Showing posts with label kung-fu. Show all posts
Showing posts with label kung-fu. Show all posts

Friday, April 3, 2009

Kung Fu: Hyphen Con 2009 Characters

Ever year in San Diego, we do a little mini-con we've taken to calling Hyphen Con (so-called because of all the hyphens in the full title: The RPG-SanDiego.org All-Day One-Shot Game-Fest). I think this'll be our fifth (?) year of consecutive Hyphen Cons (or "Hyphens Con," if you prefer), which is pretty impressive, considering it took place at someone's house for the first few years, then last year we moved it to Andy's office, which is, like, an ideal place to run a few games at once. This year we expect to have around 20 people, which will be a new record for us. We do a potluck, run six or eight games until two in the morning... it's a good time. Last year a newcomer declared the Hyph to be "better than GenCon," and I can't really argue with him, because I've never been to GenCon.

Anyway, last year I ran a Paranoia/Star Wars game, which was a lot of fun, but this year I'm running a "Spirit of the Fist" game I'm calling "Four Weapons and a Funeral." The name comes from the four traditional weapons of Chinese martial arts: the staff (the Grandfather of Weapons), the sword (the Gentleman of Weapons), the saber (the General of Weapons), and the spear (the King of Weapons). Four kick-ass martial arts dudes who hate each other come together in Song Dynasty-era Bianjiang to figure out who's going to take over for their recently deceased former sifu after receiving this letter from his daughter:

Old friend,
It has been many years since we last saw one another. Do you recall the days when we were all happy together, and the Shao clan was still strong? I write to you now with sad news. Your former sifu, my father, Kang-Xi, is no more. It was his dying wish that one of his students should re-establish the Shao clan and return it to its former glory. As his daughter, I am charged with gathering the four of you here for the Ching Ming Festival to pay your respects and determine who is most worthy to take my father's place. It saddened him that you four, once such close friends, have been enemies for so long, ever since the day the Shao clan fell, but I hope you are able to put your differences aside for one day and fulfill Kang-Xi's final request.
--Shao Mei-Li

(Awesomely enough, the Ching Ming Festival, a.k.a. the Tomb Sweeping Festival, is actually this weekend, on April 5! I didn't plan that, but what a sweet coincidence. I love it when stuff like that happens.)

The four kick-ass martial arts dudes in question:
Kuei Da-Xia, the renowned general of the Imperial Armies
Tiger Jin, the leader of the rebellious Five and Three Society
Tsai Lung, a prominent mover and shaker in the Imperial Court
White Crane, a reclusive and sagacious martial arts master

They're pretty high-powered characters, in a way. At least, they feel more high-powered than the characters I made for "Duel at Fang-Hu Mountain," in that they're more combat-oriented. But so's the opposition, so it ought to work out okay. We'll see!

Tuesday, February 17, 2009

OrcCon 2009 Aftermath

This year's OrcCon was pretty awesome by nearly any metric. My playtests went really well, plus I got to play in Andy's Clone Wars game (I'm such a sucker for the Clone Wars these days), try out the faux-retro Mazes & Minotaurs (which was fun, but had the effect of making me want to play Agon instead), and do a little con-specific shopping. On the downside, there was a shocking trend of players (and even a couple GMs!) not showing up for games. The most egregious and surprising example of this was my friend Chris's Mouse Guard game, Sunday morning. He had five people sign up for it within an hour of its start time, but only one showed up -- and that guy was one of the friends we'd gone there with. So that was disappointing.

But, as I said, both "Spirit of the Fist" and "Spirit of the Sword" went well. Based on the playtests, it looks like we're getting down to some real fine-tuning now, almost entirely on "SotS."

