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Post by Ryan M. Danks on Mar 27, 2014 22:00:06 GMT -8
There has been a lot of discussion about Jadepunk's Asset system. Mike Olson did a helluva job writing that for the book, and I'd like to explore them further. This thread will begin exploring Assets that are close to the themes of Jadepunk, but don't fit inside the default campaign. And then we'll get weird. We'll test everything from supernatural creature templates to popular super powers. My hopes for this thread are 1) to have a lot of fun, and 2) to help everyone get comfortable building Assets. Lets see just how far this system can go. Traditional Wuxia - super kung fu, "flying", and chi blasting someone into oblivion. Wuxia Magic - element bending, divine rotes, and alternatives for creating your own version. Elixirs, Potions, and Salves - everything you need to be awesome for a scene. Supernatural Creatures - ghost, vampires, and werewolves. Oh my! Zombies! - as allies of your own, or mooks to fight during the ZA.
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Post by Ryan M. Danks on Mar 27, 2014 23:28:33 GMT -8
I've had a few discussions with folks about doing traditional wuxia in Jadepunk - everything from super martial arts to chi powers. While supernatural abilities are not within the scope of the default Jadepunk campaign, it's part of one of the genres that the setting pulls from, and so it wouldn't be totally out of the realm of possibility to have them in your campaign as a house rule. So, I give you... Traditional WuxiaIn movies like Crouching Tiger, Hidden Dragon and Hero, you see martial artists running on water or on the tips of tree branches, affecting someone's chi with pressure point strikes, and even striking opponents ten feet away with nothing more than their invisible (sometimes) chi. How do we build these as Assets? Technique: Feather Foot TechniqueThis Asset is used by martial artist to get around their terrain without regard for obstacles in their way (even flying over them, if need be). Narratively, it is defined as the ability to use qigong to make oneself lighter than whatever they are running or standing on. Guiding Aspect: Lighter Than Air QigongFeatures: Exceptional (as long as there is a way over, under, or through an obstacle in your path, you can ignore its effects on your movement - you still have to move through every zone you cross normally) Flaws: Situational (if you end your action in the air, without hanging or standing on something, you begin to fall), Situational (only when using a free invocation on a Qigong-related aspect, for channeling your chi or similar such narrative excuse for mocking the laws of gravity) Refresh Cost: 1 Technique: Five Finger Palm Exploding Heart TechniqueThis Asset was made famous in the movie Kill Bill. It's a derivation of the notorious dim mak, a technique where the aggressor strikes their opponent and several minutes (or days) later the opponent drops dead. Guiding Aspect: Master of Dim MakFeatures: Harmful 4 Flaws: Situational (affects the target once the scene ends) Refresh Cost: 2 Technique: Hadouken! This Asset requires some of ye' old Fate narrative justification. Fortunately, your guiding aspect will handle that just fine (it can even do it with two hands tied behind its back). This technique allows you to project your chi at an opponent in a most harmful manner (don't forget the really important elements required for the proper execution of this technique: soul scream, describe the air around you swirling about, and then calling out the technique's name as you execute it). Guiding Aspect: Death By KiFeatures: Harmful 3 Flaws: Demanding 2 (requires a Fair [+2] Scholar roll to channel all that chi, and a full action to "charge up") Refresh Cost: 1 Alternative Build (just another way to simulate the "supercharge" effect) Guiding Aspect: Death By KiFeatures: Harmful 2 Flaws: Situational (You must invoke your guiding aspect) Refresh Cost: 1 Notes: This version allows you to spend time stacking invocations on your guiding aspect and then invoking them all for a massive blast, bettering your chances of tapping your full Harmful rating (since Harmful doubles shifts, not add to them like traditional Fate Core weapon ratings). Technique: Iron Shirt Training Last but certainly not least is the ever famous (and painful) Iron Shirt Training. Now, you can practice this by hitting things against your body (I wouldn't recommend it), or by meditating everyday to build up a protective layer of chi on the surface of your skin, but never actually testing it (much safer). Either way, you'll become impervious to the blows of your opponent (not really). Guiding Aspect: Master of QigongFeatures: Protective 2 Flaws: Situational (you must know the blow is coming in order to use this technique) Refresh Cost: 2 Design NotesIron Shirt and Dim Mak are both representations of techniques that have been trained beyond their starting values (having 2 refresh instead of only 1). They could have either been bought up to their current level with refresh, or they could have possessed more flaws at creation (beginning play at the level which they are shown here) and bought them off when they spent that second point of refresh. While Dim Mak and Iron Shirt have some basis in reality (don't be that person that tries this stuff at home...), and thus could potentially have a place in a normal Jadepunk campaign, the others are not likely to make an appearance unless you home-brew it. Martial arts in Jadepunk are based on movies like Fist of Legend, The Legend of Ip Man (so many "legends"...), and Fearless (yes, I know two of those are Jet Li movies; no, I don't care - Jet Li is awesome!). Thus, they are more realistic than the "super martial arts" seen in some wuxia movies, but hopefully this post gives you some idea as to how you can implement them into your campaign (but doing so comes at a cost - jade will have less of an impact in your game, and so it won't feel as important when it comes to the setting being all about it; that's something you'll have to address around your table).
