That's right folks, from our own very talented Kimberly Klevin, we're proud to present the first-ever art for Lone Wolf Fists!
Meet Nuke, our signature Radioactive Scorpion!
Three times a lady! Next up: our dive into the combat section begins!
Sunday, July 22, 2018
Friday, July 20, 2018
Lone Wolf Fists: Skills pt.5, you're a Taoist, Harry
Legends of the Wulin did a fantastic job with it's magic system. It cleaned and organized the raw blessing/curse mechanics of Weapons of the Gods and beautifully re-presented them, dripping with setting authenticity. They're a marvel to behold, and they elevate every game they're in.
So I approached our magic stuff with some trepidation. This is the part of the design where I would feel like a true plagiarist if I copied it, and a total fink if I couldn't design a worthy successor. Clearly my work was cut out for me.
I didn't swallow the whole pill at once, so that helped. I'm not messing with the Imbalance-relocating stuff quite yet. I didn't dig into the prognostication or astrological curses quite yet. I didn't dig into the beneficial Prana-manipulation stuff quite yet...
You get the idea. I didn't chicken out entirely, I just don't want to layer on the more delicate, artful stuff until I've gotten in a solid bedrock of "What does spirit even do?"
And there's a lot of very specific, cultural design that I had to consider too. The Legends magic system used Taoist mystical practices (like 5-element and Chi theory) as it's underpinning. Tian Shang has a strong Indian cultural influence, and a direct translation wouldn't have been appropriate.
I didn't want to totally ignore the Chinese mystical elements, so as with everything else I sort of just... Blended them together. I kept stuff I liked and added some things from Shintoism since there are more Japanese cultural elements in this game than the predecessors.
So it's all a wonderful mishmash of magical craziness. But that's important to magic; it should be something mysterious, difficult to comprehend. It should work on dream-logic and defy rational thought. It should remain mysterious, which isn't possible if you have a predictable methodology when you write it.
This is one of the reasons I so admire the magic of old D&D; there's no scaling behind it, no linearity, no clear equation that produces predictable results. There's not even a discernible singular culture to blame for all its weird effects; like true magic, it feels like an incomprehensible and powerful collection of cosmic truths that mankind barely has the ability to wield.
So I didn't nail down everything magic can do on purpose. I want player to be surprised when something magic happens; sometimes delighted, somethings terrified, but never ever bored.
So I approached our magic stuff with some trepidation. This is the part of the design where I would feel like a true plagiarist if I copied it, and a total fink if I couldn't design a worthy successor. Clearly my work was cut out for me.
I didn't swallow the whole pill at once, so that helped. I'm not messing with the Imbalance-relocating stuff quite yet. I didn't dig into the prognostication or astrological curses quite yet. I didn't dig into the beneficial Prana-manipulation stuff quite yet...
You get the idea. I didn't chicken out entirely, I just don't want to layer on the more delicate, artful stuff until I've gotten in a solid bedrock of "What does spirit even do?"
And there's a lot of very specific, cultural design that I had to consider too. The Legends magic system used Taoist mystical practices (like 5-element and Chi theory) as it's underpinning. Tian Shang has a strong Indian cultural influence, and a direct translation wouldn't have been appropriate.
I didn't want to totally ignore the Chinese mystical elements, so as with everything else I sort of just... Blended them together. I kept stuff I liked and added some things from Shintoism since there are more Japanese cultural elements in this game than the predecessors.
So it's all a wonderful mishmash of magical craziness. But that's important to magic; it should be something mysterious, difficult to comprehend. It should work on dream-logic and defy rational thought. It should remain mysterious, which isn't possible if you have a predictable methodology when you write it.
This is one of the reasons I so admire the magic of old D&D; there's no scaling behind it, no linearity, no clear equation that produces predictable results. There's not even a discernible singular culture to blame for all its weird effects; like true magic, it feels like an incomprehensible and powerful collection of cosmic truths that mankind barely has the ability to wield.
So I didn't nail down everything magic can do on purpose. I want player to be surprised when something magic happens; sometimes delighted, somethings terrified, but never ever bored.
Spirit
The skill of the soul, balance, and mystical
attunement. When characters need to synchronize with the weft of Dharma, sense spiritual
phenomena, or use magical rituals, they use this skill. Use Spirit when you
need to:
·
Attune to the invisible world of the
spirit
·
Perform complex magical rites or rituals
·
Use the raw strength of your soul to
change the world
Spirit Effect Chart
Rank 0 / Mortal: Unrolled Enjoy a moment of
spiritual reverie at a site of Dharmic significance or feel unease in a cursed
or haunted place.
Rank 1 / Capable Mortal: Result 10-19 Vaguely
sense powerful spiritual phenomena with the accuracy of scent: you detect obvious properties but lack finer detail. Aid in
the creation of a mortal charm. Empower an already-active Chakra
Rank 2 / Peak Mortal: Result 20-29 Sense
spiritual phenomena with direct focus and scrutiny; you could, for example, accurately
diagnose an Imbalance by feeling a patient’s meridians. Create a mortal charm. Awaken
a slumbering Chakra
Rank 3 / Enhanced: Result 30-39 See fully into
the spirit world with the accuracy of hearing
and vision: you perceive it in
detail. Sense distance events through the weft of Dharma (you gather
information on any living thing with a destiny, including characters,
organizations, bloodlines, even entire worlds with the frustrating vagueness of prophecy). Follow a ghost-hunter’s ritual
or aid in their rites
Rank 4 / Superhuman: Result 40-49 Physically
interact with spiritual phenomena; punch ghosts with your fists or awaken a
mortal’s sleeping Chakra. Create a ghost-hunting ritual. See into the Dharmic
web with the accuracy of scent and taste,
gaining direct and true information but only of very broad and obvious facts
Rank 5 / Titanic: Result 50-59 Project your
consciousness into the astral plane, allowing you to enter the dreams of
yourself or others and access their deepest thoughts and memories. Enact a
ritual prepared by a powerful spirit. Spiritually scry the Dharmic web with the
accuracy of sight and hearing
Rank 6 / Minor God: Result 60-69 Shift a
patient’s Imbalance through their meridians to inhabit another Chakra,
transforming an unwellness into a more manageable form. You can choose how the
new Imbalance manifests, though it must be of the same Rank and Type
(Spiritual, Physical, or Emotional). Create a ritual the equal of a powerful
spirit
…
Rank 7 / Demigod: Result 70-79 Solidify an
astral projection into a complete, functional facsimile of your corporeal body.
Your physical body remains torpid and motionless but comes to no harm if your
astral body is destroyed (although your entire self is still subject to
mystical and social harm); the projection has 1 Health box per open Chakra you
possess. Enact a ritual created by a
powerful terrestrial deity.
Rank 8 / Major God: Result 80-89 Know the
happenings of any place, person or thing in the universe through your mystical
connection to the cosmic web. Create a ritual of power equivalent to a mighty
earth-god.
Spiritual
Rites
There are four ranks of mystical rites known in the
World of Ashes and Ghosts.
Mortal
Charms are the weakest. Although performed by human beings
without Prana, these ceremonies nonetheless are true expressions of Dharmic
magic.
Ghost
Hunter Techniques are more powerful, though still
primarily mortal expressions of power. They are used by trained exorcists and
sages to enact potent mystical effects.
Spirit
Rituals are used by powerful ghosts, djinni, and minor gods to
create the laws and boundaries of the spirit world. They are powerful, potent
mystical workings that can reshape landscape and destiny.
Earth
God Decrees are the most powerful rites known. These
are used by the few sane, healthy gods that remain in the world to establish
order and permeance on a continental scale. Mortal kingdoms rise and fall in
the wake of such mighty Dharmic thundering.
These rites have four primary uses:
They Ward an
area, creating a barrier which must be overcome by hostile spiritual phenomena.
Spirits and magic must overcome the ward to enter or affect the warded area.
