I really only like the first few episodes of Dragonball Z.
The set-up is great; the world’s greatest, magical martial
artist and his almost-equally powerful demonic rival get totally beaten by an
alien superman. In the first episode, he’s already doing the Zod thing and
demanding the hero break his moral code and kill a bunch of folks or lose his
son.
The stakes are high; mortal foes Goku and Piccolo must join
forces to have any hope of overcoming Raditz or he’ll destroy the world. Not a
bad opener.
Best part? He kicks
their asses. Raditz completely mops the floor with them; the whole fight is
a long and desperate series of high-stakes failures. It’s only through a
suicidal act of self-sacrifice that the duo can beat him, which starts the
series off by killing the main character. Incredible.
Gets better though; his two buddies are coming in a year,
and they make him look like a weakling. That’s right folks; this guy wasn’t even
the miniboss, he was the goomba.
So the next few episodes, where we’re mostly watching the
characters training, you’ve got a powerful tension that makes them a lot more
consumable. Toriyama also does a great job of showing how difficult and strange
the training is, and he shows just enough
improvement to give us a sense of progress.
We follow both Goku training with King Kai in the afterlife
and his son Gohan training in Piccolo’s demonic style on earth. The dynamic of
master and student is interesting. The masters become proud of their students,
learn about them, discipline them, and show genuine excitement as their mastery
improves.
At one point Kai is like “Holy shit, this dude is going to master Kaioken. I’m immortal and I never
thought this would happen!”
Importantly, we don’t see either student use their new
powers right away. Toriyama knows a thing or two about drawing out that
content: son of a (fine,
upstanding young woman, no doubt) makes us wait until the fight with the
Saiyans gets well underway before we get to see that action.
And that fight is
a ballbuster too. The miniboss Sayian Nappa chews through 9/10ths of the main
cast before Goku sprints his hairy ass to the battle. There’s heartbreak after
heartbreak as characters fight their very hardest and die in utter futility against these bastards.
It’s only after he’s broken our hearts and totally convinced
us that the series is doomed that Toriyama lets Goku arrive. It’s only then,
when he shreds Nappa in the opening shots of the battle, that we get a sense of
just how much all that training paid off.
Anyway it’s not something to miss. Go and buy the fist season DVD and be happy. It stays reasonably good up through the Frieza saga
then falls apart, but it never gets to those heights again.
…
What’s the takeaway from this? There’s a lot to unpack, but
for the sake of focus I’m going to direct your attention to how the characters
learn and what that means for them.
Goku clearly learns new
moves when he trains with King Kai. The act of learning those moves, the
degree of discipline and effort required to master them, is what made him
stronger.
Not just a little stronger either; he was like a different
character when he returned to the world; even his best friend since childhood
is like “Whoah there’s… Yeah there’s no
way you’re Goku. He’s the strongest guy I know and you’re unrealistically
stronger than him”
I echoed this mastery-through-move-acquisition in Lone Wolf Fists.
Everything links back to which new moves you learn; get a more powerful move, you get
stronger in every dimension.
Another important lesson: their new moves shaped the
tactical landscape of the battle. Goku’s Kaioken enabled him to compete with
warriors who enormously outclassed him. The final epic contest with between his
Kamehameha wave and Vegeta’s Galick Gun was only possible because of his power-boosting
use of Kaioken.
Later, when he realizes that he’s hit his limit and Vegeta
is chasing him as a giant ape (this fight is rad guys), his use of the Spirit
Bomb is him exercising a new tactical option at his disposal. The tactical
landscape changed because he acquired new powers.
While I was writing, testing, and re-writing the rules for
Techniques, I kept this firmly in mind. Techniques should never be bland; there should never be “speed bump” options that
players hate. Each one should be magical, powerful, and desirable, even taken
alone.
They need to open new tactical windows for players to
clamber through. Sure, it’s cool that you can punch a car in half now, but if
you’re also able to lift a building out of its foundations? Well, that’s a
whole new dimension of tactical options that just opened for you.
There’s a lot to unpack with Techniques, too. I’ll let you
get to reading them; see for yourself.
...
Techniques
Techniques are magical martial arts
moves. They are movements of body and spirit which focus a warrior’s Prana into
something at once a maneuver and a spell. Powerful, dangerous, mystical;
Techniques brought about the end of the world. In its ashes, they are wielded
by hero and villain alike. Can these mystic martial arts redeem themselves and
bring the world to salvation? Or are they doomed to bring only ruin?
To characters, Techniques are secret
mystical attacks, defenses, and other maneuvers. They are taught by masters and
recovered from ancient texts; replicating them is unthinkable, as they
represent the culmination of effort from countless generations of magical
martial-arts grandmasters. Mastering a Technique is a triumph both of effort and
soul; it is a realization of a student’s destiny, and another step on their
quest to self-perfection.
