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[Interest check] High fantasy Wushu...with a twist!
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<blockquote data-quote="grufflehead" data-source="post: 5187422" data-attributes="member: 35977"><p>GlassEye, you are always welcome. Keep an eye on the thread and if you decide before we start that you want in, I'll figure something out.</p><p></p><p>For everyone else, here's a little about those complications I told you about...</p><p></p><p>- Each 'scene' (determined by me) has a Hero. I'll pick somebody at random, and this scene is their moment in the spotlight. While you are the Hero, you can add an extra detail to your actions. Each scene also has a Judge - again we'll start at random. The judge has power of veto over ANYTHING in the game, including the GM! I can veto a player's action or a detail, as can the Judge, but the Judge can also take a red pen through something I've done if they think it is dramatically appropriate. Not sure how that is going to work, but we'll find out. At the end of the scene, these 2 roles move onto someone else.</p><p></p><p>- The BUDO rules have a section on equipment, which I'm afraid I'm having trouble figuring all the intricacies of. Remember, in Wushu you are assumed to have all the stuff you need to be who you are. Want to have a character who is decked out in full mail with a huge axe? Fine. Want one who wears only a loincloth. Equally fine. I've decided each player will get a pool of 'karma' dice. Treat these as equipment, sudden moments of happenstance in your favour, pretty much anything you want. In any action you can draw on your karma pool to add 1 dice to your details cap. It has to be thematically appropriate to your character or part of a very good description or it may be vetoed. The pool regains 1 dice per scene. Extra dice may be awarded by me or the Judge for particularly noteworthy play! Also, on occasion you may find 'loot' - this will be treated as a free 1 dice, but the item will be specified so will be more limited in scope.</p><p></p><p>- like Wushu, any round where you are attempting to overcome a challenge, you must divide your dice into effectively 'attack' and 'defend'. If you don't get 1 success on defense then you lose a point of Ki/Chi. Instead of a flat 3 Ki, you have a pool of 9 Ki which you must assign between your 3 traits - the lost point of Ki comes off the pool linked to the trait which you were 'testing' So in a fight it will be Physical, but in a contest of wills it might Social, trying to solve a puzzle it would be Mental.</p><p></p><p>If you lose all your Ki in one stat you are out of the game - incapacitated in some way. Lose all your Ki and you are open to the coup de grace from the bad guy! However, in any situation where you would lose Ki, you may, if you choose, opt to take a 'setback' against that trait instead. Setbacks LOWER your details cap by 1 AND in future turns, against a lieutenant or boss bad guy, they may, if they are able, try to exploit your setback. This nets them a bonus dice. They may also choose to take setbacks, and so you can use them to your advantage. For example, a character fails to defend against a bad guy and takes a physical setback. Next turn he describes limping due to the cut he suffered in his leg. On the bad guy's turn, he might narrate striking at the injury to get an extra detail. You can have as many setbacks against a trait as your base value. Once you reach that point, the only thing you can do with that trait is activate your style (ie character concept) which ALWAYS allows you 1 dice if you use it.</p></blockquote><p></p>
[QUOTE="grufflehead, post: 5187422, member: 35977"] GlassEye, you are always welcome. Keep an eye on the thread and if you decide before we start that you want in, I'll figure something out. For everyone else, here's a little about those complications I told you about... - Each 'scene' (determined by me) has a Hero. I'll pick somebody at random, and this scene is their moment in the spotlight. While you are the Hero, you can add an extra detail to your actions. Each scene also has a Judge - again we'll start at random. The judge has power of veto over ANYTHING in the game, including the GM! I can veto a player's action or a detail, as can the Judge, but the Judge can also take a red pen through something I've done if they think it is dramatically appropriate. Not sure how that is going to work, but we'll find out. At the end of the scene, these 2 roles move onto someone else. - The BUDO rules have a section on equipment, which I'm afraid I'm having trouble figuring all the intricacies of. Remember, in Wushu you are assumed to have all the stuff you need to be who you are. Want to have a character who is decked out in full mail with a huge axe? Fine. Want one who wears only a loincloth. Equally fine. I've decided each player will get a pool of 'karma' dice. Treat these as equipment, sudden moments of happenstance in your favour, pretty much anything you want. In any action you can draw on your karma pool to add 1 dice to your details cap. It has to be thematically appropriate to your character or part of a very good description or it may be vetoed. The pool regains 1 dice per scene. Extra dice may be awarded by me or the Judge for particularly noteworthy play! Also, on occasion you may find 'loot' - this will be treated as a free 1 dice, but the item will be specified so will be more limited in scope. - like Wushu, any round where you are attempting to overcome a challenge, you must divide your dice into effectively 'attack' and 'defend'. If you don't get 1 success on defense then you lose a point of Ki/Chi. Instead of a flat 3 Ki, you have a pool of 9 Ki which you must assign between your 3 traits - the lost point of Ki comes off the pool linked to the trait which you were 'testing' So in a fight it will be Physical, but in a contest of wills it might Social, trying to solve a puzzle it would be Mental. If you lose all your Ki in one stat you are out of the game - incapacitated in some way. Lose all your Ki and you are open to the coup de grace from the bad guy! However, in any situation where you would lose Ki, you may, if you choose, opt to take a 'setback' against that trait instead. Setbacks LOWER your details cap by 1 AND in future turns, against a lieutenant or boss bad guy, they may, if they are able, try to exploit your setback. This nets them a bonus dice. They may also choose to take setbacks, and so you can use them to your advantage. For example, a character fails to defend against a bad guy and takes a physical setback. Next turn he describes limping due to the cut he suffered in his leg. On the bad guy's turn, he might narrate striking at the injury to get an extra detail. You can have as many setbacks against a trait as your base value. Once you reach that point, the only thing you can do with that trait is activate your style (ie character concept) which ALWAYS allows you 1 dice if you use it. [/QUOTE]
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[Interest check] High fantasy Wushu...with a twist!
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