They Cleanse
an area. This dispels any effects and spirits present in the area. Similar to a
mortal Hazard, this pushes such beings to the boundary of the cleansing,
injuring them if they attempt to re-enter while the cleansing lasts.
They Bind spirits
to service or imprisonment. This forces them to act in accordance with the
binding while it lasts. Binding is inescapable to spirits, but mortals may
shatter the delicate harmony of the seal and free the spirit.
They Heal
(or Inflict) curses and possession. Possession
allows a spirit to inhabit a mortal body, hiding from cleansings and wards and
allowing them to control the mortal’s frame and channel their magic through it.
Curses bedevil their targets by reshaping Kharma to bring them misfortune and
woe.
Mortal
Charms:
1. Ward
a structure such as a house
2. Cleanse
a sacred space, like a temple
3. Bind
a minor spirit or weak ghost with a prayer strip
4. Heal/Inflict
a bad-luck curse
Ghost
hunter techniques:
1. Ward
an entire town from ghosts and demons
2. Cleanse
a small community, such as a village
3. Bind
a weak demon or strong ghost into servitude with a mystical seal
4. Heal/inflict
a possession on a mortal by a minor spirit or ghost
Spirit
Rituals:
1. Ward
a large city from harmful spirits
2. Cleanse
an entire metropolis
3. Bind
a powerful demon with an imprisoning seal
4. Heal/Inflict
a powerful spiritual possession of a mortal or object
Earth
God Decrees:
1. Ward
a country against wicked spirits
2. Cleanse
an empire of devils
3. Bind
a powerful demon into obedience with a Devil-Mollifying Seal
Heal/inflict a curse on a mortal that marks them as a
foe of the entire planet, ostracizing them from succor wherever they roamWednesday, July 18, 2018
Lone Wolf Fists: Skills pt. 4, the part I dread
I'm designing out of my comfort zone with social mechanics. Partly because I abandoned them right around the time I stopped tolerating Exalted's overall design in favor of OSR games, but partly because my real-world training in business administration contains so much actual knowledge of social interaction that I fail to grasp their utility (I haven't met many NPCs I couldn't negotiate with).
There's a clear divide in the case of Power or Endurance between the player's capabilities (the "player strength") and their character's capabilities (what I've come to call "avatar strength") . The game doesn't ask players to lift heavy things to prove their character can; you can just roll dice and read the Power chart.
Social and intellectual skills have more "bleed" than that. A player could come up with a clever plan even though their character's an imbecile, for example. A well-crafted argument has real-world persuasiveness.
This bleed makes avatar social capability difficult to design. there are a lot of traps in the design, such as filtering a player's speech through a skill check.
I hate this: The player speaks in-character and creates a perfectly convincing argument. The GM then calls for a roll; the success or failure of the roll is the sole determining factor of the efficacy of the speech.
Why make the speech? The roll was the important part. Is the speech a special tax on using social mechanics?
Why not let the argument stand? Why use avatar investment as a handicap for player competency?
You understand that this player is persuasive, right? They're just going to charm you rather than your NPCs and if they can't they'll not bother with speaking in-character. You're incentivizing them away from desirable roleplaying with this strategy.
The opposite is just as frustrating; a player makes a roll that achieves a social result, and is then expected to argue in-character to justify the roll. "Your roll persuaded them, but what did you say specifically?"
This is exactly the same; in either case you're handicapping a competent part of the player/avatar dynamic by limiting it to the weakness of the other half.
I prefer an approach that realizes the best of both worlds; sometimes the avatar's competency leads, sometimes the player's.
Under this approach, there's a new problem, but one that I think is fundamental to game design: there is a double-reward for player competency.
Let me explain: say there are two players who make two mechanically balanced characters. Player A is a social dynamo, with impressive charisma and negotiation skills, while player B is socially awkward. Player A's character is a powerful swordsman, while player B's character is a charismatic dilettante with poor combat skills.
Player A can rely on BOTH his player -strength of negotiation and his avatar-strength of fighting, while player B can ONLY rely on his avatar-strength of negotiation. Clearly player A will have a larger potential for overcoming challenges then player B.
There's a clear imbalance here, but there's not a clear solution; it's not even totally clear that a "solution" is required. If, after all, total party competency is used as a measurement rather than comparing individual player/avatar effectiveness, then player A's competencies are a clear asset to the party.
The "filtering through a roll" design above is an attempt to rectify this dilemma, but I feel like it's wrongheaded. Avatar construction and design is simply another player skill; you prioritizing the skill you want to reward in a way injurious to a broader and more natural game appeal.
The fundamental problem of life itself not creating human beings in a comprehensibly balanced way is something that can't really be corrected within the context of an RPG. The best you can do is excise all player skills aside from a very narrow band, and that leads me to Castelvania 2:
The design of the first game challenged you, as a player. It required you to possess or acquire the skills necessary to progress deeper in to the game. But it rewarded you twice for this; first in the slow drip of additional later-game content, and secondly in a constant feeling of earned satisfaction in overcoming challenges with your planning, quick reaction, and real-world game mastery.
Castelevania 2 challenged your investment of time. the longer you played, the easier your avatar could kill enemies, the more mistakes you could make, the more powers you unlocked. In this way, it effectively un-trained your actual skill. You were incentivized to "farm" by repeating challenges of the same difficulty, to lower the challenge as more content was unlocked.
This is a stark example of player strength against avatar-strength. They're beautifully compared poles of the extremes of both.
I prefer to avoid both poles, because I think both approaches to playing a game have validity. In real life, we are not martial-arts superheroes; I have to accept some degree of avatar strength as valid design space, even if my natural tendency as a designer of games is to challenge player skill.
A well-designed RPG does both by embracing the "best of both worlds" approach; sometimes player skill leads, sometimes you need to lift a dump truck and there's just no real-world analog so you use avatar strength.
In an area of bleed like social rules, having a conversation about this is very important. I don't have a solid scientific measurement for "what a human being can accomplish with social skills"" as much as I have one for mechanical things like speed or lifting.
Because of that, the tiers have a more crunchy "what you can make a society do in the short/long run" vibe to them. This should be understood to be a pure expression of avatar strength; these same effects (or even far greater) can be achieved just by speaking in-character.
They're a tool that is used in addition to natural player skill, allowing them another way to overcome challenges. I even advise GMs to allow players to just roll rather than say anything; avatar social capability can lead, and this is a fine and fun way to play.
It's still not "balanced" in the sense of balancing player skill against other players; but then, what game could ever actually do that?
There's a clear divide in the case of Power or Endurance between the player's capabilities (the "player strength") and their character's capabilities (what I've come to call "avatar strength") . The game doesn't ask players to lift heavy things to prove their character can; you can just roll dice and read the Power chart.
Social and intellectual skills have more "bleed" than that. A player could come up with a clever plan even though their character's an imbecile, for example. A well-crafted argument has real-world persuasiveness.
This bleed makes avatar social capability difficult to design. there are a lot of traps in the design, such as filtering a player's speech through a skill check.
I hate this: The player speaks in-character and creates a perfectly convincing argument. The GM then calls for a roll; the success or failure of the roll is the sole determining factor of the efficacy of the speech.
Why make the speech? The roll was the important part. Is the speech a special tax on using social mechanics?
Why not let the argument stand? Why use avatar investment as a handicap for player competency?
You understand that this player is persuasive, right? They're just going to charm you rather than your NPCs and if they can't they'll not bother with speaking in-character. You're incentivizing them away from desirable roleplaying with this strategy.
The opposite is just as frustrating; a player makes a roll that achieves a social result, and is then expected to argue in-character to justify the roll. "Your roll persuaded them, but what did you say specifically?"
This is exactly the same; in either case you're handicapping a competent part of the player/avatar dynamic by limiting it to the weakness of the other half.
I prefer an approach that realizes the best of both worlds; sometimes the avatar's competency leads, sometimes the player's.
