).
Mental: Intelligence, Willpower, Wisdom, Perception.
Starting Value: All Primary Attributes start at a BV of 1.
Point Cost: Increasing a Primary Attribute costs character points equal to BV + 2.
Secondary Attributes
Your character has 4 Secondary Attributes.
Health (HLTH)
Stamina (STAM)
Reflexes (REF)

Speed (SPD)
Starting Value: All Secondary Attributes start at a BV of 0.
Point Cost: Increasing a Secondary BV costs character points equal to BV + 2.
Max Value: A Secondary BV cannot be increased higher than the average of the Primary Attributes BVs it uses.
EXAMPLE:

You have a Constitution of 5 and a Willpower of 3.


The average of these two Attributes is determined by adding the values together and dividing the result by 2.
This would be 8(5+3) divided by 2, giving you an average of 4.
This means that Stamina can not have a BV higher than 4.

Active Value: All Secondary Attributes have an AV of BV + Primary Attribute AV or BV.


EXAMPLE:

You have a Willpower of 5 and a Strength of 2.


Your Health is 3. This gives you a HLTH of 10.
To increase your HLTH to 11 will require either
1) Spending 4 character points to increase Strength to 3
2) Spending 7 character points to increase Willpower to 6
3) Spending 5 character points to increase Health to 4.

Energy Attributes
Your character has 2 Energy Attributes. These do not have a BV or AV.
Vigour: A reserve of physical energy which may be used to enhance your physical capabilities.
Chi: Spiritual energy which may be used and manifested into potentially devastating attacks.
Skills
Your character has access to a number of skills. These come in 2 categories, Sub and Core. These are improved by purchasing ranks in the
individual Sub Skills.
Starting Value: All skills start at 0 ranks.
Point Cost: Purchasing a Sub Skill Rank costs character points equal to (Current Ranks) + 3.
Max Value: You can not purchase more than 10 ranks in a Sub Skill.

ATTRIBUTES
The average human has a Base Value of 3 in their Primary Attributes.
Each attribute has various basic functions.
NOTE: This is not a comprehensive list. The Attribute applied to a Skill Check will change depending on how the skill is attempted.
PHYSICAL
Strength: A measure of your characters physical might.
Functions: Applying brute force. Your maximum Lifting Capacity. Combat.
Lifting Capacity: The lifting capacity of a character is 25KG, with an additional 25KG for each point in STR.
Secondary Attributes: Health.
Constitution: A measure of your characters physical resistance to outside influences, such as disease and fatigue
Functions: Endurance. Physical resistance. Damage Reduction.
Damage Reduction: The default Damage Reduction of a character is 1 per point in CON.
Secondary Attributes: Stamina.
Dexterity: A measure of your characters nimbleness, mobility and precision.
Functions: Sleight of hand. Stealth. Finesse. Acrobatics. Attacks.
Agility: A measure of your characters movement speed and speed at which you react.
Functions: Dodge. Running.
Secondary Attributes: Reflexes(*). Speed(*).
MENTAL
Intelligence: Represents your characters ability to comprehend situations and retain information.
Functions: Extended knowledge checks. Ability to memorise. Learning over a period of time, such as learning from books.

Willpower: Represents your characters force of will and ability to resist mental manipulation.
Functions: Opposed mental checks. Mental resistance. Social checks that involve enforcing your will.
Secondary Attributes: Stamina. Health.
Wisdom: Represents your characters ability to discern facts and features in a short amount of time. Application of knowledge.
Functions: Reactionary Knowledge checks. Common sense. Learning over a short period of time, such as watching a fight.
Secondary Attributes: Reflex.
Perception: Represents your characters capacity to perceive things using the senses.
Functions: Sight. Touch. Hearing. Smelling. Energy sense.
SECONDARY ATTRIBUTES
Health: A value representing the total damage your character can take before going unconscious, or even death. Uses Strength +
Willpower.
Stamina: A consumable resource representing your characters ability to stay conscious and remain active under stress.
Uses Constitution + Willpower.
Reflexes: Acts as your characters initiative in a round. Your Reflexes determines when you act as well as how often you can act in a round.
Uses AGI + Wisdom.
Speed: Determines how many meters your character can move on foot per Movement action. This has a value of 1 plus 1 for every 2 you
have in AGI above 1.
EXAMPLE: Robs character, Asura, has an AGI of 5. This gives him a Speed of 3. Asura may move up to 3 meters per Movement action.
ENERGY ATTRIBUTES
Vigour: A pool of physical energy that is expended when using Physical Attributes and certain Special Techniques. Vigour also affects the
AV of Physical Attributes.
By default, the pool is equal to 2 * (Strength + Constitution + Agility + Dexterity) + 2 * (Ranks in Vigour Sub Skills).
Chi: A pool of spiritual energy that fuels Special Techniques. With training, it may be manifested externally as an attack.
Equal to 10 * (Ranks in Chi Sub Skills + Willpower).

TRAINING AND POINT GAIN


The way your character improves is by gaining character points, and then spending them during a period of downtime.
The GM has the final decision on how many character points a character gains for their actions but it is recommended to give 5 points
after a challenging encounter. This value may be raised or lowered depending on the difficulty of the encounter.
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, however all the points gained must be spent
towards the chosen attribute or skill.
Focused training may also be used for learning Special Techniques. To gain the bonus, you must meet either one or both of these
conditions:
1) The majority of your actions must be Chi/Vigour techniques
2) Spend at least 90% of your Total Chi/Vigour.
The use of Chi or Vigour is determined by whether you are training a Chi or Melee Special Technique.
You do not gain a further bonus if you meet both conditions.
EXAMPLE:

Asura is happy with his speed but decides that he would like to increase his strength more.
He realises the quickest way to do this is to Train the Strength Attribute.
After getting jumped by some bandits, Asura declares that he will be training Strength.
Asura moves a lot less than he normally would, knowing that most of his actions must use Strength.
Instead, he opts to move around by leaping, utilising his Strength.
At the end of the encounter, the GM decides the challenge was worth 2 character points.
As Asura was Training, the GM determines that he used enough Strength based actions in combat and gives him the bonus.
Asura now has 3 character points, rather than 2, but they must all go into Strength.