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Post by Ryan M. Danks on Mar 28, 2014 11:34:11 GMT -8
We'll continue our exploration of Assets by delving into... Wuxia MagicTypically seen as the realm of more Tolkien-esque fantasy, the wuxia genre has had many various systems of magic throughout the long history of the genre. Every story handles it differently, but it usually revolves around three things: religion or the "spirit realm", the five elements (different for each culture), and death and blood. There are others, like mental powers, but these are by far the most common. There is also a lot of overlap between these magic systems and traditional wuxia martial arts in many stories. Where this is prevalent, I'll try to include it. For simplicity (because I don't have the time or wherewithal to do an in-depth example of every magic system every used), I'm going to focus on two somewhat established systems for this post: Element Bending and Divine Sect Magic. I'll also include examples on how to tweak the systems for alternate methods of use. So lets get into it... Technique: Element BendingThis Asset represents the chi-link that an individual has with a certain element. Channeling your element requires some kind of action, like performing a martial arts maneuver (Avatar) or asking the spirits within the element to act for you (shugenja). Guiding Aspect: Master of <Element> Features: Exceptional (your actions can affect everyone in the same zone) Flaws: Situational (only related to use of your element - water benders can't use their social actions on an entire zone, for example), Situational (<the action required to perform your magic, like performing a martial arts maneuver or having a quiet spot to pray to the kami>) Refresh Cost: 1 Notes: The above assumes that your guiding aspect gives you justification to control the element. It's a narrative thing, so your doing so justifies certain actions (like being able to roll Explorer to jump from one airship to another with a great, wind-thrusted leap). Mechanically, it doesn't actually change anything. The only mechanical "cost" for that is the aspect you dedicated towards that ability (that's enough at my table). If your table requires that you have more cost associated with elemental magic, add another Exceptional feature to the Asset. Something like: Exceptional (can manipulate and move <element> for a variety of effects). This increases the cost for the ability to be a bender, but it also means that the character is essentially wasting a point of refresh to be able to narratively describe what it is they want to do. Mechanically, they are doing the same things as everyone else at the table: overcoming, creating advantages, attacking, and defending. It's my opinion that if none of the mechanical fiddly bits change, then neither should the cost for doing so. Aspects, after all, are always true. Technique: Divine Sect MagicThis Asset is typically used to represent various curses and blessings that you place on your targets. They typically come from some pantheon of gods, a spirit realm, or demons. Guiding Aspect: Servant of <pantheon/spirit/demon>Features: Focus 2 (Scholar +2) Flaws: Situational (only when creating Blessing or Curse-type advantages) Refresh Cost: 1 Notes: Again, this magic uses the incredible narrative power behind aspects. You can create an advantage (which exists until it no longer makes narrative sense, which could be quite a long time unless overcome). When you want the blessing or curse to take effect, invoke it!