To players, they are special powers
fueled by their character’s Prana. They offer great power and acquiring them
increases their character’s core capabilities. You can probably see some
similarities there!
How Techniques Work
Techniques are a central focus of
this game; as such, there’s a lot going on with them. Some of it is obvious,
some of it is subtle. We’re going to give you a shakedown on how Techniques
work, how they’re acquired, and a thorough rundown of what they do in the game
and some of the consequences of that. I sure hope you grabbed that sandwich.
Elements
of a Technique
Let’s start by getting you familiar with the elements that comprise Techniques.
Here’s what they look like all together:
Here’s a breakdown of the elements:
Name: The
in-universe name of the Technique. These are sometimes descriptive, sometimes
poetic. Generally, they offer a blend of both, telling you what a Technique does
with a cool and intimidating title.
Cost: The amount
of Prana which must be spent to use the Technique
Rank: Techniques
generate Sets; this is the Rank of the Set.
Facing: This is the
Facing of the Set. As with any Set, you may combine this with any other dice of
the same Facing to increase its Rank.
Power: In addition
to the Set they generate, Techniques often have other powers. They are detailed
here.
Using
Techniques
To use a Technique, first choose which one you want to use. You can only
use one technique to enhance a single action, so choose wisely.
Next, spend Prana from one of your Chakra Pools equal to the Technique’s
Cost. This is an act of magic in the game’s world; a martial artist channeling
their Prana in a focused effort to change reality.
Now, the Technique does a few things.
First, it creates or enhances an action with a Set. This Set is equal to
the Technique’s Rank. So, for instance, a Rank 2 Technique creates a Rank 2
action. Simple as that.
This Set has a Facing which is, you guessed it, provided by the
Technique’s Facing. These are sometimes a range: 2-4 it might say. This means
you get to choose any Facing within that Range. It could be a Facing of 2, or
3, or 4, in that example. You can’t mix Facings; you can’t have 2 and 4, for
instance, and you can’t choose a Facing outside of that range, like a 5.
Here’s a very important note to this step: this Set made by a Technique? It works like any other Set. This
means that you can combine it with Sets or dice of like-Facing.
Furthermore, actions created work like any other action. Head on
back to p.XX for a refresher on them, but in brief:
- You get a single Rank 1 action per turn
- You get as many Rank 2+ actions as you like per turn
- You can use Rank 1 defenses as often as you like
What does this mean for Techniques? It has a lot of implications; if you
have a Rank 1 Technique, you can only use it once per turn unless you’re
enhancing another action with it, for example. Just keep that in mind as you’re
learning about and using Techniques; they make Sets and Sets all work the
same.
The next important thing Techniques do is unleash their Power. These are
unique effects created by the Technique’s magic. Techniques describe exactly
how their Power manifests: sometimes this is in mechanical terms (“Creates a
fire-element Hazard of Rank 3…”) sometimes it is described as an effect in the
Tactical Infinity (“Onlookers begin weeping uncontrollably…”)
Often, a Technique’s Power has one or more Keywords which enhance,
direct, or limit it’s uses. This is explained shortly.
After it’s Effect and Set have been manifested, the Technique has
expended its power and concludes. It can be used again to enhance another
action if it’s Cost is paid once more. Although only a single Technique may
enhance a given action, multiple Techniques (or the same Technique numerous
times) may be used on the same turn.
Keywords
Some powers or restrictions are common: these are grouped under Keywords
for ease of use. They appear under the Power heading. Here are some common
keywords:
Offensive: This Technique may only be used to
increase or create an Attack.
Defensive: This Technique may only be used to increase or create a Defense.
Versatile: This Technique may be used to increase or create an attack or defense
Sustainable: Techniques bearing this keyword can be sustained, like Skills.
Counterattack: These Techniques answer the foe’s attack with a deadly counter. If your Defense reduces the Attacker’s total to a negative result, the Technique inflicts Damage equal to the negative total to attacker.
For example, you’re attacked with a 38 result. Using a Counterattack Technique, your defense is boosted to an impressive 50. This reduces the attacker’s total to -12, so they’re walloped for 12 damage. Ouch!
Infuse: A Technique with this ability saturates a touched object with its cruel magic, poisoning it
On weapons or fists, this allows a strike to poison a target
More insidiously, food, drink and other consumables may be tainted so that those ingesting them suffer the effects of the poison
Infuse Techniques do not create attacks of their own; they only empower attacks. Because of this limitation, they can be used in conjunction with other Techniques. This is a special exception to the normal limit of 1 Technique per action.
Holy/ Unholy: These Techniques resonate with holy or unholy energy. They deal +1 Rank of damage to beings of the opposing type (Holy attacks smite Unholy creatures and vice versa). An unholy being cannot use a holy-keyword Technique, and likewise holy beings may not use unholy Techniques. They may still learn and teach them, however.