The mass-combat thing was met with some skepticism, but worked smoothly -- and, more importantly, was fun, despite lasting about two hours. There were some logistical elements that could've been better, but they were really circumstantial. It wasn't always easy for everyone to find their own individual units on the battlefield, especially when a bunch of them were clustered in a single zone. For zones, we used a bunch of 10" hexes I'd cut out of foamboard, which the players then got to place individually to make up the battlefield themselves. The units were represented by index cards that doubled as their "character sheets." This in and of itself wasn't really a problem, but with everyone standing all around the table, the cards were facing every which way, making them more difficult to read. Color coding them would've gone a long way towards solving this, but, like I said on the day, it was enough work to cut out a dozen hexes and print labels for a few dozen units. Anyway, as far as I'm concerned all that logistical stuff was far less important than how the system performed, and it performed well. And when it came time to shift from the wargame table back to the RPG table, the players came up with some good aspects for the Adventure phase (which, in this case, was the battle we'd all just fought), and had no trouble giving themselves some good story aspects as we went (a favorite, off the top of my head: My Brother Is An Idiot).

For those who are interested, the scenario was this: The PCs represented an alliance of Kurglaff (human barbarian-types in the mold of Vikings, Celts, and Cimmerians -- mostly Cimmerians) and satyrs (more or less analogous to Native Americans) against a huge army of jerk-head dwarves. Their goal was to fight their way through a bunch of dwarven troops and capture General Kalmettin, to be ransomed back to the dwarves in exchange for the freedom of a bunch of Kurglaff that the dwarves had abducted and enslaved.

This conflict was the justification for the mass-combat bit. Each player commanded two units, and two PCs had lieutenants under them as well. I'm not an especially tactical thinker, even if I enjoy tactical games, so it was no surprise to me that the players dominated. It took all I had to get rid of just two of their units (and unfortunately, both of them belonged to the same player), while they had obliterated all but three of mine. Play proceeded pretty quickly around the table. I could see people considering the battlefield even when it wasn't their turn, which was exactly what I wanted. They made good use of the zones' aspects, too. One player, Elizabeth, gave one zone the aspect of "Lake," then I gave it "Lake Monster," then she later used that against me, invoking it for effect to prevent my troops in that zone from moving. They were too busy dealing with the lake monster to advance!

When my dwarves were just about wiped out, the sought-after general's war machine crashed through a sinkhole and fell into a deep shaft in the earth. That's when we exited mass combat and zoomed into the PCs as individuals instead of commanders. They descended into the sinkhold and into a huge cavern, where they got a closer look at the war machine, which had been smashed into inoperation by the fall. Several dwarves had apparently suffered the same fate, but most had escaped via one of the large tunnels that led out of the cavern. Dwarven boot-tracks led away from the machine and into one of the tunnels, and at its entrance was another dwarf corpse. Upon inspection, it became clear that this one had been killed not by the fall, but by a blade of some kind. Thanks to an Epic Survival effort, Torin the barbarian woodsman was able to identify some unusual tracks in the soft earth as belonging to an insect of some kind -- specifically, a giant one, seven or eight feet tall.

Here I had the PCs make Resolve rolls to resist the psychic influence of an unknown subterranean horror. I'd intended to have the two lowest rollers fall victim to it, but when we had a tie for #2, I thought "What the hell?" and took all three. Each of these three consequently gained a secret aspect -- "Possessed by the Blob" -- that I didn't reveal to the players. Instead, I just told them that they had a secret aspect, and offered each a Fate Point. "I'm compelling your secret aspect to walk down this tunnel and into the darkness." The idea was that they'd been taken over by something, but didn't know what that something was. They all accepted the compel, and soon disappeared into the pitch-black tunnel. But the darkness didn't bother them, and they moved as if they knew exactly where to go. Voices whispered to some unknown part of their minds in words they couldn't understand, yet found easy to obey.

The others, startled by the suddenness of their departure, reacted in two ways: two rushed in after them and were soon unable to see a thing -- a problem which didn't seem to bother the other three -- while one had the presence of mind to light a torch. When she caught up to the first two, by the light of the torch Leaf-Crossing-River, arrogant satyr hero, was able to find the tracks of his missing companions, plus those of a number of dwarves and the trail of the insect-things Torin had identified earlier.