Under this approach, there's a new problem, but one that I think is fundamental to game design: there is a double-reward for player competency.
Let me explain: say there are two players who make two mechanically balanced characters. Player A is a social dynamo, with impressive charisma and negotiation skills, while player B is socially awkward. Player A's character is a powerful swordsman, while player B's character is a charismatic dilettante with poor combat skills.
Player A can rely on BOTH his player -strength of negotiation and his avatar-strength of fighting, while player B can ONLY rely on his avatar-strength of negotiation. Clearly player A will have a larger potential for overcoming challenges then player B.
There's a clear imbalance here, but there's not a clear solution; it's not even totally clear that a "solution" is required. If, after all, total party competency is used as a measurement rather than comparing individual player/avatar effectiveness, then player A's competencies are a clear asset to the party.
The "filtering through a roll" design above is an attempt to rectify this dilemma, but I feel like it's wrongheaded. Avatar construction and design is simply another player skill; you prioritizing the skill you want to reward in a way injurious to a broader and more natural game appeal.
The fundamental problem of life itself not creating human beings in a comprehensibly balanced way is something that can't really be corrected within the context of an RPG. The best you can do is excise all player skills aside from a very narrow band, and that leads me to Castelvania 2:
The design of the first game challenged you, as a player. It required you to possess or acquire the skills necessary to progress deeper in to the game. But it rewarded you twice for this; first in the slow drip of additional later-game content, and secondly in a constant feeling of earned satisfaction in overcoming challenges with your planning, quick reaction, and real-world game mastery.
Castelevania 2 challenged your investment of time. the longer you played, the easier your avatar could kill enemies, the more mistakes you could make, the more powers you unlocked. In this way, it effectively un-trained your actual skill. You were incentivized to "farm" by repeating challenges of the same difficulty, to lower the challenge as more content was unlocked.
This is a stark example of player strength against avatar-strength. They're beautifully compared poles of the extremes of both.
I prefer to avoid both poles, because I think both approaches to playing a game have validity. In real life, we are not martial-arts superheroes; I have to accept some degree of avatar strength as valid design space, even if my natural tendency as a designer of games is to challenge player skill.
A well-designed RPG does both by embracing the "best of both worlds" approach; sometimes player skill leads, sometimes you need to lift a dump truck and there's just no real-world analog so you use avatar strength.
In an area of bleed like social rules, having a conversation about this is very important. I don't have a solid scientific measurement for "what a human being can accomplish with social skills"" as much as I have one for mechanical things like speed or lifting.
Because of that, the tiers have a more crunchy "what you can make a society do in the short/long run" vibe to them. This should be understood to be a pure expression of avatar strength; these same effects (or even far greater) can be achieved just by speaking in-character.
They're a tool that is used in addition to natural player skill, allowing them another way to overcome challenges. I even advise GMs to allow players to just roll rather than say anything; avatar social capability can lead, and this is a fine and fun way to play.
It's still not "balanced" in the sense of balancing player skill against other players; but then, what game could ever actually do that?
Heart
The skill of
empathy, charm, and persuasiveness. When characters need to communicate, deceive
another socially, or convince another of an argument, they use this skill. Use
Heart when you must:
·
Influence
many people at once
·
Lie,
directly or surreptitiously
·
Use
or shape the rules of culture
Heart
Effect Chart
Rank 0 /
Mortal: Unrolled Sway the opinion of a single mortal or small group
(1-10), tell a white lie, follow social customs in your home culture.
Rank 1 /
Capable Mortal: Result 10-19 Sway the opinion of a group of mortals
(10-50), convincingly lie through your teeth, shame others in your home culture
or follow basic customs in an alien culture
Rank 2 /
Peak Mortal: Result 20-29 Sway the opinion of a mortal family/ large
group (50-100), maintain a convincing false identity, shame others in a foreign
culture or establish customs in your native culture
Rank 3 /
Enhanced: Result 30-39 Sway the opinion of a large mortal organization
(100-1000), seamlessly replace another person through perfect impersonation,
establish customs in an alien culture or become a cultural tour-de-force in
your own
Rank 4 /
Superhuman: Result 40-49 Sway the opinion of an entire community of
mortals (1000-10,000) tell a lie so convincing that another doubts their
sanity, become a cultural tour-de-force in an alien culture or be an invisible
master of your own, controlling cultural norms and trends from the shadows
Rank 5 /
Titanic: Result 50-59 Sway the opinion of a mortal nation (10k-100k), engineer
a convincing false reality of lies for a single unfortunate person, “program”
cultural norms such that they return to a general template of your design
Rank 6 /
Minor God: Result 60-69 Sway the opinion of a mortal empire (100k-1
million), make a lie real through psychosomatic conditioning (you could spread
a rumor someone is sick, and they would be so convinced that their health would
deteriorate), program a cultural to remain in unchanging cultural stasis
indefinitely (the culture would become backwards luddites, rejecting any
innovation or deviance from its societal expectations)
…
Rank 7 /
Demigod: Result 70-79 Sway the opinion of a mortal civilization (1
million-1 billion), Lie to reality, creating physical changes in the world (you
could lie to a plant convincing it that it had been watered, or lie to a
mountainside that it is climbable when in fact it’s smooth as glass; this
replicates Rank 4 effects from physical skills or weaker effects), program a
society to inevitably generate people of certain personalities, skills, and
destiny, effectively creating near-perfect generational replacements for people
of your choosing
Rank 8
/ Major God: Result 80-89 Sway the opinion of a mortal planet (1
billion-10 billion), lie to Dharma so that you steal another’s destiny (for
example, you could take their Zui Consequences for them, paying their kharmic
debts with your own effort), program society so perfectly that Dharma
recognizes the rightness of your rule (this create a Defining Dharma centered
around upholding your society’s ideals)
Roleplaying
Speaking
in-character is possible (and encouraged) without any use of mechanics. Characters
may debate, bargain, intimidate, bluff, or otherwise interact socially with
other characters without ever touching dice. Simply say what your character
says, either directly (by adopting their persona and voice) or indirectly (by
saying “my character says…” and describing their statements)
If other
characters are convinced by their words, then your aims might be achieved
through pure roleplaying. This is a viable and fun strategy, especially if you
happen to have some real-world negotiation skills!
Keep in
mind, however, that the GM is the
arbiter of the attitudes, motivations, emotional state, and other social
elements of Non-Player Characters (NPCs). It will be up to them if a given
NPC is swayed by your words.
NPCs should
be portrayed in a consistent, comprehensible way; they tend to pursue their own
interests without taking undue risks, as normal people do. The promise of
greater reward generally convinces people to take greater risks; a guide might
take you through a dangerous shortcut if offered enough payment, for example.
Players have full agency over their
character’s feelings, ideas, motivations, and actions. A convincing NPC or other PC might
make any argument they wish, but a stubborn player can choose to disagree in
character. This is perfectly acceptable, and in fact is quite realistic
(intractable people exist, after all!)
Whenever a player wishes their
character to use their eloquence, persuasion or deceit in addition to or in
place of their own, that is when
mechanics should be used. This is also perfectly acceptable; even a socially awkward player might play a paragon of charisma!
Influencing mortal NPCs with Heart
actions
Swaying public opinion
Mortal human
beings with no Degree are
susceptible to simple manipulation through Heart actions.
Large enough
crowds naturally contain many different groups with varying ideas; appealing to
larger numbers of people becomes exponentially more challenging. This is why
the Effect Chart describes ever larger groups of people that can be influenced
as one.
Mortals must be exposed to the
message for it to take root. It might be a speech delivered in person, a broadcasted
message, or even a written message.
Only characters that understand the
message being conveyed are influenced. This means that, in addition to the difficulties of
broadcasting the message to large numbers of people, lingual or cultural
barriers to communication may muddle the message and ruin its persuasiveness.