Levels of Technique
Each martial style has four levels
of Techniques, ranging from the easiest to master to the most difficult. These
levels are as follows:
Novice: The simplest and most direct Techniques. The forms that teach these
techniques are taught to the most promising students. Those whose quest for
self-mastery unlocks the dormant power of their Chakra learn how to focus their
Prana through the motions and unleash these maneuvers. They lack the
versatility and raw power of more advanced techniques but are still an
expression of pure will brought to reality by magic. Most styles have four of
these.
Expert: These more advanced maneuvers can only be mastered by those with the
potential for greatness. They offer incredible power; some martial artists are
known by their signature Expert-level Technique. Most styles have three such
Techniques.
Master: Learning one of these rarified Techniques is the mark of a master (hence
their name). Their wielders gain the power to achieve feats beyond the
capabilities of their lessers, literally doing the impossible. These Techniques
(and their masters) are respected and feared. Most styles only have two such
powers.
Ultimate: These Techniques offer power beyond the pinnacle of mortal achievement.
Those who
learn these maneuvers crave a might both dangerous and inhuman. These
powers once destroyed the world; what can be said of those who seek them, let
alone of those who master them? Complete styles have but one of these awesome
Techniques.
Breaking the limits of the Effect Charts
Techniques offer power beyond
their martial uses: they allow a mortal martial artist to surpass their earthly
limitations and achieve godlike feats. They do this by breaking through the
Rank limitations of the Effect charts. This works as follows.
Every mystical martial style
has a single skill (Power, Agility, Endurance, Senses, Intellect, Heart
or Spirit) which it may enhance with its Expert and higher-level Technique’s
Sets in lieu of providing its Power.
For example, rather than searing
a foe with the Violet Immolation Arc,
you may use it’s Set to perform a Rank 2 Agility action (or combine it with
some Effort dice to make an even higher-Ranked action).
- Novice Techniques, the weakest variety and easiest to master, cannot enhance skills this way unless their Power states that they can.
- Expert level Techniques may enhance the skill but are still bound to the limitation of 6 on the Effect charts.
- Master-level Techniques push this limitation, allowing up to Rank 7 effects.
- Ultimate Techniques unleash the full power of the effect charts, enabling terrifying Rank 8 effects.
In all cases, you must actually achieve the Rank to get
it’s result. Even if you unleashed an Ultimate Technique, it would only
create a Rank 5 Effect unless you combined it with other Effort dice. In this
way, you must fuse the most powerful magic with your character’s effort and
concentration to achieve the highest results.
Learning new Techniques
Characters gain power solely
through their mastery of new Techniques. The self-refinement and discipline
required to master ever more powerful Techniques refines their body and soul, broadening
and deepening their capabilities with each new move they learn.
Mechanically, characters gain
higher Degree as they learn new Techniques. The mix of Techniques necessary for
this, and what new powers this unlocks, is detailed later when we talk about
Degrees (p.XX)
In the meantime, let’s learn
how to get new moves.
Kharmic cost: to learn a new Technique, you must spend
accumulated Kharma equal to it’s Kharmic Cost. To characters, this represents
the fusion and refinement of their many struggles with destiny into a concrete
expression of its realization. To players, this is their payoff for many, many
scenes of entertaining (and sometimes difficult!) roleplay.
Training: As already mentioned under Montage Scenes (p.XX), it takes a full
Montage of training, self-reflection and practice to learn a new Technique.
Now, it’s entirely possible
that Orthogonal content, Zui consequences or just the twisted will of the GM
interrupts this training with something dangerous and exciting, like a disaster
or an enemy coming to seek their vengeance. This doesn’t interrupt your
training; as a matter of fact, it’s considered a part of the training.
At any time while you’re
dealing with this distraction, you can unleash the new Technique for the very
first time. Within the setting, these events of sudden and complete mastery of
a new Technique are called Moments of Clarity. We adopt that same nomenclature
out of game (because it’s cool).
Training Methods: There are two; Masters and Manuals.
Masters are characters that already know the Technique. They teach the student
it’s nuances and guide them through a training regimen over the course of the
Montage scene, ultimately culminating in the student’s mastery (or failure, if
they don’t have the Kharma handy to pay for it).
An important note about masters
is that they must willingly teach the student. Most will only do so for a
student they deeply trust on a philosophical or personal level. It’s not
impossible to coerce one, but ultimately, they must teach the Technique
willingly.
Manuals are written or recorded instruction that guide a student through the
nuances and training regimen. Unlike a master, a manual cannot be asked
questions, making them notoriously frustrating when the maneuver is unintuitive
or difficult.
However, a manual cannot refuse
to teach its lesson. In many cases, it is much easier to learn from a manual
than a recalcitrant master. The creation, passing, and theft of manuals is
common practice among the martial brotherhoods of the World of Ashes and
Ghosts.
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