On the heels of this discovery, the three pursuers encountered one of the things face-to-face. They could just make out its form at the edge of the torch's radiance: a huge creature, some seven feet tall, vaguely resembling a praying mantis, with compound eyes that glowed a pale green. Rain-Splitting-Rock used her Incantation magic to put a "Charmed" aspect on it, which the player then invoked for effect to have it stand aside and let them pass. A non-violent solution!

Meanwhile, up ahead, the three entranced PCs came up against some glowing eyes of their own in the dark. They called for another round of Resolve rolls, which I was happy to give them. Faced with this new development, Torin and Thunder-Over-Mountains fought off the alien influence and were startled to find themselves in the total darkness of an underground passageway, with only a few pairs of glowing green eyes for visible company. Colmac First-Born, wielder of a demondbound sword called the Prison of Vurlon, wasn't so resolute. When an unseen hand took his in the darkness, he followed it willingly, leaving the other two -- who could now see for the first time that Colmac's eyes glowed a pale green -- to deal with a now-hostile insect-thing. Though he couldn't see anything but its eyes, Thunder-Over-Mountains, the bighorn satyr, immediately rushed forward and delivered a carapace-cracking headbutt, while Torin's arrow struck home between the thing's glowing (and easily targeted, apparently) eyes. Another arrow flew out of the darkness behind them and finished the beast off -- and a moment later, Leaf-Crossing-River, Rain-Splitting-Rock, and Queen Molmoria, mother of Colmac and Torin, arrived, bringing with them torchlight and visibility.

By this time, Colmac was long gone, being led by his unseen companion further underground. Eventually, he came into another huge cavern, this one full of pairs of glowing green eyes -- hundreds, in fact. Most clearly belonged to more of the insect creatures, but around 25 were much lower to the ground: the dwarves who'd fallen during the battle, including, one could surmise, Kalmettin. Behind this mass of insects and dwarves, dimly backlighting them all with its own sickly green glow, was an enormous, amorphous being of some kind, pseudopods waving languidly in the stale air. The whispered voices in Colmac's head were now much louder, though no easier to comprehend, and the shocking sights in the cavern both startled him back to awareness (a succcessful Resolve roll to shake off the thing's influence) and unnerved him (a failed Resolve roll -- call it a SAN check -- leaving him with the mental consequence of "Unnerved"). "Torin, my brother," he called out, "don't listen to the voices!" He turned to run... and the mass of bugs and dwarves surged forward as one in pursuit.

Back the way he'd come, the other five heard his faint, panicked cries. "My brother is an idiot," sighed Torin, while Thunder-Over-Mountains bolted off to save him (with, I believe, something around a Legendary Athletics effort -- he spent some Will on that, I think, plus he had the help of his eagle companion, whose bonus to his Athletics effort was rationalized as the raptor being able to guide his master by following the human's scent trail). Colmac turned a corner just as Thunder-Over-Mountains did, and the two collided in the darkness. Thunder-Over-Mountains looked up to see the the steady advance of eyes (both short and tall) advancing down the tunnel.

"Is the general we're after in there?" asked one player, then another (Tom Cummings, showing his familiarity with the system) answered that question with a Fate Point: "Yes, he's in the front." Thunder-Over-Mountains leaped into the fray, cutting down minions in an attempt to give the others a chance to extract Kalmettin and get away. Colmac felt the bloodlust of Vurlon come upon him -- i.e., I compelled one of his sword's demonbound aspects, taking away a Doom Point -- and charged into battle against all sense and reason. Torin and Leaf-Crossing-River assisted at range, while Rain-Splitting-Rock sang a song of confusion that gave Molmoria the opportunity she needed to pull Kalmettin from the crowd.

After that, it was basically a race down the tunnels to the sinkhole to escape with their prize. At the last moment, though, Colmac was unable to resist Vurlon's thirst for death, and threw Kalmettin (who'd been hobbled with a well-placed arrow through his ankles -- ouch!) to the ground, raised his sword, and shouted "Vurlon must feast!" Molmoria threw herself atop Kalmettin to dissuade him, to no avail. Just as he brought the sword down, an arrow from Torin's bow struck the greatsword, sending it flying from his hands to bounce off the defunct war machine and stick into the ground at the entrance of the tunnel they'd just come from (he won the Disarm by a margin of 5, so... that was the justification for Colmac being at a -5 to retrieve it). "Leave it!" commanded Molmoria, sick to death of the damn sword already, but Colmac assured her he could handle it. "That's what your father said...," she mused. The barbarian prince snatched up the ancestral sword mere moments before a hundred insect-things poured into the cavern. The PCs barely made it back up the shaft to the surface -- a successful mission!