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Post by Ryan M. Danks on Mar 28, 2014 18:15:03 GMT -8
We've touched on the magic of wuxia, but what about the magic from that other Jadepunk inspiration. These could all be found in the default setting, but I don't believe we left any examples in the book (we were saving that for the Jadetech Expansion). It should make an appearance here for thematic reasons. FREEBIE! Elixirs, Potions, and SalvesWe're not selling snake oil here. This is the real deal. Put on yer spectacles, grab yer mortars, and lets get cookin'! The builds below have temporary Assets in mind. If these are permanent on your character, consider giving them the Troubling, Limited, or Demanding Flaws to account for not having an unlimited supply that you can use from round-to-round. Device: Healing SalveThese are a mainstay of just about any fantasy fiction. The salve/elixir/potion of healing, health, and vigor. Drinking/applying it will not only make your healthy, but your hair will be thicker, you skin shinier, your bank account will overflow, members of the opposite sex will find you irresistible...it's not a bad deal, folks! Function Aspect: Blue Jade Potion of HealthFeatures: Focus 2 (Scholar +2) Flaws: Situational (when making recovery checks) Refresh Cost: 1 Device: PoisonNothing says, "we're through" like a good poison. Slip this into your mate's Naramel coffee and you'll be free of endless annoyance...that annoyance anyway...the city watch is bound to discover what you did...and they can be annoying, too. Function Aspect: Deadly ConcoctionFeatures: Harmful 2 Flaws: Situational (must be ingested) Refresh Cost: 1 Device: Elixir of Everlasting VigorRelated to our first product, but EVEN MORE POTENT! The Elixir of Everlasting Vigor is truly a spectacle to behold. Long has mankind sought the fabled fountain of young living and unagingness. Now you have it in the palm of your hand. But don't drink it! You have to pay first. Function Aspect: Green Jade Potion of VigorFeatures: Focus 2 (Explorer +1, Fighter +1) Flaws: Situational (must be ingested) Refresh Cost: 1 Design NotesThat's it for this one. It's pretty straightforward. You can make these a million ways from Sunday. In fact, everything from previous posts (and future ones, most likely) can be called an elixir, potion, or salve if it's built as a temporary device. For instance, the White Jade Elixir of Feather Feet is perfect, and default setting appropriate, to give one the use of the Feather Foot Technique from the very first post - Traditional Wuxia.
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Post by Ryan M. Danks on Mar 29, 2014 12:56:21 GMT -8
One area that's always popular in RPG systems are supernatural creature templates. As far as Jadepunk is concerned, this is outside the default setting, but not outside the realm of possibility if that's the direction you want to take your campaign. There are plenty of examples in both Western and Asian fiction of... Supernatural CreaturesSome are human made into monsters, some are monsters who can take the form of humans. I'm going to focus on the obvious ones here: vampires, werewolves, and ghosts (witches and mages should reference wuxia magic). Notes: We're beginning to get into areas where we have to define different types of Assets. While a supernatural creature template could technically be a technique, that doesn't really capture the feel of what we're doing. Instead, lets be simple and just use "Creature Template". We'll still keep the overall structure of a technique, except that there is no limitations on Features or Flaws (as long as it makes sense). Many of these have flaws that only apply to a single Feature, while others apply to the entire Asset. It's all based on the narrative. If the narrative says that werwolves only get their abilities under the full moon, then that applies to the Asset as a whole. If the narrative says that vampires only get a Scholar bonus while using their senses, then that doesn't apply to their other Features, obviously. Were we to write a monsters game, the structure would obviously change to make this easier to understand. If you prefer, you can extract these template elements out and place them in separate Assets. image by velinov (DeviantArt) Creature Template: GhostGhosts can walk through walls, turn invisible, and ignore physical damage. Some of them have other abilities, like super senses, the ability to possess and individual, or teleport between locations. Guiding Aspect: No Longer Of This WorldFeatures: Exceptional (can't be seen), Exceptional (ignores obstacles and barriers on movement), Exceptional (can't be harmed by physical damage) Flaws: Situational (<define a means by which the ghost can be summoned, and thus seen>), Situational (<define a substance that can harm ghosts in the setting>) Refresh Cost: 3 Notes: Ghosts are likely to have a few aspect Features. I omitted them here because those are fairly specific to the setting. Just make sure that your guiding aspect doesn't already cover what you're building there. image by zolaida (DeviantArt) Creature Template: VampireThere are as many types of these as there are stories about them (and there are far too many vampire stories out