Those
effected by such speech adopt the
argument as a moral truth of their universe; the philosophical point made
becomes a cultural norm for them. This doesn’t mean that they always act in
accordance with their newfound virtue; only that they recognize the speaker’s
point as virtuous and desirable.
Heart
actions need not be spoken aloud; they can be written, or otherwise
communicated. Manuscripts containing powerful persuasive arguments from ancient
Heart masters make up the bedrock of most societies, philosophies, and
religions.
Lying
All characters are susceptible to lying. Deception is one-way, mechanically
speaking; there is no mechanic that uncovers a lie, only one to create it.
Falsehoods, once firmly established, tend to remain. However, contradictions
and prior knowledge of deceptions can unravel a lie like a whisper in the wind.
NPCs treat
lies that convince them as facts; they don’t tend to dispute them and treat
those that do as simple-minded or paranoid.
PCs however,
are more complex; even though the character might have no reason to doubt a
lie, the player certainly does; they know that it’s been generated by a Heart
action!
Players are
the final arbiter of what their character believes and how they act. A lie
might be powerful enough to convince physics and the universe, but a PC may
still doubt it. Of course, they’ll be behaving in a way that puzzles NPCs, but
its best to let the player balance the harm of swallowing a known lie from the
social harm of doubting it.
However, players will not always know
that they have encountered a deception. For example, if they meet an imposter, they have no reason
to disbelieve their apparent (and false!) identity. How does a GM handle these
situations without harming the bond of trust between them and the players?
In the case
of an ongoing deception, it’s advised to give
the players clues so that they can figure out the deception with their
puzzle-solving skills. Three clues are
an acceptable amount, delivered over three scenes of interacting with the
deception (or faster, if you’re feeling generous).
This gives
players a fair chance to uncover the lie, without resorting to violently
interrogating every person they meet.
Physical reality and fate are
susceptible to lies of Rank 7 and 8 respectively. This peculiarity of deception
deserves further scrutiny!
Reality can be deceived, but just
barely. A character
loudly speaks to rocks and shrubs and weather, and if they achieve a Rank 7 or
greater Heart action, they can just
bluff physical reality.
This can
accomplish minor physical phenomena that are technically impossible; you could
make a dry flower grow by convincing it that it had been watered or argue a
rock into believing it was metal and therefore creating a magnet.
As a general
limitation to this, the phenomena created shouldn’t be a greater effect than
can be achieved with a Rank 4 or lower Power, Agility, or Endurance action.
This is a broad umbrella, and GMs are encouraged to allow the most creative and
entertaining results to stand.
Dharma can be fooled with a Rank 8
result. Here’s how
that works:
When you
trick destiny with a deception of that power, it thinks that you are the person
you proclaim to be. This allows you to temporarily share all their Dharmas,
even their defining one. You also pool Zui. This gives you several new options:
·
You
can spend your own Zui, or theirs, to punish either them or yourself (if you’re
feeling generous).
·
You
gain a Kharmic reward every time they earn one (they still earn the reward, you
just benefit as well)
·
You
can gain Kharmic rewards from following their triggers. You can even get the
Kharma from a negative trigger, then spend the resulting Zui to punish them!
You are
still limited by the normal rules for Kharma and Zui acquisition (one per
scene, per Dharma)
Cultural Norms. Trends, and
traditions
The pattern
of behaviors that inform a mortals’ daily life are their culture. Cultures can
be manipulated by a sufficiently skilled master: they declare their opinion
publicly and use a Heart actions of an appropriate Rank. Society disperses the
new norm through gossip, word-of-mouth, viral memetics, and other surprisingly
rapid and reliable methods.
Culture can
be manipulated in the following ways:
Fashions
(Rank 1-2): Fashions are short-term trends of behavioral expectations. What to
wear, what constitutes acceptable topics of conversation and similar social
expectations can be shaped with these actions. Those flouting the fashions are
considered uncultured, clueless, awkward, and uninformed, and NPCs will respond
to them appropriately.
Norms (Rank
3-4): Norms are long-term behavioral expectations. If a fashion is a fancy hat,
a norm is a fancy military uniform. Those acting outside of norms are seen as
having committed a serious faux-pas and are considered extremely rude and
tasteless. They are generally blacklisted and denied societal advancement and
benefits.
Traditions
(Rank 5-6): Traditions are norms that outlive the generation that created them.
They are held in an almost religious regard. Those violating tradition are
considered actively hostile to society, and often face both social and criminal
reprimands.
Castes (Rank
7-8): A Caste is a position and social rank both expected and cultivated by
society; kings, princes, generals etc are castes. Societies with a caste
structure generate talented and capable individuals to fill those castes; once
per caste per generation. If the caste member’s life is cut short, they are
replaced by the next most qualified individual born in that generation.
If a Rank 8 result is achieved, the GM should work with you to
create a suitable Dharma for the caste you create. Those inheriting that Cast
will inevitably achieve Degree 1+ from their dalliance with cosmic destiny.
Building Emotional Imbalances in
powerful NPCs
Heart cannot
directly influence characters of Degree 1+. Such champions of self-mastery are
beyond the grosser influence that sways the mortal horde. However, they may be
targeted for social influence in a more insidious way.
In addition
to striking with fist and blade, characters
may use their Heart skill to injure their foe emotionally. This represents
powerful but subtle manipulation of the character’s feelings and ideas by a
skilled speaker; it is harmful and manipulative, injuring the target’s psyche.
·
This
manipulation follows the standard rules for attacks, except the Heart skill is used
on both attack and defense.
·
Normal
Techniques cannot boost or defend against such manipulation, but Social Gupt Kala can be used instead.
Gupt Kala are covered in the Magic section.
Rather than
injuring a target’s Health, a successful social attack creates an Emotional Imbalance (or worsens one,
see below). It does this by building Aggravation.
·
Aggravation
is the emotional equivalent of damage. For every point by which your social
attack exceeds the foe’s social defense, a point of Aggravation is generated.
·
Aggravation
works “backwards” from health; where health begins as a series of unfilled
boxes, Aggravation builds as it is generated. Every 10 Aggravation increases
the Emotional Imbalance by 1 Rank
·
Before
the first 10 Aggravation, the Imbalance is at Rank 0; this means it does not
have any mechanical penalties. Such minor Imbalances are too weak to influence
a character’s behavior.
Additional
social attacks may continue to build Aggravation on an existing Social
Imbalance or may be used to create a new one. A character may have a total of 3
unique Social Imbalances at one time.
Once the
Imbalance is established, it behaves in the normal way: see the Imbalances
section for full rules on Social Imbalances.
Sunday, July 15, 2018
Lone Wolf Fists: Skills pt. 3: Sneak attacks and the detecting thereof
Senses has been an interesting skill to work on. You may have noticed, astute reader, that the first three tiers are broadly "What a normal person can do" followed by "what a skilled person can do" followed by "the limit known of human capability".
Those heights of human capability are difficult to quantify. I've been going by Olympic records in the case of running speed and lifting strength. Intellect was a peculiar one; I basically strapped more geniuses together to simulate the powers of beyond-human intelligence.
But senses has been fascinating. The true range of what human beings perceive (and can process tactically) is extraordinary. Like for instance, meet the man who can echolocate:
Daniel there begins that video riding a bike via echolocation. Clearly, this is a sense within human parameters. Therefore it's got to go on the lower part of the chart, something reachable by normal humans without magic.
That left me with a lot of space on the upper reaches of the chart; how many ranks until your scent is as keen as a wolf's? Or your eyes able to focus like a microscope on the bacterial world? What senses lie beyond that, so far divorced from human capabilities?
And that was half of the problem with senses. Because senses is also the stealth skill.
I feel like that decision requires justification (why not wed it to Agility, similar to other games hiding mechanics?)