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 with the focused
training bonus, you gain double the points.
Mentor training may be used for learning Special Techniques if the mentor knows the Technique. To gain the bonus, you must meet either
of these conditions:
1) The majority of your actions must be Chi/Vigour techniques
2) Spend at least 90% of your Total Chi/Vigour.
The use of Chi or Vigour is determined by whether you are training a Chi or Melee Special Technique.
You do not gain a further bonus if you meet both conditions.
EXAMPLE:

Asura doesnt feel he is getting strong quick enough, so he seeks out a mentor.
Asura has 15 points spent into Strength. He finds a Mentor with 30 points in Strength.
After finding some more bandits to fight, Asura gets the nod from his mentor and goes to fight with his teachings.
Asura still decides to move less than normal, again focusing his actions on using Strength.
At the end of the encounter, the GM decides this challenge was worth 3 character points.
As Asura was Training, the GM determines that he used enough Strength based actions in combat and gives him the bonus.
Asura also qualifies for the mentor bonus.
Asura now has 6 character points, rather than 3, but they must all go into Strength.
This is enough to increase Asuras Strength to 5.

CHARACTER CREATION EXAMPLE


Rob is creating his character "Asura, Thousand Hand Blur."
Rob pictures this character as a fast character that is able to get off multiple attacks in the blink of an eye.
First Rob thinks about the origins of Asura and decides that he was raised in a monastery. Having witnessed demons attack, he was
ashamed that he could not act fast enough.
This led him to wanting to become the fastest in the land, to defeat any opponent no matter how fast or far away they are.
Asura spent most of his day to day life training and helping out around the monastery, as all the young ones did. The stagnation of day to
day life led to restlessness. This is why Asura travels.
Like everyone else, he is flawed. In particular, he will go out of his way to protect others from harm and he will blame himself if they are
not reached in time.
The GM decides that, as the characters are above average, they will start with 150 points.
Rob decides that Asura's main attributes will be Dexterity and Agility. Mental capabilities are not as important, although the ability to hear
screams is.
Rob chooses to increase Dexterity and Agility to 6, well above average, costing 25 points each. 50 total for the two attributes.
Rob also realises that while it wasn't focused in, Asura would still be stronger than the average person, increasing Strength and Constitution
to 4. These cost 12 each.
Combined with the points from Dexterity and Agility, 74 points have been spent so far.
Rob feels that Asura doesn't care so much for mental capabilities or spirit power, so decides to set Intelligence, Willpower and Wisdom
below average at 2.
Perception is more important for Asura as he needs to see opponents and hear calls for help. This is set to 5, again significantly above
average.
In total Rob has spent 101 points on attributes, leaving 49 for skills.
Rob decides that Asura will have a focus on the quickest Hand Style, Open Palm. He purchases 3 ranks in Open Palm, costing 12 points.
He also purchases 1 rank in each of the two other hand types, costing 3 points each.
Asura knows the basics of all of them.
Rob has now spent 18 points in skills.
As there are now 5 ranks in the Core Skill Weapon Types (Hand), all three Hand Strikes get +1 rank when being used.
Since Asura focuses on quick strikes, he spends a few more points in Jabs, purchasing 3 ranks.
He also purchases 2 ranks in Straight.
Heavy and Hook are too slow.
In total, Rob has spent 101 points on Asura's Attributes and 37 in combat skills. Leaving just 12 points.
Rob decides to spend the remaining points on the Dodge skill for Asura. He hasn't learnt much for defense, relying on simply avoiding the
attacks. Rob purchases 3 ranks.

"Asura, Thousand Hand Blur" has a final look at creation of:


PRIMARY ATTRIBUTES
Strength - 4
Constitution - 4
Dexterity - 6
Agility - 6
Intelligence - 2
Wisdom - 2
Willpower - 2
Perception - 5
SECONDARY ATTRIBUTES
Health - 6
Stamina - 6
Speed - 3
Reflexes - 8
Vigour - 40
Chi - 20
SKILLS
Weapon Type (Hand) - 1
Open Palm - 3
Snake Fist - 1
Closed Fist - 1
Strike Type - 1
Jab - 3
Straight - 2
Defenses - 0
Dodge - 3

SKILLS
Skills come in two sections, Core Skill and Sub Skills.
CORE SKILLS
A Core Skill is a category for related Sub Skills.
Each Core Skill has a group of Sub Skills under its heading.
Core Skills cannot be increased directly.
Instead, a Core Skill gains 1 rank for every 5 ranks total its Sub Skills have.
Ranks in core skills are added to the ranks in the sub skills to determine the size of the dice pool.
EXAMPLE:
Under the Core Skill "Strike Types" you have the Sub Skills Jab, Straight, Heavy, Hook.
Jab has 3 ranks.
Straight has 2 ranks.
Heavy has 2 ranks.
Hook has 3 ranks.
In total, this makes 10 ranks.
This gives the Strike Types Core Skill 2 ranks.
These 2 ranks are added any time you would use the Sub Skills Jab, Straight, Heavy or Hook.
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.
Ranks in Sub Skills are used to determine the size of the dice pool.
You may not purchase more than 10 ranks in a Sub Skill.
ENERGY MANIPULATION SKILLS
Energy Manipulation skills are a special type of Sub Skill.
When purchasing ranks in Energy Manipulation skills, they have additional effects on top of just increasing a dice pool.
For each rank you purchase in Energy Manipulation skills, they will also affect your options when using Vigour or Chi.
You may purchase more than 10 ranks in Energy Manipulation Skills, however no Sub Skill may apply more than 10 ranks to a Skill Check.
SKILL USAGE
Skill Checks can be one of two types. A standard Skill Check, or a simple Skill Check.
Standard Skill Check: A standard Skill Check is the most common type of Skill Check.
A standard Skill Check uses two Sub Skills and a single attribute.
When making a standard Skill Check, the GM determines the two Sub Skills appropriate based on how the action is attempted.
The ranks of the two Sub Skills are added together, including the bonus ranks from the relevant Core Skills.
If both Sub Skills come from the same Core Skill, the Core Skill ranks are only added once.
Simple Skill Check: The other kind of Skill Check in the game. If the GM determines that the action is simple enough, only one Sub Skill
may be appropriate.
A simple Skill Check uses a single Sub Skill and two attributes.
The same attribute may be applied twice to the same Skill Check.
Dice Pool: After totalling all the ranks from the Sub Skills being used, add one die to your Dice Pool for every 3 ranks.
Once the Dice Pool has been determined, it is rolled and then the result is added to the Roll Modifier.
The Roll Modifier is the Value for the chosen Attribute(s), plus other circumstantial modifiers based on the conditions of the check.
The result is then compared to the difficulty of the check.
If, after determining how many dice are in the pool, you have 1 or 2 ranks leftover, you add a +1 or +2 bonus to your Roll Modifer.
Explode: Any die in a Skill Check that rolls its highest result will Explode with Intensify.
Intensify A die that uses the Intensify option rerolls the die, adding the rerolled value to the initial value that you rolled. The die
you reroll may also Explode. The new roll must use Intensify if it Explodes.
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 Roll Modifier
does not include an Attribute.