Whew! That was pretty long, but it was a lot of fun and I wanted to write about it. One thing I really liked about the group was that only one of them was from the San Diego group (Chris, who played Colmac). Oftentimes, when I run these games, half or more of the players are made up of people I already know and game with on a regular basis, which kinda skews the experience a bit. Generally speaking, I want to playtest with strangers, both to me and to the system, to get as "clean" a test as possible. In this case (and in the "SotF" game) I had three who were familiar with the system and three who weren't, but everyone was able to grok how it worked just fine. And Tom said it was -- and I quote -- "a lot of fun," which is a pretty big endorsement in my book.

Chris had some good feedback about both the mass-combat bit and how I'd handled weapons. James Ritter, who played Rain-Splitting-Rock, the priestess/magic-user, wanted to use Incantation magic in the mass combat, but I hadn't worked that out just yet so I had to deny him. Right now there's a very definite split between player characters/leaders and units -- leaders fight leaders, and units fight units, but there's no crossover. However, there really should be a way for magic to have an effect on units on the battlefield, so I'll have to figure something out. It may just be as simple as rolling Art against a difficult of 3 + the unit's Spirit to put an aspect on them.

At any rate, I'm looking forward to the "SotS" campaign we're starting next month in San Diego. We'd intended to make characters at OrcCon, but... there was just no way.

(P.S.: "Spirit of the Fist" may not have gotten a write-up like this one, but it went well, too!)

Monday, February 9, 2009

OrcCon 2009, Mass Combat, etc.

So I've been derelict in my duties as of late, at least publicly. Behind the scenes, I've been sweating over the two games I'm running at OrcCon (and which I've utterly failed to pimp here). This has included revamping "SotS" pretty severely, to the extent that at least four or five posts I've made on it are now pretty irrelevant to its current iteration, ripping out the spine of "Spirit of the Fist" and putting it back in again, and playtesting the mass-combat system for the first time (very elucidating -- and, more importantly, fun).

Like I said, I've pretty much neglected to post anything about the "SotF" (Saturday at 3:00!) and "SotS" (Sunday at 3:00!) games I'm running, and I've also been slow to follow up on my first post about the mass combat system, but I think I can kill two birds with one stone here.

Here are revised character sheets for the two characters -- Silver Crane and Shining Yu Shu -- I mentioned last month. If you want to read more about the mechanics behind what's going on there, I invite you to check out my "Spirit of the Fist" site. Saturday will be the first playtest of these revised rules, but I'm expecting good things. That first "SotF" playtest was fun, but it wasn't nearly as dynamic as I would've liked. These changes should go a long way towards fixing that (fingers crossed).

And here's a one-page cheat-sheet on the mass combat rules I slapped together for my "Spirit of the Sword" players. I'm pretty pleased with how stripped down the whole thing is. I just hope they (and you) feel similarly.

Oh, what the Hell -- as long as I'm linking to stuff, here are a couple character sheets for Sunday's one-shot. Namely, they're a couple of Kurglaff barbarian-types from the Denbecan clan: Molmoria, the clan's warrior-queen, and Torin, her punier-than-his-older-brother son. For those of you who've been following along at home, a quick look at those sheets should reveal some pretty significant divergences from "SotS" as it's been presented here.