A few reasons. The out-of game rational came first in this case; tie too much to your dexterity equivalent, and you make it unambiguously the best stat: it becomes the dreaded "one true build", which you want to avoid for variety and strategy's sake.
If I split it between two stats (Agility to hide, Senses to seek) I'm still favoring Agility; it's the proactive skill, as it's wed to your ability to sneak attack, while Senses is merely your insurance against sneak attacks.
So fusing the ability to sneak attack with the ability to detect it allows a "Senses build" style of character a unique, proactive strategic option, with a built-in ranking system between such combatants (the sneakiest sneak character would have a clear advantage, incentivizing the less sneaky one to pursue a different tactical approach rather than direct stealth competition).
There is in-game rational behind it as well; the sharper your senses, the better you're able to account for your own obviousness. In this way, senses is a broader skill, representing a control of situational awareness, rather than just sense acuity. This meshes with our overall design paradigm of broadly capable, ranked characters nicely.
Also, because every character has every skill, sneak builds can never catch a powerful character at a complete disadvantage; they still have Focus Slots and the Effort Pool, and their sets can be used for Senses as well as any other skill.
Characters with a strong investment in sneaking will have a clear advantage in this tactical approach, but not to a game-crippling degree. Of course, I expect that such characters will invest in poisons or other tactical diversification, but that's part of a healthy metagame. As long as sneaking is one of many viable strategic paths, it's part of the careful imbalance of a tactically challenging design.
So without further introduction, the Senses skill:
Senses
The skill of the five senses, situational awareness and physical subtlety. When characters need to get information about their surroundings, move and hide, or notice minute detail, they use this skill. Use Senses when you must:
• Hide or sneak
• Detect anything with the five senses
• Gather details from your environment
Senses Effect Chart
Rank 0 / Mortal: Unrolled Observe any obvious thing with the five senses. Hide in a perfectly concealing spot, like behind a concrete wall or inside a chest
Rank 1 / Capable Mortal: Result 10-19 Notice subtle or hidden details, like the outline of a hidden door or a camouflaged soldier. Hide in a reasonably concealing spot, such as deep shadows or a dense shrub
Rank 2 / Peak Mortal: Result 20-29 Notice well-hidden or extremely subtle details: you could uncover a spy’s false identity by observing their body language or smell a poison in cooked food. Hide in a partially concealed spot, such as a dim room with no furniture or sparse vegetation
Rank 3 / Enhanced: Result 30-39 Use a hyper-elevated sense to substitute for another, such as using echolocation to “see” in complete darkness or scent to sense the emotional state of another through their pheromones. Hide without camouflage by unobtrusively occupying your environment, minimizing your shadow, and angling your body to flow with your surroundings
Rank 4 / Superhuman: Result 40-49 Push your senses to mind-boggling levels; see the tiniest flea, or to the limit of the horizon with perfect detail; hear every conversation within a city block with absolute clarity; feel the minute imperfections in soil from hundred-year-old track. Hide from the mind’s eye; even as the most noticeable detail of your surroundings, the mind refuses to see you unless you draw attention to yourself
Rank 5 / Titanic: Result 50-59 Push past the membrane of senses to the truth that underlies them; see through solid objects with x-ray vision; “see” the layout and all inhabitants of a complex by feeling the vibrations in its wall; determine the exact chemical composition of anything via smell. Hide by walking behind light and thus becoming invisible, save for a feint blur of motion when you move
Rank 6 / Minor God: Result 60-69 Detect details as the most sensitive of scientific instruments; you can focus your eyesight as keenly as a telescope or microscope, flawlessly revealing the mysteries of astral and molecular reality. Hide from mechanical detection; x-rays, radar, sonar, thermal imaging, etc.
…
Rank 7 / Demigod: Result 70-79 Perceive the rough shape of the fabric of time. In addition to the present, you may perceive any event in the past or near future with the same subatomic scrutiny as the previous rank. Hide from the past, diminishing your importance in memory and historical records so that your identity vanishes from the world’s recollection
Rank 8 / Major God: Result 80-89 Perceive the fabric of time and reality in great definition; you can perfectly perceive any place, no matter how concealed, on the same planet as you as though you were observing it directly. You could see through the planet’s crust and core to the other side, or backwards in time to witness the past as clearly as the present. Hide from the weft of fate, so that you cannot suffer Zui consequences or be detected by any magic
Stealth
A character may hide with a Senses action. They cannot be observed or attacked until they are detected by another character’s Senses action of equal or higher result.
A hidden character will reveal themselves by attacking or performing any conspicuous or noisy action.
However, any attack launched from stealth has a powerful advantage. Defenders cannot use any Techniques to bolster their defense against such strikes; they must rely on defenses from their Effort pool alone.
A character launching an Attack with a Subtle weapon does not lose the benefit of Stealth. These weapons are prized by assassins
Techniques that bolster Senses can be used to defend against surprise attacks. Other prized defenses can defend against them as well; these will describe their defensive capabilities under their Power entry.
Once revealed, the character is revealed to everyone in the Scene and must take a Senses action again to regain the benefits of being hidden.
Those heights of human capability are difficult to quantify. I've been going by Olympic records in the case of running speed and lifting strength. Intellect was a peculiar one; I basically strapped more geniuses together to simulate the powers of beyond-human intelligence.
But senses has been fascinating. The true range of what human beings perceive (and can process tactically) is extraordinary. Like for instance, meet the man who can echolocate:
Daniel there begins that video riding a bike via echolocation. Clearly, this is a sense within human parameters. Therefore it's got to go on the lower part of the chart, something reachable by normal humans without magic.
That left me with a lot of space on the upper reaches of the chart; how many ranks until your scent is as keen as a wolf's? Or your eyes able to focus like a microscope on the bacterial world? What senses lie beyond that, so far divorced from human capabilities?
And that was half of the problem with senses. Because senses is also the stealth skill.
I feel like that decision requires justification (why not wed it to Agility, similar to other games hiding mechanics?)
A few reasons. The out-of game rational came first in this case; tie too much to your dexterity equivalent, and you make it unambiguously the best stat: it becomes the dreaded "one true build", which you want to avoid for variety and strategy's sake.
If I split it between two stats (Agility to hide, Senses to seek) I'm still favoring Agility; it's the proactive skill, as it's wed to your ability to sneak attack, while Senses is merely your insurance against sneak attacks.
So fusing the ability to sneak attack with the ability to detect it allows a "Senses build" style of character a unique, proactive strategic option, with a built-in ranking system between such combatants (the sneakiest sneak character would have a clear advantage, incentivizing the less sneaky one to pursue a different tactical approach rather than direct stealth competition).
There is in-game rational behind it as well; the sharper your senses, the better you're able to account for your own obviousness. In this way, senses is a broader skill, representing a control of situational awareness, rather than just sense acuity. This meshes with our overall design paradigm of broadly capable, ranked characters nicely.
Also, because every character has every skill, sneak builds can never catch a powerful character at a complete disadvantage; they still have Focus Slots and the Effort Pool, and their sets can be used for Senses as well as any other skill.
Characters with a strong investment in sneaking will have a clear advantage in this tactical approach, but not to a game-crippling degree. Of course, I expect that such characters will invest in poisons or other tactical diversification, but that's part of a healthy metagame. As long as sneaking is one of many viable strategic paths, it's part of the careful imbalance of a tactically challenging design.