EXAMPLE:

You declare that you want to sneak past some guards. This involves being quiet as well as moving through the shadows.
The GM determines that this will be a Standard Skill Check using the Sub Skills Quiet and Sneak and the attribute Dexterity.
Sneak has 3 ranks.
Quiet has 5 ranks.
Adding them together gives you 8 ranks.
The Core Skill Stealth has 2 ranks. Because both Sneak and Quiet use the Stealth Core Skill, its ranks are only added once.
This gives your Skill Check 10 ranks. 3 from Sneak, 5 from Quiet and 2 from Stealth.
The 10 ranks gives you 3 dice, with 1 rank leftover.
The 3 dice are then rolled and added to the Roll Modifier being your DEX +1 for the leftover rank.

SKILL LIST
The list of Core Skills and Sub Skills is found below.
Skills are split into various categories written in BOLD and capitalised.
Core Skills are UNDERLINED and capitalised.
* Energy Perception is only available under GM discretion. It is recommended that characters not have access to it until they find someone
that can teach it to them.
*** Linking is only available if using the optional rule.
NOTE: This is not a complete list of skills. Some less important skills have been removed because the rules are not yet completed. This
applies to things like Ranged and Melee weapon, as well as specialist knowledge checks. A complete list can be made available on request.

COMBAT
WEAPON TYPES (ARM)
Closed Fist
Open Palm
Snake Fist
WEAPON TYPES (LEG)
Heel
Front
Shin

CHI MANIPULATION
Shaping
Multishot
Bonus Chi
Amplify
Dampen
Control
Damage
Efficiency
Barrier

MENTAL

STRIKE TYPES
Jab
Straight
Strong
Hook

CHEMISTRY
Alchemy
Herbal Lore
Medicine

COMBAT MANEUVERS
Trip
Grapple
Disarm
Tackle
Linking***

ACADEMIC
Mathematics
Literacy
Linguistics
History
Antiquities

DEFENSES
Dodge
Block
Parry

SUPERNATURAL
Vigour
Chi

PHYSICAL
ATHLETICS
Tumble
Jump
Balance
Endurance
Run
Climb
STEALTH
Hide
Sleight of Hand
Sneak
Quiet

ENERGY
VIGOUR MANIPULATION
Efficiency Strength
Efficiency Constitution
Efficiency Agility
Efficiency Dexterity
Bonus Vigour
Amplify
Dampen
Control
Barrier

MARTIAL KNOWLEDGE
Stances
Techniques
Physical Analysis
Tactics
SENSES
Listen
See
Smell
Energy Perception*

SOCIAL
TALKING
Diplomacy
Negotiation
Bluff
Intimidate
ETIQUETTE
Social
Political
Professional
Heirarchy

COMBAT
SEQUENCE OF A ROUND QUICK GUIDE
1) Declare AGI for round, spend Vigour.
2) Roll for Motion Points, add REF.
3) Divide Motion Points by lowest Motion Points. Set phase counter.
4) Set Motion Value to highest Motion Points.
5) Determine active characters by Motion Points matching Motion Value.
6) Resolve actions of active characters.
7) Active characters declare new action and spend Motion Points.
8) Lower Motion Value by 1.
9) If Motion Value is 0, then go to step 10. Otherwise repeat step 5.
10) Lower phase counter by 1.
11) If phase counter is 0, repeat step 1. If not repeat step 4.

ROUNDS AND MOTION POINTS


A round of combat takes place over 3-4 seconds of in game time. You may take as long as needed in real time.
A round is also divided into smaller sections of time called a phase, detailed below.
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 Motion Points matching the current Motion Value.
If there is a tie, all tied characters count as the active character and declare their action on the same turn.
Although the actions are declared one at a time, 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, the remaining cost is used in the next round.
Your action resolves when you are next the active character.
If the Cost of an action is reduced below 1, it instead costs 0.5 Motion Points. This action resolves before other active characters at the
same Motion Value.