One last note: That "Spirit of the West" one-shot I ran a couple weeks ago didn't go that well. I mean, the players said they had fun, but I didn't feel I presented them with any significant challenges, and I missed a number of opportunities to just make things more interesting. Basically, I let them walk roughshod over the opposition, and it ended up being not especially rewarding as a result. To me, whether or not a FATE game is fun hinges largely on how threatened the PCs are, and these PCs were not threatened at all. Letting one of them run around with an effective Fantastic Guns skill that he could use to both attack and defend was only the most obvious of the poor decisions I made. But anyway. The scenario's still a viable one -- so much so that my good friend and co-setting creator Andy will be running it using Boot Hill at OrcCon on Sunday at 3:00. Check it out!

Monday, January 19, 2009

Kung-Fu: A Couple Characters for OrcCon

I can't seem to get back to mass combat... I always mean to, but then I end up posting about something else.

Anyway, this is one of those times.

I'm running "Spirit of the Fist" at OrcCon in Los Angeles over President's Day Weekend (which, it should be noted, is also Valentine's Day Weekend, so... a word of warning: Start earning brownie points now). I ran it a couple weeks ago for three guys in my weekly group, and it was a ton of fun. I got one of the players to sketch a few character portraits, which I then appropriated for some character sheets, so... here are two of those, both students of the Heavenly Lion Clan.

Shining Yu Shu, saber-swinging son of the sifu
Silver Crane, knight-errant in disguise

Actually, they're just the first page; all but one of the five phases is written for each character (Xiao - Filial Piety, Xia - Justice, Jen - Benevolence, and Li - Propriety), but I've left one (Zhong - Loyalty) for them to write themselves, along with its aspect. The idea is for the Loyalty phase to be a very short story about a time when the character helped another character in the party -- or was helped by them. Either way.

Anyway, the other characters are two more students (a drunken boxer and a big staff fighter), the sifu's daughter, and Ghost Doctor. No explanation on Ghost Doctor; I think the name, though wildly inaccurate, speaks for itself. As soon as I get some more sketches, I'll post the other character sheets.

Oh -- one more thing. Almost forgot. After our 4E D&D group suffered through its second TPK (which... I mean... a TPK in 4E?), it was pretty universally decided (that is, by everyone but the DM) to try something different. After some discussion and brainstorming, I'm running a one-shot of "Spirit of the West" on Sunday. They made characters last night, and while they're all fun (a Buffalo Soldier deserter, a dynamite-throwing maniac, a disgruntled proto-mail carrier, and Calamity Jane's sister), I think one of the best things about the character creation process was that we never cracked a book.

All right, we did look at the SotC SRD online for the skill list, and I did replace the entire stunt sub-system with three generic stand-ins (+1 to a skill with a broad category, +2 to a skill in a specific circumstance, or use one skill in place of another in a specific circumstance -- you get three of these in any combination -- a scaled-down version of what I posted about last time), but still, being able to make characters just by saying things like "Write about what you were doing during the Civil War" or "So what role did you play in Montana's first novel?" was awesome. I like 4E fine, but... what a breath of fresh air.

Sunday, September 14, 2008

Kung-Fu: Uh... Kung-Fu, Actually

For whatever reason, I'm determined to go stuntless with this thing. I like stunts myself, on the whole, but I've heard "I like everything but the stunts" as a critique of SotC more than once. And maybe it's the repeated combing through the stunt list I did/do for "SotS," too -- I'm not really eager to go through that kind of work again. Above all, though, I want to keep a fast-and-loose feel for "Spirit of the Fist," so that players are encouraged to try whatever crazy nonsense they can think of without worrying about whether or not they have the stunt to do it. After all, even having one stunt that says "You can use skill X in place of skill Y in circumstance Z" implies that, without a stunt, you couldn't do that sort of thing, no matter what.

However, I still want characters to have some simple mechanical edges that set them apart from everyone else, which is why I'm using the Kung-Fu aspect as both an aspect and a sort of stunt. Originally, I was just going to make it just like Personal Gadget, with all "improvements" determined during character creation, but now I'm off on this idea of making each of the three improvements a little more distinctive.

Keep in mind that "kung-fu," or "gongfu," roughly translates as training or hard work. It's the thing you do best -- the thing to which you've dedicated a great deal of time and effort.