there). This is meant to be the basic type that most settings agree on. Guiding Aspect: Undead BloodsuckerFeatures: Focus 2 (Scholar +2), Focus 4 (Explorer +2, Fighter +2) Flaws: Situational (bonus to Scholar only works when using your senses), Troubling (Bloodlust), Weakness (sunlight) Refresh Cost: 2 Notes: This is the basic fast, strong, tough, and perceptive vampire. Focus is written twice because the first one is governed by the Situational Flaw. The other is bought with other Flaws and refresh. Weakness is a new Flaw that is used to deal damage to vampires from a normally harmless substance (they Defend against attacks from the sun - just give the sun a Competence Rating based on the amount of exposure, see Jadepunk pg. 120 for information on Competency Ratings). Creature Template: WerewolfChange "wolf" to any other creature, if need be. Again, this is a creature type that has many different implementations in fiction. This version is meant to be a baseline that you can tweak for your own purposes. Guiding Aspect: Lunar ShapeshifterFeatures: Focus 2 (Scholar +2), Focus 4 (Explorer +2, Fighter +2), Harmful 2, Protective 1 Flaws: Situational (bonus to Scholar on works when using your senses), Situational (only under the full moon), Situational (traits from this Asset don't work when defending against silver) Refresh Cost: 4
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Post by Ryan M. Danks on Apr 3, 2014 18:23:41 GMT -8
While we're on supernatural creatures, how about some Zombies?Here's the thing with zombies: they aren't Assets. At least, not how I would handle them in a game. Now, they could be Ally Assets if you're playing a necromancer or some such who summoned up a horde of the undead, but more than likely they're a mass of shambling mooks about to eat everyone in your group. So, I'll write up both. So here's a bonus group of mook zombies for you to fight, along with a build of them as Assets for your to summon up to fight for you. (You're gross. Okay? Seriously, you shouldn't play with dead things.) Image by Alex Fechner Ally: Zombie HordeThis Asset is used to have your own personal horde of zombies. Better cut their jaws off, or they just might come after you next! Function Aspect: The Living DeadFeatures: Asset ( Corrupting Bite), Professional (Fighter +1), Resilient (1 Mild Consequence), Sturdy (One Stress Box), Talented (Technique: Harmful 1) Flaws: Troubling ( Dumb and Slow) Refresh Cost: 1 Notes: These are your run of the mill zombies. They don't go down easily (because they're allies), they have a strong bite or claw scratch, and they're not that fast. Corrupting Bite gives you all kinds of justification for creating advantages against enemies who have been bitten by them, potentially turning them into zombies themselves, if they're taken out. (Is there a cure in your setting?) If you want your own shambling horde, apply the Numerous Feature. Mooks: Zombie HordeIf you need a bunch of zombie minions to threaten your PCs, this is the way to go. Portrayal: The Living DeadNeed: Brains!Secret: Aim For The Head!Trouble: Slow And DumbCompetence Bonus: Average (+1) Assets: Strong Bite; Type: Technique; Guiding Aspect: The Living Dead; Features: Aspect ( Corrupting Bite), Harmful 1 Stress: 1 for every two zombies in the horde. Notes: Much of this is repeated from the Asset above. The Troubling Flaw was moved onto the zombie itself, because that's where it belongs (this is also a demonstration why Troubling is not an appropriate Flaw for a Technique: the character would suffer the consequences of the Flaw, not the Asset, so it should be on the character; I'll be covering that in an upcoming video).
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kroh
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Post by kroh on Apr 4, 2014 23:05:16 GMT -8
I love me some ZOMBIES! Especially Wuxia Jade smashing Sohei charging zombies. Very cool ways to use the Assets in Jadepunk.. Thank you for posting!
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Post by jacobpossin on Apr 10, 2014 0:39:00 GMT -8
h'okay, I was thinking about a couple of cool powers, but I was uncertain how to make them. How would you do something that transfers damage or someone else? Is it even possible? I want to say it should be, but I can't parse it.
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Post by linchong on Apr 10, 2014 6:37:29 GMT -8
Sounds like you'd need the Exceptional feature. That lets you break the rules.
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Post by Ryan M. Danks on Apr 11, 2014 13:58:36 GMT -8
Are your transferring to an Ally, or to another player?
If an Ally, I'd add the Exceptional Feature (Bodyguard, can take damage for a PC...something or other) to the Ally. If to another player, I'd use something similar, but require that the other PC be a willing target.
If you're transferring damage to a villain, like reflecting an attack somehow, then I'd use Harmful X and Exceptional (can use shifts scored on a defend roll with Harmful to reflect damage back against the attacker or another target of your choice) with the Situational Flaw (only with the Defend action).
Or something like that.
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