STARTING THE ROUND


At the start of the round, all characters declare the DEX and AGI they will be using for the round. These may be different values.
You are only required to pay the Vigour Cost of these two attributes once per round, regardless of how many times they are used. The
Vigour for AGI is paid once you spend Motion Points beyond your bonus Motion Points. The Vigour for DEX is paid when you resolve
you first use DEX after this point.
During a round, you may increase your DEX or AGI, although you do not gain more Motion Points.
The next time you would use DEX or AGI, you must spend Vigour equal to the difference between the new Vigour Cost and Vigour Cost
you already paid at the start of the round.
You can not lower DEX or AGI in a round.
The next step is to determine your Motion Points for the round.
Roll 1D4, the resulting value is your bonus Motion Points.
You then add your bonus Motion Points to your REF.
NOTE: The 1d4 rolled for determining bonus Motion Points does not explode.
The third step is to determine phases.
First you set the phase counter to the lowest Motion Points.
Every character then divides their Motion Points by the lowest Motion Points.
This final value will be their Motion Points per phase.
Last, you set the Motion Value for the phase to the highest Motion Points in the phase.
NOTE: If your Motion Points does not divide out to a whole number, then stagger it in each phase.
Example: Asura encounters a bandit in the woods. He declares a DEX and AGI of 6, giving him a REF of 8.
Asura then spends 6 Vigour which is the cost of DEX and AGI.

The Wisdom and AGI of the bandit is unknown, however the GM knows he has a REF of 5.
At the start of the round, they each roll 1d4.
Asura gets unlucky and rolls a 2.
The bandit rolls slightly better with a 3.
For the round, Asura has 10 Motion Points, followed closely by the bandit's 8.
The phase counter is set to 8.
Both Asura and the Bandit divide their Motion Points by 8. This leaves the bandit and Asura at 1 per phase, however Asura has 2 Motion Points leftover.
Because there are 10 phases, Asura has 2 Motion Points on phase value 10 and phase value 5.
In the first phase, Motion Value is set to 2, the highest value.
Asura matches the Motion Value, and is the active character.

COMBAT ACTIONS
On your turn in combat, you have multiple choices for actions you can take.
The most common actions are
1) Movement
2) Attack
3) Energy Control
4) Defense
MOVEMENT
On your turn, you can choose to move a distance as an action. At the cost of 1 Motion Point, you can move a distance up to your SPD.
If you have not declared an action between moving and using the Dodge Skilled Defense, you may add your SPD to the Roll Modifier of
your Dodge check.
On the Motion Value you declare the move action, you may move up to half of your SPD. The rest of the movement is used when the
action would resolve.
If you move no more than half your remaining SPD at the Motion Value it resolves, your next declared action is reduced by 0.5 Motion
Points.
If you do not move at all when it would resolve, your next declared action is reduced by 1 Motion Point.
ATTACK
On your turn, you can choose to attack as an action.
An attack is a Standard 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 Standard 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 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.
Unless stated otherwise, an Attack Check uses DEX.
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 value that you rolled. The die you
reroll may also Explode. The new roll must use Intensify if it Explodes.
2) Carryover A die that uses the Carryover option sets as the rolled result. You add an extra D6 to the Damage Pool of the attack.
Defending: After an attack has started to resolve but before the Attack Roll is made, the target declares their defense.
If they are using a Skilled Defense, this costs Motion Points.
The Defense Check is resolved immediately after the Attack Roll is made, regardless of Motion Cost.
The Motion Cost of the Defense Action is deducted from Motion Points as normal, however the defense resolves immediately.
If you do not have sufficient Motion Points remaining in the round, you can not use a Skilled Defense.
After all active characters have resolved their actions, a character that used a Skilled Defense may choose to halt their declared action.
If they do, they are refunded the Motion Points of their last declared action, minus the cost of the Defense used.

Vigour Expenditure: After your attack resolves, you spend Vigour as appropriate for the AV used in the attack.
This is spent regardless of whether or not the attack was successful.
Chi Expenditure: If your attack was a Chi Special Technique, you spend Chi after the resolution of the attack.
This is spent regardless of whether or not the Technique was successful.
DAMAGE
If your Attack Check 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.
2) You gain +1 die for every 4 ranks.
3) You gain +1 die for every Die from the Attack Check using Carryover. The die is the same size as the Attack Check.
Damage Resolution: After determining your Damage Dice Pool, roll it as you would for a Skill Check. You use STR as the Attribute.
The final result is the damage you do before your opponents calculates Damage Reduction.
Vigour Expenditure: You spend Vigour on a successful attack based off STR.
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 PENETRATION
If your damage roll Explodes, you have a choice to either stagger the target, knock them backwards, or penetrate their Damage Reduction.
No matter which option you choose, your attack still does damage.
Knockback:
Skill Check: Your target rolls a Simple Balance Check using STR and CON.
Resolution: Compare your Final Damage Roll to the targets Balance 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 are next the Active
Character.
3) If your result is lower, nothing extra happens.
Stagger:
Skill Check: Your target rolls a Simple Endurance Check using CON.
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 Stamina. The target also loses 1 Motion Point for every 3 damage dealt.
2) If the result is tied, the target loses 1 Stamina. The target also loses 1 Motion Point for every 5 damage dealt.
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.
DEFENSE
If you are targeted by an attack, you can choose to use a Skilled Defense Maneuver or a Basic Defense Maneuver.
Your options for a Skilled Defense Maneuver are Dodge, Block, and Parry.
Using a Defense Maneuver happens immediately after the attackers Attack Check resolves.
Any dice that Explode on a Defene Manuever Skill Check may only use the Intensify option.