I've divided Kung-Fu improvements into three types: Always, With Element, and Fate Point.
  • Always: This improvement is always in effect, with no effort on the character's part. It should be a minor advantage that focuses one of the character's skills or reflects the basic nature of the Kung-Fu. Examples include +1 with Weapons when using a sword, +1 with Art when cooking with Jiansu cuisine, or +1 with Academics when dealing with history.
  • With Element: This improvement takes effect when the character's declared Element (still working on a better name for that) matches the Element of his Kung-Fu. It should be a step up from the Always improvement and something that encourages the character to favor his Kung-Fu's element. Skill substitution might be a good one for this, or a +2 in a specific circumstance, or a special effect of some kind. For instance, if your Thousand Blades Style Kung-Fu is associated with Metal and your declared Element is Metal, you might get an additional +2 when taking the Full Defense action. Other good ones might be using Art (via cooking) instead of Medicine to heal a condition (a la Chinese food therapy), or being able to strike incorporeal ghosts with a mundane weapon.
  • Fate Point: This improvement must be activated by spending a Fate Point. These would be on the level of some of the more powerful stunts, or at least go beyond bonuses, skill substitutions, minor special effects, and invoking for effect. Examples might include spending a Fate Point to not be ambushed or surprised in a scene, to fall a great distance without taking damage, to be able to choose the aspect revealed to someone who successfully reads you with Empathy, or to cause a psychological consequence instead of a physical consequence with Weapons or Fists. It also seems reasonable to include in this category skill substitutions that result in damage or are a little less intuitive -- ones that might raise an eyebrow or two. I'm thinking of things like using Spirit to inflict a consequence, or healing a wound with Fists, or defending against a physical attack with Spirit.

Remember, these Kung-Fu improvements are all determined at character generation. But it's not as restrictive as it might seem, since the stuntless rules allow for a lot of flexibility via invoking for effect. Of course, all improvements must be directly related to the Kung-Fu in question. And hopefully they'd be colorfully named, too.

Thoughts?

Monday, September 8, 2008

Kung-Fu: Refining the Whole "Element" Thing a Bit

After thinking about this a little more, I realized that I want two things out of this aspect/Element system: one, for Elements (and therefore characters) to interact with each other in mechanically meaningful ways, and two, for characters to be encouraged to "act in harmony" with their natures or motivations. If a character is acting out of anger, he ought to be more effective when invoking his Fire aspect(s).

So here are the Three Laws (plus one) of the Elements:

  • When you invoke or tag an aspect that's associated with your declared Element, it gives you an additional +1 bonus (i.e., a +3).
  • When you invoke or tag an aspect against which your declared Element is weak, the bonus it gives you is reduced by one (i.e., a +1).
  • When you invoke or tag an aspect against which your declared Element is neither strong nor weak, it gives you a +2 bonus, as usual.
  • Your Wu Wei aspect has no Element. It always yields a +2 bonus when invoked or tagged.

The relationship between your invoked aspect's Element and your opponent's declared Element remains.

To recap: At the beginning of every conflict, you declare an Element, the associated Virtue of which indicates your motivation for the scene. That goes on an index card (or something similar/more interesting), face-down on the table. All participants flip over their card simultaneously, and it's on.

There's a little more to this than normal SotC conflict, of course. If you're invoking an aspect, it's skill + roll + 2 (the default aspect bonus) +/- 0-1 (the declared Element vs. invoked/tagged aspect bonus or penalty) +/- 0-1 (the invoked aspect vs. opponent's declared Element bonus or penalty). The character sheet (there's a character sheet) makes clear the strong/weak relationships between the Elements, so there's nothing to memorize, really.

Worst-case scenario: You declare an Element (e.g., Wood), then invoke an aspect with an Element that's opposed to your declared Element (e.g., Earth) which is also weak against your opponent's declared Element (e.g., Wood), resulting in a total bonus of (2 - 1 - 1) zero. But that's just bad tactics. If you and your opponent have declared the same Element, invoking an aspect with an Element that's weak against that declared Element is a bad idea. (Man, I've gotta come up with some better terminology for this stuff -- it's just way too wordy.)

