You are on page 1of 26

WEAPONS OF BODY AND SOUL

a game of martial mastery and high


energy action

BETA Document 1.51


(The pretty version: Now with placeholder imagery)
WHAT IS THIS AND WHY WHAT DO I NEED TO PLAY?
To play WBS, you need a few things.
WOULD I PLAY IT? The rule book (this)
Weapons of Body and Soul (WBS) is a combat focused A character sheet to keep track of your character
Roleplaying Game designed for players with at least an A number of polyhedral gaming dice. Ranging from D2-
intermediate level of experience. If you have not had much D12. Having multiple of each will be beneficial.
experience with RPGs you may have difficulty understanding
some mechanics in this game. It is recommended to have 5D6 available for each player,
If you have played other RPGs, you may find this to be and 5 of each other size for the group.
different from what you normally expect. Having a gaming mat and miniatures will also assist in
The focus of the game is on being a Martial Artist in a land playing the game.
of mythology, where demons and beasts reign and humans
can manifest the energy of their spirit to defend themselves. WHAT ARE THE BASICS?
While the primary focus of the game is on combat, the end The core mechanic of WBS uses a Dice Pool, which is one or
goal is not about gaining loot. It is about mastering your skills more dice rolled at the same time. The size of the Dice Pool
and learning to overcome challenges, becoming greater than is determined by the amount of ranks you have in the relevant
you were and achieving your goals. skills. The Dice Pool is then rolled, adding your Roll Modifier
While it is a combat focused game, you are not required to to the rolled result. This is your Final Result.
play a fighter. There are rules in place to play other kinds of Whenever a situation comes up that has a chance of
characters. This includes a diplomat, or a skill specialist such failure, players will need to roll some dice. This roll is
as an engineer, an inventor, or a smith. referred to as a Skill Check, and will determine success or
WBS emphasises three main design goals. failure. To determine if your Skill Check was a success or
Realism and accuracy. failure, the Final Result is compared to a difficulty number.
Skill focused gameplay, with high skill trumping high The difficulty number is either:
attributes. A static number determined by the GM, based on the
Tactics in combat, including reasons to use weaker intended level of difficulty.
attacks, or to fight at less than your full capacity. A variable number determined by an opposed roll. An
Realism and Accuracy: By doing things such as opposed roll is an opponent rolling their own Skill Check.
separating attacks into separate skills and using the WBS
initiative system, we were able to get feelings of accuracy to WHAT MAKES A ROLL?
real life combat during gameplay. This adds a level of tactics Dice Pool: The amount of dice you roll when making a Skill
to combat, making you decide when it is the opportune time Check or Damage Roll.
to use the various attacks and actions, as well as how much Minimum Pool Size: A Dice Pool will always contain at
you should exert yourself. least 1 die. If you do not have ranks in the relevant skills, you
Skill focused: By using the skill system in the way we roll 1 die and do not add an Attribute to the Roll Modifier.
have, we were able to make skills become more important EXAMPLE: A peasant makes a Closed Fist Jab at the
than naturally high attributes of a character. Even the drunken lout in the tavern. The peasant has 2 ranks in Closed
weakest man, with the right training, is capable of felling the Fist, and 2 rank in Jab. 4 ranks is enough to add 2 die to a
strongest opponent, or overcoming the greatest obstacles. Skill Check, so the peasant rolls 2d6 for his Attack Check,
Tactics: By using mechanics for things like resource and then adds his Roll Modifier (DEX) to the roll. The
management of energy, action speed in battle, and variation drunken lout attacks back with the same attack. Having only
between types of attacks, combat is made to be more tactical 1 rank in each, he rolls 1d6 for his Attack Check, and then
than some other games. adds his Roll Modifier (DEX+1)
Roll Modifier: The total value of static numbers that is
WHERE AM I PLAYING? added to the rolled result of your dice pool, giving you the
WBS is focused on Martial Arts in a wire-fu/Xianxia style Final result. By default, this is equal to an appropriate
setting. This is similar to Shonen manga such as Dragonball attribute.
and One Piece, or movies like “Crouching Tiger, Hidden *EXAMPLE: The peasant in the previous example adds a
Dragon”. Primarily, characters will find themselves Roll Modifier to his Attack Check. The Roll Modifier is 3 (His
wandering plains, mountains and forests. Encountering DEX). This is added to the rolled result of the 2D6.
villages that need help, beasts hungry for a meal, a villain on Skill Check: The most common type of roll that is used in
his way to power, or perhaps even a demon with nefarious WBS. It is used for determining success or failure when
plans. While the setting is mostly based in what you would using skills. This includes attacking and defending. A Skill
find in old Asian fables, that is not the only setting possible. If Check Dice Pool contains 1 die plus 1 extra die for every 3
the players desire, WBS can take place in a modern setting, ranks past 1 total from the skills being used. Skill Checks use
or even a futuristic setting. a D6 by default.*
Attack Check: A specific type of Skill Check used in combat. Wild Effort: The opposite of Controlled Effort. When
It is used to determine the success or failure of an attack. determining your Dice Pool, you may declare a Wild Effort.