MANUEVERS
Basic:
Skill Check: A Basic Defense Maneuver is a Simple Skill Check using the Defense Core Skill only, adding AGI and DEX.
Resolution: Compare your Skill Check to the attackers 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 Simple Skill Check using the Dodge skill, adding AGI and Perception.
Resolution: Compare your Skill Check to the attackers 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 SPD after the attack resolves.
Roll Modifier: If the last action you declared before a Dodge Skill Check allowed movement, you add your SPD to the Roll Modifier.
Cost: Costs 2 Motion Points.
Parry:
Skill Check: Parry is a Standard Skill Check using the Parry skill and the Weapon Type used in your unresolved attack, adding DEX.
Resolution: Compare your Skill Check to the attackers 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 Standard Skill Check using the Block skill and the Weapon Type used in your unresolved attack, adding STR. You
also perform a Basic Defense Maneuver using Controlled Effort.
Resolution: You become a mostly standing target, adding the result of the Skill Check to your Damage Reduction.
1) If the attackers roll would hit the difficulty of Basic Defense Manuever using Controlled Effort, the attack is successful.
2) If the result of the Block Check is higher than the Damage Roll, the Vigour spent on STR is halved.
3) If the result of the Block Check is more than double the Damage Roll, the Vigour spent on STR becomes 0.
Cost: Costs 1 Motion Point. Costs Vigour as normal for STR.
If you have used no attack or defense actions between uses of Block with the same Weapon Type, the Motion Point cost is reduced to 0.
Quick Guard: When using Block or Parry you may perform a Quick Guard. To do so, you must either not have an attack declared, or pay 1
extra Motion Point. When performing a Quick Guard you may choose any relevant Weapon Type.
RECEIVING DAMAGE
If you get hit, you receive damage. The damage you receive 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 CON.
The Vigour cost for CON 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 Energy Manipulation (Barrier) skills.
ORDER OF RESOLUTION
At the start of each Motion Value, all Active Characters have their previously declared action resolve.
If multiple actions are resolving at the same time, they are resolved in this order:
1) Energy Recharging Any character that is replenishing remaining Vigour or Chi.
2) Energy Channeling Any character that is gathering Vigour or Chi for special techniques.
3) Movement Any character that is finishing their movement.
4) Attacks Any character that is concluding their attack.
If a character is making a Skill Check, then the GM must decide where it fits in the resolution order, depending on what the action is.
EXCESS MOTION COST
Sometimes you will declare an action that costs more Motion Points than you have remaining for the round.
When this happens, you subtract the excess Motion Points from your total Motion Points for the next round, prior to determining phases.

EXAMPLE OF COMBAT
We have already set up the round, so lets see how the first phase goes.
Asura declares an Open Hand Jab, his go to attack.
This has a Motion Cost of 0, however it instead costs 0.5.
Motion Value is lowered by 1. Normally this would make the bandit the active character, however because of Asuras action, he becomes
the active character first.
First Asura resolves his action, determining the Dice Pool for his attack. Open Hand Jab has 8 ranks, so the Attack Check rolls 2D6+2.
The bandit decides he needs his Motion Points, so he declares a Basic Defense.
Asura rolls his Attack Check of 2D6+2 rolling a 2 and a 3, then adding the Roll Modifier using DEX + 1/die (from Jab). This gives a final
result of 13.
The bandit rolls 1d6 for his Basic Defense, getting a 6. An explode. He then rolls it again, getting a 2. Adding the two results together, and
then adding the Roll Modifier of 5 gives a result of 13.
The attack is a tie.
Asura rolls the Damage Check for his attack, 3d2, adding STR to the final roll. All come up as a result of 2, exploding. Because Asura
knows the result will be halved before Damage Reduction is applied, he declares penetrate.
After re rolling the dice, Asura comes up with a final Damage Result of 6 from the dice, 4 from STR, and a penetrate score of 7.
Because of the tie, the damage is halved to 4, then Damage Reduction is applied. However because of the penetrate, it seems the bandit
could not soak the hit.
Asura then spends 2 Vigour for using STR.
After this attack resolves, Asura declares his next action, an Open Palm Strong attack. With a Motion Point cost of 2, this means that Asura
will not resolve his attack for two more phases.
Now that Asura has resolved his action and declared his next, the bandit decides his best bet is to make some room away from the speedy
monk. He declares a move action, spending 1 Motion Point. He is able to move up to half his SPD now, and then will move the rest
during the next phase.
What happens next? Many things could happen in this combat.
So what happened in the combat?
After taking a swing at the bandit, the bandit attempts to twist out of the way.
The bandit was quick, but not quick enough.
Asura manages to get a glancing blow across his ribs.
Not solid enough for a proper blow, but the right spot to cause some bruising.
Asura draws his arm back for another swing.
The Bandit uses this opportunity to flee and make some room.

COMBAT SKILLS
Unarmed Offensive
CORE SKILL
Weapon Type (Arm)
Weapon Type (Arm)

SUB SKILL
Closed Fist
Open Palm

DAMAGE DICE SIZE


+0
-1

MOTION
+0
-1

Weapon Type (Arm)

Snake Fist

-1

+0

Weapon Type (Leg)


Weapon Type (Leg)
Weapon Type (Leg)

Heel
Front of Foot
Shin

+2
+1
+2

+2
+1
+1

Strike Type
Strike Type

Straight
Jab

D6
D4

2
1

Strike Type

Hook

D6

Strike Type

Strong

D8

EXTRAS
Knockback +1/Explode.
+1 Block Explode
+1 Attack Explode.
+1 Carryover Size.
No Block.
No Knockback.
Opponent +1 Block Explode.
No Block.
Attack -1/die.
No Block.
No Dodge.
Attack +1/die.
-1 Stagger Explode.
Attack -1/die.
Opponent Parry -1/die.
+1 Stagger Explode.
No Knockback.
+1 Knockback Explode.
Only Basic Defense.

Defense Skills
CORE
SKILL
Defense

SUB
SKILL

SKILL CHECK

ATTRIBUTE

COST

RESOLUTION

EXTRAS

Basic

AGI + DEX

Hit/Miss/Half

Uses ranks from Core Skill only.

Defense

Dodge

AGI + Perception

Hit/Miss/Half

Defense

Parry

DEX

Hit/Miss/Half

+SPD Roll Modifier if moved prior.


May move SPD after resolution
-

Defense

Block

Simple Skill Check using


Core Skill only.
Simple Skill Check using
Dodge Skill.
Standard Skill Check
using Parry and WT.
Standard Skill Check
using Block and WT.

STR

1/0+
Vigour

+Damage Reduction

No motion point cost if consecutive


Block.
Vigour cost reduced if high result.
Difficulty is Basic Defense w/
Controlled Effort.