So without further introduction, the Senses skill:
Senses
The skill of the five senses, situational awareness and physical subtlety. When characters need to get information about their surroundings, move and hide, or notice minute detail, they use this skill. Use Senses when you must:
• Hide or sneak
• Detect anything with the five senses
• Gather details from your environment
Senses Effect Chart
Rank 0 / Mortal: Unrolled Observe any obvious thing with the five senses. Hide in a perfectly concealing spot, like behind a concrete wall or inside a chest
Rank 1 / Capable Mortal: Result 10-19 Notice subtle or hidden details, like the outline of a hidden door or a camouflaged soldier. Hide in a reasonably concealing spot, such as deep shadows or a dense shrub
Rank 2 / Peak Mortal: Result 20-29 Notice well-hidden or extremely subtle details: you could uncover a spy’s false identity by observing their body language or smell a poison in cooked food. Hide in a partially concealed spot, such as a dim room with no furniture or sparse vegetation
Rank 3 / Enhanced: Result 30-39 Use a hyper-elevated sense to substitute for another, such as using echolocation to “see” in complete darkness or scent to sense the emotional state of another through their pheromones. Hide without camouflage by unobtrusively occupying your environment, minimizing your shadow, and angling your body to flow with your surroundings
Rank 4 / Superhuman: Result 40-49 Push your senses to mind-boggling levels; see the tiniest flea, or to the limit of the horizon with perfect detail; hear every conversation within a city block with absolute clarity; feel the minute imperfections in soil from hundred-year-old track. Hide from the mind’s eye; even as the most noticeable detail of your surroundings, the mind refuses to see you unless you draw attention to yourself
Rank 5 / Titanic: Result 50-59 Push past the membrane of senses to the truth that underlies them; see through solid objects with x-ray vision; “see” the layout and all inhabitants of a complex by feeling the vibrations in its wall; determine the exact chemical composition of anything via smell. Hide by walking behind light and thus becoming invisible, save for a feint blur of motion when you move
Rank 6 / Minor God: Result 60-69 Detect details as the most sensitive of scientific instruments; you can focus your eyesight as keenly as a telescope or microscope, flawlessly revealing the mysteries of astral and molecular reality. Hide from mechanical detection; x-rays, radar, sonar, thermal imaging, etc.
…
Rank 7 / Demigod: Result 70-79 Perceive the rough shape of the fabric of time. In addition to the present, you may perceive any event in the past or near future with the same subatomic scrutiny as the previous rank. Hide from the past, diminishing your importance in memory and historical records so that your identity vanishes from the world’s recollection
Rank 8 / Major God: Result 80-89 Perceive the fabric of time and reality in great definition; you can perfectly perceive any place, no matter how concealed, on the same planet as you as though you were observing it directly. You could see through the planet’s crust and core to the other side, or backwards in time to witness the past as clearly as the present. Hide from the weft of fate, so that you cannot suffer Zui consequences or be detected by any magic
Stealth
A character may hide with a Senses action. They cannot be observed or attacked until they are detected by another character’s Senses action of equal or higher result.
A hidden character will reveal themselves by attacking or performing any conspicuous or noisy action.
However, any attack launched from stealth has a powerful advantage. Defenders cannot use any Techniques to bolster their defense against such strikes; they must rely on defenses from their Effort pool alone.
A character launching an Attack with a Subtle weapon does not lose the benefit of Stealth. These weapons are prized by assassins
Techniques that bolster Senses can be used to defend against surprise attacks. Other prized defenses can defend against them as well; these will describe their defensive capabilities under their Power entry.
Once revealed, the character is revealed to everyone in the Scene and must take a Senses action again to regain the benefits of being hidden.
Thursday, July 12, 2018
Lone Wolf Fists: Skills pt. 2, Erik's design legacy
Finished the Endurance and Intellect skills today. Working on both of these strongly contrasting skills next to each other got me in mind of some of the peculiar legacy mechanics this game inherited from Legends of the Wulin; namely, the Lake (which we've re-termed the Effort Pool, though it's mechanically identical)
The basic mechanic of rolling d10s and matching them into sets has been around at least since the One Roll Engine (ORE), but the Lake is subtly different. The brainchild of the brilliant and embarrassingly handsome Arik Ten Broeke, the Lake linked all of a character's actions to this centralized mechanic like a weird hybrid of the d20 system and ORE.
I'll let Arik tell you about it a bit:
The genius of the design is twofold:
The basic mechanic of rolling d10s and matching them into sets has been around at least since the One Roll Engine (ORE), but the Lake is subtly different. The brainchild of the brilliant and embarrassingly handsome Arik Ten Broeke, the Lake linked all of a character's actions to this centralized mechanic like a weird hybrid of the d20 system and ORE.
I'll let Arik tell you about it a bit:
The genius of the design is twofold:
- It has the potential to generate multiple actions from a single roll
- It creates characters of broad competency; effectively masters of all mortal endeavor
That second facet has some interesting ramifications.
Like today, I realized that the same character that could reasonably juggle semi trucks or take a casual dip in hot lava could create groundbreaking advances in science and mathematics.
A lot of games... Most, in my experience, and most media too... Don't like this. We tend to write our characters on the Achilles template: super-awesome at one or a few things (fighting, physical prowess) but disadvantaged in other areas (poor social skills, physical weak points).
The reason for this isn't hard to figure out: characters of broad competence are difficult to tell stories about. "They were awesome at everything" doesn't have any in-built weaknesses which can translate into challenges for the hero to overcome: man-vs-self is inaccessible by design.
But characters in martial arts stories enjoy broad competency; the core idea of eastern martial teaching is overall self-improvement. Their character challenges are emotional; about conflicting loyalties, passions and responsibilities.
Physical challenges generally take the form of superior combatants that have to be overcome, and the linear ranking is exactly what we see in those stories. If somebody is a better fighter, they're just straight-up better than you at basically everything.
Weaker foes overcome stronger ones by using unusual (sometimes downright sneaky) tactics, not by being generally stronger, but by being the rock to their scissors. The arc of character growth is tied to mastering these new strategies in the form of unique martial arts powers which thereby, almost incidentally, increase your general competence by bringing you to a new height of enlightenment.
I've had to lean into that vision of encompassing mastery as I've continued to design. Fighting against it in the name of enshrining narrower visions of character proved fruitless; you can't have a design that fights itself. Ultimately I've come to love it; it means I don't have to worry about over-specialized characters the way that D&D 3rd edition had to (at once crippling most characters and over-rewarding the unrealistically focused ones).
I can just relax in the knowledge that any character can engage with any challenge on a mechanical level, which allows players to make whatever kind of party they want without strategically disadvantaging themselves.
A lot of the current design has been like this; just harnessing the latent brilliance of Arik's design. Thanks buddy.
Anyway, here are the Endurance and Intellect re-writes:
Endurance
The skill of resilience, staying power, and toughness.
When characters need to push their limits, resist harmful phenomena, or survive
inimical circumstances, they use this skill. Use Endurance when:
·
Withstanding hardships
·
Prolonging strenuous activities
·
Enduring deprivation
Endurance Effect Chart
Rank 0 / Mortal: Unrolled Withstand extended
exposure to sunlight on a hot day, prolong demanding physical activity for
several minutes, endure hunger or thirst for hours.
Rank 1 / Capable Mortal: Result 10-19 Withstand
the scorching sun or freezing winds, prolong demanding physical activity for
hours, endure hunger or thirst for one day
Rank 2 / Peak Mortal: Result 20-29 Withstand
deadly atmospheric heat and cold, prolong strenuous physical activity for days,
endure starvation for two weeks and dehydration for four days.
Rank 3 / Enhanced: Result 30-39 Withstand being
set on fire or plunged in freezing water, prolong punishing physical exertion for
weeks, endure oxygen deprivation for an hour
Rank 4 / Superhuman: Result 40-49 Survive being
baked or frozen, prolong physical activity that would kill a bull for weeks,
endure a vacuum or the crushing depths of the ocean
Rank 5 / Titanic: Result 50-59 Survive within a
bonfire or immersed in liquid nitrogen, prolong physical exertion equal to a
bulldozer for over a month, endure a caustic chemical or acid bath unscathed
Rank 6 / Minor God: Result 60-69 Survive wading
through molten lava or the cold vacuum of space, prolong the energy output of a
locomotive train for several months, endure any disease no matter how fatal
…
Rank 7 / Demigod: Result 70-79 Survive immersion
in molten steel, prolong the equivalent energy output of a jet turbine for a
year, endure a dynamite explosion
Rank 8 / Major God: Result 80-89 Survive a
nuclear meltdown, prolong the equivalent energy output of a power plant for
years, endure an atomic explosion
Sustaining
Actions
All actions sustained during a scene are typically
released when that scene ends. Endurance actions are an exception to this: they
can remain longer, as exhibited on the Effect Chart.