Best-case scenario: Declared Element, aspect with same Element, opponent's aspect weak against that Element, resulting in a total bonus of (2 + 1 + 1) +4.

Is that too many steps to go through? I'd like to think it isn't. Obviously, it'll require playtesting. Have to sucker some of the usual gang of idiots into that sometime.

A slightly more complicated (but potentially more satisfying -- that's always the trade-off, isn't it?) version of this starts things out with an Alertness contest before Element declaration. Whoever rolls lowest has to declare his Element first. Declaration then follows in ascending order. This way, an especially alert character has a chance to gain a bit of insight into the opposition before the action begins.

BTW, "SotS" is not forgotten or anything. I still have my to-do list, and I'm to-doing it.

Thursday, September 4, 2008

Kung-Fu: Elements, Virtues, and Aspects

This is what I get for posting stuff without considering it from every angle.

Well, I can't say I didn't consider this, really -- I've just had other thoughts, and as long as I'm mulling things over I figure I may as well think aloud, as it were.

I'm rather set on pairing Elements and aspects, because I like the interaction of the Elements themselves (Wood parts Earth, Earth absorbs Water, Water douses Fire, Fire melts Metal, Metal chops Wood) and the ways that can be reflected mechanically. It occurred to me that the issue is when those Elements/aspects come into play, and how.

For example, let's say you attack someone with your "Thousand Blades" style -- your Kung-Fu aspect, associated with Metal -- and pay a Fate Point to invoke it for a bonus. By default, you get a +2 out of that. Now let's say your opponent defends with his Devastating Wind style and invokes its Fire-based aspect. Does your +2 become a +1 retroactively? Or is it enough that he gets a +3 instead of a +2? What if you didn't invoke your aspect, but he invoked his. Does he get a +3, since your kung-fu's Element is Wood, even though you haven't "officially" brought your kung-fu's aspect into play?

It's a little too wobbly for me.

So what I'm thinking is this: Every action is associated with a Virtue, and, by extension, its Element and aspect. If you decide that you're attacking that Devastating Winds guy because you don't like the way he's treating your father, you're acting out of filial piety (or Xiao), so the appropriate Element is Wood. Now, even though you haven't invoked the aspect attached to that Element -- let's call it "Good Son" -- you're still "using" Wood. Your opponent defends with his style, a Fire aspect. So far, nothing really unusual. But if you pay a Fate Point to invoke "Good Son," you'll only get a +1 out of it. And if he responds by invoking his "Devastating Winds" aspect, he'll get a +3 out of it. In fact, even if you don't invoke, he still gets the +3, because he's using Fire and you're using Wood.

What I really like about this whole channel-every-action-through-an-Element thing is how it puts your motivations front and center. Are you leaping into combat because you're justice at the point of your sword? Or because you're defending an ally? Or because you're fulfilling your duty?

So now then.

Here's the real question. If you're acting out of Xiao/the Wood Element, do you have to invoke your Wood aspect, or can you go with something else -- say, Water, because you decide you're acting out of propriety (i.e., you don't want to lose face by letting the guy belittle your father in public)? Now if your opponent invokes his Metal aspect, does he get a +3 or a +2? I mean, which Element "counts" here? Or are you required to invoke the aspect related to the Element/Virtue you're using? That would simplify things, but is it fair to take away some of the player's choice?

Or does that choice of Element become "your" Element for the conflict? I.e., invoke whatever aspect you like, but for this fight, you're Wood, because you're acting out of filial piety -- so invoking a Metal aspect against you will always net a +3 bonus. After all, this is about your motivation, and that's not likely to change every few seconds.

That seems reasonable, but it also unfairly penalizes the attacker. The defender will always choose an Elemental aspect that's strong against the attacker's Element, whereas the attacker's just stuck with his choice. That actually discourages action, and that's the exact opposite of what we want to do here.

How about this: Take five index cards and write a Virtue/Element pairing on each one. When conflict begins, each participant puts one card face-down on the table, then all are revealed simultaneously. It's an additional fiddly bit, I guess, but it's the only way to do this fairly.