Combat Maneuvers
CORE
SKILL
Manuever

SUB
SKILL

SKILL CHECK

ATTRIBUTE

COST

RESOLUTION

EXTRAS

Trip

AGI + DEX

Manuever

Grapple

AGI + STR

Tackle

DEX + STR

Prone/Nothing/Off
Guard
Grappled/Nothing/Off
Guard
Opposed by Balance Skill
Check using
Strength+Constitution

If you roll lower, unable to


defend until next initiative.
-

Manuever

Simple Skill Check


using Trip Skill.
Simple Skill Check
using Grapple Skill.
Simple Skill Check
using Tackle Skill.

Target moves distance equal to


difference between rolls.

STRIKE TYPES
Straight
Damage Dice: D6
Motion Cost: 2
Extras: None
Jab
Damage Dice: D4
Motion Cost: 1
Extras: +1 to Roll Modifier on Attack Roll for each dice in the Dice Pool.
Explode range on Damage Roll is decreased by 1 for determining stagger.
Hook
Damage Dice: D6
Motion Cost: 2
Extras: -1 to Roll Modifier on Attack Roll for each dice in the Dice Pool.
Opponent receives -1 to Roll Modifier on Parry Defense Check for each dice in their Dice Pool.
Explode range on Damage Roll is increased by 1 for determining stagger.
Unable to cause knockback.
Strong
Damage Dice: D8
Motion Cost: 2
Extras: Explode range on Damage Roll is increased by 1 for determining knockback.
You may only use Basic Defense until this attack resolves.
WEAPON TYPES (ARM)
Open Palm
Damage Dice Size Modifier: -1
Extras: Motion Point cost -1
Knockback distance is increased by 1 meter for each dice that Explodes.
Dice used in a Block Skilled Defense Explode on 5-6.
Closed Fist
Damage Dice Size Modifier: +0
Extras: No additional effects.
Snake Fist
Damage 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 use the Block Skilled Defense.
Unable to knockback opponent.
If opponent uses a Block Skilled Defense, opponents dice Explode on 5-6.
NOTE: Use of elbows counts as Closed Fist skill.

WEAPON TYPES (LEG)


Front Foot
Damage Dice Size Modifier: +1
Extras: Motion Point cost +1.
Unable to use the Dodge Skilled Defense.
Shin
Damage Dice Size Modifier: +2
Extras: -1 to Roll Modifier on Attack Roll per die in pool.
Motion Point cost +1
Unable to use the Block or Dodge Skilled Defenses.
Heel
Damage Dice Size Modifier: +2
Extras: Motion Point cost +2
Unable to use the Block Skilled Defense.
NOTE: Use of knees counts as Front Foot skill.
COMBAT MANEUVERS
Trip
Skill Check: Trip is a Standard Skill check adding AGI and DEX.
Resolution: The target rolls a Balance Skill check, adding DEX and STR.
1) 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 use a Defensive Skill until you are next the Active
Character.
Motion Cost: 2
Grapple
Skill Check: Grapple is a Standard Skill check adding AGI and STR.
Resolution: The target rolls a Dodge Skilled Defense check
1) 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 use a Defensive Skill until you are next the Active Character.
Motion Cost: 2
Tackle
Skill Check: Tackle is a Standard Skill check adding DEX and STR.
Resolution: The target rolls a Balance Skill check using STR and CON.
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 are next the Active
Character.
3) If your result is lower, nothing extra happens.
Motion Cost: 2

STAMINA
Stamina is a consumable resource that every character has. The pool of Stamina is determined by your Constitution and Willpower.
If all your Stamina is consumed, you go unconscious.
CONSUMPTION
There are multiple ways that Stamina gets consumed.
After strenuous activity, you start to consume points of Stamina. 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 10 seconds or longer.
Marching for 1 hour or longer without resting.
Stamina may also be willingly spent for extra effects. These include:
Increase the size of all Skill Dice for the round.
Adding 2 dice to all your Skill Check Dice Pools in a phase.
Maximising the result of a single Skill Check. These dice do not Explode.
Lower the Motion Point cost of an action by 3.
Double your Damage Reduction from all sources for the phase.
Recover up to 25% of your Total Vigour.
Doubling your accumulation rate for either Vigour or Chi for the round.
Special techniques may require Stamina to use.
You may not spend more than 1 point of Stamina at any one time.
RECOVERY
Stamina is recovered by resting.
For every 15 minutes you rest, you recover 1 point of Stamina.
If you rest for at least 4 hours, you recover all points of Stamina.
If you do not eat a sufficient amount of food, Stamina recover may be lowered to half.
If you have not consumed food in the last 48 hours, Stamina recovery is halted.

ENERGY USE
Energy comes in two forms, Physical Energy (Vigour) and Spirit Energy (Chi).
Vigour is consumed when using your body and physical capabilities. Chi is primarily consumed when manifesting spiritual attacks.
There are five main things to keep track of with energy use.
1) Vigour/Chi Total: The total amount of Vigour/Chi that you can use throughout the day.
2) Max: The highest value your pool size can be at. Defaults to 50% of Total.
3) Current: The current pool size value you are using for calculation purposes. This is what gets raised and lowered with control.
4) Minimum: The lowest value your pool size can be at. Defaults to 50% of Total.
5) Vigour/Chi Remaining: How much Vigour/Chi you have available left in your pool to use at once. Can be regenerated.