Additionally, a sustained Endurance action may be
“dedicated” to prolonging any other sustained action. This requires one Focus
slot for the original action, and one for the prolonging Endurance action.
Intellect
The skill of comprehension, intuition and memory. When
characters need to rigorously apply logic, conceive sophisticated thoughts, or
recall a memory with speed and accuracy, they use this skill. Use Intellect
when you must:
· Intuit or engineer complex ideas
·
Solve a logic problem rapidly
·
Recall information quickly and completely
Intellect Effect Chart
Rank 0 / Mortal: Unrolled Perform a practiced or
routine mental tasks, solve a reasonably complex problem within hours, remember
a seven-digit number easily
Rank 1 / Capable Mortal: Result 10-19 Perform an
intricate task which requires concentration (such as repairing a combustion
engine or writing a computer program), solve a difficult logic problem in
minutes, recall a small book from memory
Rank 2 / Peak Mortal: Result 20-29 Perform a
highly detailed and complex task to create something groundbreaking (such as the
great advances in technology throughout history), solve a tremendously
difficult logic problem within a minute, recall a small library from memory
Rank 3 / Enhanced: Result 30-39 Intuit the use
of sophisticated technology through logical deduction and experimentation
without prior instruction or context, solve an inhumanly complex math problem
within a minute, recall a library of detailed information with near-perfect
accuracy
Rank 4 / Superhuman: Result 40-49 Perform a
nearly impossible feat of intellect (such as translating a document from a dead
language through logic and inference, reprogramming a computer using a system
you have newly encountered, or operating an alien and incredibly advanced
technology with no training), solve a detailed problem in seconds, recall a
large library’s worth of complex data
Rank 5 / Titanic: Result 50-59 Perform the mental
work of a cutting-edge team of engineers or scientists (reverse-engineer an
advanced technology from broken parts, create a world-changing engine of magic
and science, make a paradigm-shifting disruption to math and science, etc.),
Rank 6 / Minor God: Result 60-69 Hold multiple
libraries of information within your mind and access it with the speed of a
computer and the reason of a genius. Such processing allows you to leap several
epochs beyond current scientific thought; cavemen could invent sophisticated
combustion engines, or bronze-age philosophers could deduce quantum mechanics
…
Rank 7 / Demigod: Result 70-79 Process and hold
information as quickly and completely as a supercomputer, with all the
intuition and insight of the most brilliant human mind. This allows you to
personally usher in a new civilizational epoch with the sum genius of a
generation’s most brilliant minds; you could personally transform a dark age
into a renaissance, or advance cave-dwellers into the bronze age.
Rank 8 / Major God: Result 80-89 Deduce through
fractal hyper-reasoning the precise past or probable future of any person,
place, organization or natural force of which you have ever learned or
theorized. Using such heights of brilliance, you can create irreplaceable
artifacts of science and sorcery, map the human heart with mathematics, or
create artificial life with a living soul
Wednesday, July 11, 2018
Lone Wolf Fists: Skills, pt.1
Working on the Skills today. I've come to a strange conclusion that I'm.... Struggling to articulate. So you guys get to hear my mind give birth to this idea.
There's a scene in Fist of the North Star where Kenshiro, our protagonist, encounters a passenger ship that's been driven through the highest floors of a skyscraper.
That's an amazing image! It forces the viewer to ask "What the hell happened to this world?!" Our minds naturally fill in the cosmic, apocalyptic circumstances that drove a ship through the roof of a skyscraper. That lone image paints a picture of this world's Armageddon that is at once fantastic and mind-boggling.
It's also total bull.
Physically I mean. The ship would have crumpled as it was driven through the building; not launched through it. Even if it did, it would have fallen into pieces because it's hull isn't built to withstand gravity like that; it relies on buoyancy, if it was suspended this way the stress on the metal would cause it to warp and it would collapse. Even if it could retain it's shape, there's no way the building's foundation would allow it to remain erect at that angle; it would collapse to the side, or just crumble under the added weight of the ship.
But the artist who brought us that brilliantly evocative and intriguing image didn't care about that. Possibly didn't even know. He saw the image in his mind and brought it to life on the page. It wasn't a mental exercise in physics; it was a statement about how the setting diverges from them.
While I'm re-working the Effect Charts for the skills, I'm researching the physical phenomena that they're based on. Weight for the lifting abilities of Power, or speed for the quickness of Agility, for instance. I'm trying to put both the physical measure of these things and in-setting examples together in the entires. For example:
"Rank 1 / Capable Mortal: Result 10-19 Deadlift about 200 lbs./100 kilos, lift an adult human or manhole cover"
There you have the rank of the roll next to a real-world approximate weight, and an example of an object that weighs that much.
The problem I'm having is this:
The real-world examples of physical phenomena are non-intuitive, and in many cases, actively resistant to their coolest and most compelling expression.
For example, which is heavier: lifting a polar bear, or lifting a motorcycle? A train car, or a battle tank? A space shuttle, or the statue of liberty?
The answers to these questions surprised me. Who knew a polar bear and a motorcycle weighed the same? Or that a tank was significantly heavier than a train car? I sure as hell didn't.
And that's the problem. I didn't know that, why should I suspect that the GM or the players will? The entire raison d'etre of the effect charts is to link the cool stuff happening in your head with the cool stuff that happens in the game world.
The mental bridge between those things is wrong, though. Like, what if I told you that surviving in a coal oven was way more impressive than taking a bath in hot lava?
Do you see what I mean? When our intuitive understanding of physical phenomena doesn't rank up to it's real-world manifestation, a strictly scientific list harms, rather than helps, our ability to tell immediately compelling stories about it.
Because of this contradiction between intuition, physical measurement, and dramatic expectation, I'm not surprised to see that designers haven't bee-lined to mechanics like the Effect Chart.
Anyway, here are the effect charts for both Power and Agility. I'm working on Endurance today, and Intellect if I can get that done:
There's a scene in Fist of the North Star where Kenshiro, our protagonist, encounters a passenger ship that's been driven through the highest floors of a skyscraper.
That's an amazing image! It forces the viewer to ask "What the hell happened to this world?!" Our minds naturally fill in the cosmic, apocalyptic circumstances that drove a ship through the roof of a skyscraper. That lone image paints a picture of this world's Armageddon that is at once fantastic and mind-boggling.
It's also total bull.
Physically I mean. The ship would have crumpled as it was driven through the building; not launched through it. Even if it did, it would have fallen into pieces because it's hull isn't built to withstand gravity like that; it relies on buoyancy, if it was suspended this way the stress on the metal would cause it to warp and it would collapse. Even if it could retain it's shape, there's no way the building's foundation would allow it to remain erect at that angle; it would collapse to the side, or just crumble under the added weight of the ship.
But the artist who brought us that brilliantly evocative and intriguing image didn't care about that. Possibly didn't even know. He saw the image in his mind and brought it to life on the page. It wasn't a mental exercise in physics; it was a statement about how the setting diverges from them.
While I'm re-working the Effect Charts for the skills, I'm researching the physical phenomena that they're based on. Weight for the lifting abilities of Power, or speed for the quickness of Agility, for instance. I'm trying to put both the physical measure of these things and in-setting examples together in the entires. For example:
"Rank 1 / Capable Mortal: Result 10-19 Deadlift about 200 lbs./100 kilos, lift an adult human or manhole cover"
There you have the rank of the roll next to a real-world approximate weight, and an example of an object that weighs that much.