Kung-Fu: Spirit of the Fist!

I mentioned earlier than Hamish's throwaway remark on Sunday that I should run a kung-fu or wuxia game using SotC immediately got me thinking of just how I'd do that. So... here's a rough outline of what I came up with. I fully intend to develop this further when I have time.

The Five Phases, each of which is a very brief (3-4 sentences) story about the character related to one of the Five Virtues, and each of which is assigned one aspect:
  • Xiao - Filial Piety: Circumstances of the character's birth, his relationship with his family, whether he honors his parents, etc.
  • Yi - Righteousness: The character's sense of justice, righting wrongs, wronging rights, etc.
  • Jen - Benevolence: The character's generosity or lack thereof; a time when a gift from him benefited someone else or vice-versa, etc.
  • Zhong - Loyalty: The character's friends and associates, any organizations he belongs to, what that might mean to him, etc.
  • Li - Propriety: The character's sense of proper behavior, assuming he has one; a time when his actions were either exemplary or deplorable

The Five Elements, each of which corresponds with a Phase/Virtue. When invoked in opposition to an aspect tied to an element, these elemental aspects are either weak (+1 bonus), strong (+3 bonus), or neutral (+2 bonus). Aspects are only invoked for bonuses, never to reroll.

  • Wood (Xiao): Strong against Earth, weak against Metal
  • Fire (Yi): Strong against Metal, weak against Water
  • Earth (Jen): Strong against Water, weak against Wood
  • Metal (Zhong): Strong against Wood, weak against Fire
  • Water (Li): Strong against Fire, weak against Earth

The Three Qualities:

  • Kung-Fu: The character's interest, focus in life, or training (e.g., White Dragon Kung-Fu, Finest Chef in Zhang, Sorcerer of the Tao) -- something toward which he's devoted a significant amount of time and energy. This aspect is assigned to an Element of the player's choosing.
  • Wu Wei: The character's instinct or nature -- what comes naturally to him (e.g., Sword In Hand, Sucker for a Pretty Face). This aspect isn't assigned to an Element.
  • Sign: The character's astrological sign. An Element does apply here, in correspondence with the animal chosen.

The Ten Skills:

  • Skill pyramid with an apex of Great.

Chi, a stress track that starts at three boxes and is modified by Spirit as per Health/Composure in RAW.

  • Checking a box of Chi lets you replace one Fudge die with a d6 for one roll.
  • When you run out of Chi boxes, you can still use Chi; it just means taking a Consequence each time.
  • Chi boxes clear with a Spirit roll against a target equal to the highest box checked out of combat, or Superb in combat. The target increases by one for each consequence you've taken. Clear one box for each shift obtained on the roll.
  • Mysteries can be used to "block" Chi, using accupressure, sorcery, and the like (against an appropriate defense: Fists/Weapons/Athletics against accupressure, Spirit against sorcery, and so on). If the stress dealt exceeds the number of Chi boxes, deal a Minor spiritual consequence: "Blocked Chi." As long as the consequence remains in place, the target can't expend Chi.

Skills:

  • Academics (includes the non-medicine portions of Science)
  • Alertness (includes Investigation)
  • Art
  • Athletics (includes riding from Survival)
  • Bureaucracy (the bureaucracy parts of Leadership)
  • Deceit
  • Empathy
  • Craft (formerly Engineering)
  • Fists
  • Gambling
  • Humanity (includes Rapport and Intimidation)
  • Medicine (the medicine bits of Science, with some aspects of Mysteries)
  • Might
  • Mysteries
  • Society (combines Contacting and Resources)
  • Spirit (includes Endurance and Resolve)
  • Stealth (includes Burglary and Sleight of Hand)
  • Survival
  • Weapons (includes Guns, if applicable)

Stunts:

  • No stunts. Use a variation on the stuntless rules. Spend a Fate Point to invoke an aspect for a bonus (+1, +2 or +3), to use one skill in place of another (e.g., invoking your "White Tiger Style Kung-Fu" aspect to use Weapons instead of Athletics for one roll), or to invoke for effect.