ENERGY SKILLS
VIGOUR MANIPULATION
Efficiency (Physical Attribute): Lowers the Vigour Cost of using the chosen attribute by 1 per rank purchased.
NOTE: This is four separate skills, with separate ranks for each physical attribute.
Bonus Vigour: Increases Total Vigour Pool by 2 per rank purchased.
Amplify: Increases Max Vigour by 6 per rank purchased.
Dampen: Decreases Minimum Vigour by 6 per rank purchased.
Control: Control Value is equal to 1 + ranks purchased. Has 2 additional effects.
1) Allows you to increase/decrease Current Vigour by up to Control Value. Costs 1 motion point.
2) Allows you to accumulate directly into an attribute. Costs 1 motion point.
Barrier: Grants bonus Damage Reduction of 1/rank against a damage source.
Costs 2 Vigour per damage source you apply it against.
If the total damage of the attack is less than your total Damage Reduction after applying Barrier, the Vigour cost is halved.
CHI MANIPULATION
Shaping: For each rank you purchase, you may choose one option from Chi Shaping.
Damage: For each rank you purchase, you may choose one option from Chi Damage.
You may only apply an amount of damage options up to purchased ranks.
MultiShot: For each rank you purchase, you may apply one aspect of MultiShot.
Bonus Chi: Increases Total Chi by 10 per rank purchased.
Amplify: Increases Max Chi by 20 per rank purchased.
Dampen: Decreases Minimum Chi by 10 per rank purchased.
Efficiency: For each rank purchased, you may lower the cost of Chi Attacks by 1.
You are required to accumulate the normal minimum number of points to use the attack, you just lower the final points spent.
Control: Control Value is equal to ranks purchased. Has 2 additional effects.
1) Allows you to increase/decrease Current Chi by up to Control Value. Costs 1 motion point.
2) Used to determine accumulation of Chi for using Chi Attacks.
Barrier: Grants bonus Damage Reduction of 1/rank against a damage source.
Costs 4 Chi per damage source you apply it against.
May be applied multiple times to the same source.

POOLS AND USEAGE


MAX
After calculating your Total Pool sizes for Vigour or Chi, you then calculate your Max.
Your Max size is equal to 50% of your total pool by default. This can be increased by purchasing ranks in the appropriate skills.
As you purchase ranks in Amplify, your Max increases.
CURRENT
To increase your Current Value, you use the relevant Control skill.
At the cost of 1 motion point you may increase your Current by an amount up to the relevant Control Value.
The highest you can make your Current is equal to your Max.
This value remains each round until you lower your Current.
You can lower your Current in the same way by using the Control skill.
The lowest you can make your Current is based off your ranks in the relevant Dampen skill.
REMAINING AND RECOVERY
When you use Vigour or Chi it comes out of the relevant Remaining Pool and also lowers the appropriate Total Pool.
You can recover Vigour/Chi on your turn at the cost of 1 Motion Point.
This recovers your Remaining Pool equal to the Control Value of the appropriate skill.
This does not recover your Total Pool.
EXAMPLE:

Throughout the day, you can use a total of 100 Vigour.


By default, your Maximum Output is 50% of this, making your Maximum 50.
This means that the highest your Current Vigour can be at any one time is 50.
Your Current refers to the temporary Vigour Pool you have direct access to.
If you purchase one rank in Dampen your Current size can be lowered by 6 below the default value.
If your were to use Dampen, you would now have a Current of 44.
If you raised it again with Control, it could not go higher than 50.
If you have purchased one rank in Amplify, your Current Output can be raised by 6 above the default value.
With the rank purchased in Dampen, this can allow your Current Output to be anywhere from 44 to 56.
After a fight, you have used 15 Vigour. Your Vigour Pool is currently sitting at 35(Remaining)/50(Current).
Out of your 100 Total, you have used a total of 15, leaving 85 for the day.
If you choose to recover Vigour, your Total is not affected,
Eventually, your Total Vigour amount will drop to meet your Current.
When this happens, your Current drops to meet your Total Vigour, as you have passed your limit.

In a way, it functions like a generator.


You have fuel as a power supply (Total)
There is a limit on the maximum power output (Max)
You can choose to use less than the maximum power output (Current)
When your fuel drops too low, the maximum power output degrades (When Total gets lower than Current)

PHYSICAL ENERGY (VIGOUR)


Direct Vigour Accumulation
Instead of raising your Current Vigour, you may choose to accumulate directly into an attribute.
When you do, you count as having raised your Current Vigour for that attribute only.
This will allow you to take your Attributes Current Vigour higher than your Max limit.
To maintain this increase over rounds, you must perform a Vigour Manipulation Skill Check once per round.
The difficulty of the check is equal to the Attributes Temporary AV The actual AV.
This skill check costs 1 Motion Point.
EXAMPLE:

Your Current Vigour is 48. This gives your AV as 12.


You decide you want to raise your STR to 15.
You have a Control Value (Ranks +1) equal to 4.
To get to 15 STR requires a Current Vigour of 60.
It takes 1 motion point to accumulate.
Each time you accumulate into STR, its Current Output counts as 4 higher (Control Value).
This means 3 Motion Points are required to accumulate STR 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 STR of 15 - Actual STR of 12).

Vigour Consumption
Your Vigour is primarily consumed when using Physical Attributes.
The Vigour Cost of a Physical Attribute is determined by its value.
If the value of the Attribute you are using is equal to its BV, the Vigour cost is halved.
When using an AV, the cost becomes the difference between the BV and the AV plus the cost of the BV.
If you have a AV higher than your BV, the minimum value you can use is halfway between your AV and BV.
If you have a AV lower than your BV, the maximum value you can use is your BV.
Formula: (Desired AV - BV) + 1/2 (BV).
NOTE: A cost less than BV Cost is valid, as is a cost of 0. If the final cost is negative, this allows you to recover Vigour, without having to spend motion points,
at a value no higher than the negative result.
Attributes and Vigour
STR Consumed each use of strength. This includes attacks and feats of strength.
DEX Consumed once per round when first using REF.
AGI Consumed when used past bonus Motion Points. Determines value for the round. Affects motion, dodging, etc.
CON Consumed once per round, when first hit when determining damage reduction.
Vigour Recovery
Vigour is recovered by resting and eating.
If you rest for 30 minutes or more, you may recover up to half your Total Vigour.
You can not recover to a value higher than half your Total Vigour through resting.
If you recover Total Vigour this way, your Maximum and Minimum values are calculated as if your Total Vigour was at 50%.
To recover past that amount, you must eat sufficient food.
If you have not consumed food in the last 48 hours, Vigour recovery is halted.
SPIRIT ENERGY (CHI)
Chi Consumption
Chi is primarily consumed when using Chi Attacks.
Chi Recovery
Chi may only be recovered through resting.
If you rest for a period of at least 6 hours, you recover all Total Chi.
Food is not required to recover Chi.