The problem I'm having is this:
The real-world examples of physical phenomena are non-intuitive, and in many cases, actively resistant to their coolest and most compelling expression.
For example, which is heavier: lifting a polar bear, or lifting a motorcycle? A train car, or a battle tank? A space shuttle, or the statue of liberty?
The answers to these questions surprised me. Who knew a polar bear and a motorcycle weighed the same? Or that a tank was significantly heavier than a train car? I sure as hell didn't.
And that's the problem. I didn't know that, why should I suspect that the GM or the players will? The entire raison d'etre of the effect charts is to link the cool stuff happening in your head with the cool stuff that happens in the game world.
The mental bridge between those things is wrong, though. Like, what if I told you that surviving in a coal oven was way more impressive than taking a bath in hot lava?
Do you see what I mean? When our intuitive understanding of physical phenomena doesn't rank up to it's real-world manifestation, a strictly scientific list harms, rather than helps, our ability to tell immediately compelling stories about it.
Because of this contradiction between intuition, physical measurement, and dramatic expectation, I'm not surprised to see that designers haven't bee-lined to mechanics like the Effect Chart.
Anyway, here are the effect charts for both Power and Agility. I'm working on Endurance today, and Intellect if I can get that done:
SKILLS
Power
The skill of raw physical strength. When characters use
their muscles to lift, break, shove or otherwise leverage their sinew-studded
frame, this is the skill they use. Use Power when:
·
Lifting and Throwing heavy objects
·
Improvising heavy weapons
·
Shoving, pulling, dragging, or otherwise
moving weighty loads
Power
Effect Chart
Rank 0 / Mortal: Unrolled Deadlift
about 50 lbs./25 kilos., roughly 2 concrete blocks at a time.
Rank 1 / Capable Mortal: Result 10-19 Deadlift
about 200 lbs./100 kilos, lift an adult human or manhole cover.
Rank 2 / Peak Mortal: Result 20-29 Deadlift
about 400 lbs./150 kilos, lift a full drum of oil, or two adult humans.
Rank 3 / Enhanced: Result 30-39 Deadlift about 800
lbs./350 kilos, lift a motorcycle, or a polar bear.
Rank 4 / Superhuman: Result 40-49 Deadlift about
2 tons/2000 kilos, lift and throw an automobile; knock over an elephant with a
standing shove.
Rank 5 / Titanic: Result 50-59 Deadlift about 23
tons/30,000 kilos, lift a train car.
Rank 6 / Minor God: Result 60-69 Deadlift about 55
tons/50,000 kilos, lift a tank, or a space shuttle.
…
Rank 7 / Demigod: Result 70-79 Deadlift about 300
tons/250,000 kilos, lift a barge, or pull a hydroelectric generator out of its
moorings.
Rank 8 / Major God: Result 80-89 Deadlift about
650 tons/600,000 kilos, lift and hurl a battleship, or push over a building
with your bare hands.
Heavy
Weapons
Heavy objects may be lifted and used as crude weapons.
Such colossal objects deal d10 additional
Damage per Rank of Power required to lift them, but only if they
successfully strike a foe. The dice
are rolled and added to damage from the attack. For example, successfully
smashing a foe with a polar bear (Rank 3 to lift) would grant +3d10 Damage!
Generally, such improvised weapons are smashed on
impact or dropped onto the foe at the attack’s conclusion. If the Power Action
used to wield the weapon is Sustained however, then the object may continue to
be used as a massive weapon.
Note that the Attack with the weapon must be made with
a different action; you cannot use the same action for more than one
purpose.
Hurling
When you attack a foe, you may use a Power action to
hurl them into nearby scenery (or launch them to the horizon).
After you declare your attack but before they declare a
defense, spend a Power action to enhance the attack.
If the foe manages to successfully defend against the
attack, the extra empowering is wasted. If they do not, they are launched.
Grabbed foes may be subject to throwing without
defense.
If aimed at an Element, the structure takes damage as
though it were attacked at a Rank equal to the Rank of the Power action. If
aimed at the horizon, the character travels a distance equal to an equivalent
Agility action to move.
When the character impacts, they take an additional
1d10 damage per Rank of power action used to hurl them.
Agility
The skills of balance, nimbleness, and speed. When
characters need to move fast or far, when they need to tightrope walk across a
power line; when they need to dance through a hail of bullets, they use this
skill. Use Agility when:
·
Moving tactically
·
Travelling fast
·
Balancing or performing gymnastic
Agility Effect Chart
Rank 0 / Mortal: Unrolled Stand on one leg, jog
at a moderate pace, dodge a thrown ball.
Rank 1 / Capable Mortal: Result 10-19 Walk a
balance beam, run at about 12 mph/20 kph (as fast as a normal human’s top
running speed), dodge thrown punches.
Rank 2 / Peak Mortal: Result 20-29 Perform
complex gymnastics and tumbling, run at 28 mph/ 45 kph (the fastest recorded
human running speed), dodge sword swings
Rank 3 / Enhanced: Result 30-39 Perform
jaw-dropping feats of acrobatics, run at 60 mph/ 100 kph (as fast as a cheetah
at a sprint) Dodge a bullet.
Rank 4 / Superhuman: Result 40-49 Walk through a
rainstorm without touching a drop of water run 260 mph/ 400 kph (as fast as a
modern sports car at top speed), dodge automatic weapon fire from point-blank
range.
Rank 5 / Titanic: Result 50-59 Dance through an
inferno without catching fire, run at 750 mph/ 1200 kph (the current land speed
record), dodge a falling star in midair.
Rank 6 / Minor God: Result 60-69 Brachiate from
clouds, or balance on a surface that cannot support your weight (such as water
or a leaf), run fast enough to shatter the sound barrier (Exceed Mach 1), dodge
a railgun shot
…
Rank 7 / Demigod: Result 70-79 Fly by surfing
air currents like a wave, traverse a small country in forty heartbeats (Exceed Mach
2), dodge a laser cannon’s blast
Rank 8 / Major God: Result 80-89 Fly by swimming
through the air with perfect 3-dimensional movement, outrun the fastest fighter
jet (exceed Mach 3), dodge a bolt of lightning
Dynamic
movement
Moving vertically and jumping large distances is part
and parcel of the kung-fu heroes in this game. When characters need to push
themselves to superhuman levels of mobility, this requires an Agility action.
Battlefield
prowess: Characters using these actions move and weave through
the obstacles of battle with grace and panache. They use acrobatics, parkour,
sprinting, and other gymnastic movement to overcome obstacles and distance.
0-Normal
human movement and agility. Characters can jump half their
height vertically or twice their height horizontally without significant
effort. This is enough to move within a battlefield, but not to overcome
significant obstacles or leap between battlefield boundaries.
1-Superior
human athletics. With significant effort, characters can
leap their height vertically or four times their height horizontally. This
allows them to bound over significant obstacles but is still ineffective for
leaping across battlefield boundaries.
2-Olympian
effort. Exceptional characters can leap twice their height
vertically or six times their height horizontally. This is enough to scale
buildings in a few bounds and leap between battlefields.
3-Beyond-human
athletics. Characters achieving this rank can leap several
stories in a bound. This allows them to cleanly traverse most obstacles and
move between battlefields at a whim.
4-Superhuman
movement. This rank leaps tall buildings in a single bound. Two
Battlefields can be cleared with a leap of this power.
5-Titanic
leap. This speed allows a character to streak across five
Battlefields in a single instant.
Journeys
of an eyeblink: Characters moving at these velocities
depart measurement in Battlefields and begin to circumvent entire countries
with their movement. They sprint through long journeys in the beat of a
butterfly’s wing.
6-Small
god’s motion. With this divine flight, a character may
traverse a Region end-to-end in their turn.
7-Herculean
heft. Two Regions may be traversed with this blinding shock
of speed.
8-Diefic
bound. Five regions are seared
across with this godly display of alacrity.
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