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 (CC).
When determining points to spend on a Chi Attack, the minimum number of points you must spend is equal to CC/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 CC.
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 a concentration
check or lose some of the accumulated Chi.
ONE HANDED CHI ATTACKS
By 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 2 handed 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 to spend 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 point cost.
This can let you spend points lower than your CC/20.
CHI ATTACK SPEED
A Chi Attack moves at a rate of 1 meter.
As each Motion Value is passed in a round, the Chi Attack travels 1 meter until it either reaches its maximum range, or it strikes a target.
This value can be increased by using the Speed aspect.
ATTACK RESOLUTION
A Chi Attack that enters the space occupied by another character automatically hits the character successfully.
The character that is struck may choose to Block or Dodge if they were aware of the Chi Attack (Chi Attack Speed vs Perception + Motion
Points) and pay the Motion Point cost as normal for the Defenses.
SCATTER
When a character uses a Chi Attack, make a Simple Skill Check using Control adding Intelligence + Willpower.
The result is how many meters the Attack can travel before the user loses control.
When the user loses control, roll 1D10. The Attack changes angle depending on the result.
This 1d10 roll is made for every Motion Value that passes, until it either makes contact with an object, or it travels for its maximum range.
Except for the result of a 1, the Attack will continue to move forward regardless of the result, it will just be travelling at an altered angle.
The result of 10 lets the user determine the change in angle if they are stationary and focusing on the Attack, or it continues travelling in a
straight line.
The result of a 1 sends the Attack in a straight line towards the user.
The alterations to angle are presented as such
3
2-4
5- 1 -6
7-9
8

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 1 meter, 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 fragile enough.
Subtract the struck objects Damage Reduction from the damage of the blast.
If any damage remains, the shot continues unobstructed with the remaining damage value.
SHAPING
Each rank in Shaping allows you to choose one of the following options:
Range: Increase the range of your chi blast by 3 meters. (Used 1/rank) (1/2)
Explosion: Adds explosion on hit with diameter of 1 meter. (Used 1/rank) (2/2)
The explosion only takes place when the attack is stopped by the struck object.
Width: Increases the diameter of your blast by 1 meter. (Used 1/rank) (2/3)
MultiShot: Increases the number of Chi Attack shots by 1. Each shot has a Motion Cost of 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 per rank 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 Speed increases by 1 meter.

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 been tested.

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 CC.
The two main benefits of Special Techniques are that they allow you to bypass the Point limit from your CC 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 multiplied by 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 and Range.
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 of your 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, the damage is divided
evenly between each split.
STATUS EFFECTS
Stagger: (2/2) For every instance of this aspect, you may convert one damage die to determine Stagger on the target. The die size 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.
UNIVERSAL
Vigour Cost: (0/2) For every instance of this aspect, you reduce the Chi Cost of the Technique by 1. The Vigour 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 CC. This may only
be purchased once.
MELEE SPECIAL TECHNIQUE
A Melee Special Technique acts as a Chi Special Technique except that it uses Vigour instead of Chi and cannot have its range increased.
A Melee Special Technique may purchase Skill ranks that are added on top of Skill ranks you already have purchased.
A Melee Special Technique has access to the following Chi aspects:
1) All damage
2) Universal (Accurate, Overburn, Health Cost, Channeled Damage)
3) All Status Effects
UNIVERSAL
Chi Cost: (0/2) For every instance of this aspect, you reduce the Vigour Cost of the Technique by 1. The Chi Cost of the Technique is
increased by 5.
Skill Ranks: (X/1) For every instance of this aspect, you may purchase one rank in a Skill. This rank is only used when using the Melee
Special Technique. Purchasing ranks costs points equal to what the character point cost would be. The first aspect purchased for a Skill
costs points as if the Skill had 0 ranks. For each aspect purchased towards that Skill, the Current Value increases by 1.
NOTE: If you purchase ranks in Link with a Melee Special Technique, the Link is determined at construction.

ATTACK LINKING
With sufficient training, it is possible to link together attacks and actions in a way that it is quicker to pull off each maneuver.
This is referred to as a link.
If you are using the Link optional rule, add a new skill to the list under the Combat Maneuvers Core Skill.
Link: For each rank purchased, increase your Link Points by 2.
Link Points: When using a link, you may declare up to 2 Motion Points of actions, plus 2 per rank in the Link Skill.
Mechanics: When declaring your action, you may choose to declare a link.
To do so, decide on a number of actions with a total Motion Cost no more than your Link Points.
You also declare the order the actions take place at this time.
The link resolves at a final Motion Cost of the first action in the link +1.
Each subsequent action resolves at -1 Motion Cost.
If the Motion Cost of an action would be lowered to 0, it is instead 0.5.
When the link would resolve, you perform the actions in order. If any action in the combo fails to strike a target, the rest of the actions still
take place.
You consume Vigour for each action as normal as they resolve.
Linked Movement: If you decide to add Movement actions to your link, you may use this movement at any point, rather than what the
order would dictate. This means that during the Motion Value between the declaration and resolution of an attack, you can move.
Linked Defenses: If you decide to add Defense actions to your link, you may use these at the reduced cost if attacked while still resolving
the link. If you do not end up resolving one or more Defense actions, you do not spend their Motion Cost.

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 for 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.

MISSING SECTIONS
This current version of the playtest is missing
Demon Races
Demon Arts
Some Skills
Various Other Things

CHANGELOG
Playtest 1.4
-

Removed some skills


Changed Motion Points to Reflexes
Changed Combat mechanics
Added phases
Rewrote wording and mechanics
Added examples
Clarified features

Changed Ki to Vigour
Changed Vigour to Stamina
Added examples
Refined rules
Reworded sections for clarity

Playtest 1.31

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

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