Unless stated otherwise, an Attack Check uses DEX. When you do so, you lower your Roll Modifier by (1+1/2
Defense Check: A specific type of Skill Check used in Highest Die result). You may do this multiple times until your
combat. It is used as an Opposed Check to determine the Roll Modifier is at a value lower than what you can spend on
difficulty of an Attack Check. Wild Effort. For each time you lower your Roll Modifier, you
Damage Roll: The second most common type of roll used add 1 die to the Dice Pool. You may lower your Roll Modifier
in WBS. It is used to determine the damage a character or to 0.
object would take after successfully being hit by an Attack EXAMPLE: Your Skill Check has a difficulty of 21. You are
Check. A Damage Roll Dice Pool contains 1 die, plus 1 extra rolling a Dice Pool of 2D6 and have a Roll Modifier of 9. To
die for every 4 ranks in the skills used for the Skill Check. succeed, you will need at least 1 die to result in a 6 and no die
Damage Rolls will use different sizes of dice depending on resulting in a 1. You declare you are using Wild Effort and
the Attack Check leading up to it. These can vary from D2 in remove 8 (1+3 for each D6) from your Roll Modifier. This
one Damage Roll to D12 in another. gives you a final Roll Modifier of 1, and a Dice Pool of 4D6.
Backfire: When making a Skill Check, if any die comes up
as a 1, you must remove the highest rolled die, determined
before Explode is declared. This is repeated for each other WHO AM I?
die resulting in 1. If you remove a die that rolled a 1 that has When creating your character, the first thing you do is decide
not yet activated Backfire, it does not Backfire. A Backfire die on the concept of your character. This will be used as a
can remove itself if no other dice remain in the pool. An guideline for determining where to spend character points.
Intensified die does not Backfire if it rolls a 1. The character concept will contain information such as:
EXAMPLE: You roll a Skill Check resulting in results of
1,1,6,1. You have three results of a 1. The first 1 removes the Motivation. Your character’s reason to adventure, train,
highest result, the 6, leaving you with results of 1,1,1. The and explore. Why do they do the things that they do?
second 1 removes the next highest result, another 1. Since Beliefs. Your character has beliefs in various things.
the third 1 was removed, it does not remove another die. Your Superstitions, moral codes, religion, and diet are
final dice results are 1,1. examples of beliefs.
Explode: When making a Skill Check, any die that rolls in Flaws. Every character has flaws. These may be as
its Explode Range will Explode, using the Intensify option. specific as “Fear of snakes” or as vague as “Eats a lot”.
When you Intensify, take note of the value already rolled, then While flaws do not have any mechanical impact, they will
roll the same die again. Add the new number that you rolled still make an impact on how your character plays. A
to the value already rolled. The Intensified die may also flawless character is a boring character.
Explode. Optionally you may add other details such as:
EXAMPLE: You roll a Skill Check that gives you dice
reading 6,2,6. You have two results of a 6. Both dice get History. Your character had events happen to them prior
rerolled , resulting in 2,1. The 2 gives a result of 8 for that die. to the start of this adventure. Who was their family?
The 1 does not Backfire, as it is a rolled result of 7, not 1. Where did they work? How were they raised? What
Your final dice results are 8,2,7. significant events lead to where your character is now?
Explode Range: By default, the Explode Range of a die is Trinkets. Your character has something in their pocket.
equal to the highest face value. Some effects in the game may What do they always want to carry on their person? What
alter this value. do they normally carry but may have forgotten? What are
Controlled Effort: When determining your Dice Pool, you things that don’t really do anything, but they will never
may declare the use of Controlled Effort. When you do so, leave home without?
you remove one or more dice from the Dice Pool. For each The starting character points for an average human is 150.
die that you remove, add an amount to the Roll Modifier Your character will usually be above average, so it is
equal to half of its maximum result. You must always have at recommended to start at 175 – 200 character points.
least 1 die left in the Dice Pool to roll. The GM has the final say on how many character points a
EXAMPLE: Your Skill Check has a difficulty of 12. You character is built with. As a general rule of thumb, more
have a Dice Pool of 3D6 and have a Roll Modifier of 3. To points make stronger characters, though this is not always
succeed, you need to roll a total of 9 or higher on the 3 dice. the case.
You declare that you are using Controlled Effort and put aside
2D6. This gives you a Roll Modifier of 9 (3 from your
Attribute+3 from each die). Putting aside the third die would
give you a Roll Modifier of 12 but a Dice Pool must always
contain at least 1 die. To succeed, you only need to roll a 3 or
higher on the remaining D6.
EXAMPLE: You have a Willpower of 5 and a Strength of 2.
CREATION EXAMPLE: The GM decides that his Your Health is 3. This gives you a HLTH of 10. To increase
player, Rob, will have 175 character points to your HLTH to 11 will require either
spend. Rob is going to make the character Asura,
Thousand Hand Blur. Rob pictures Asura as a fast Spending 4 character points to increase Strength to 3
character that is able to get off multiple attacks in Spending 7 character points to increase Willpower to 6
the blink of an eye. First, Rob thinks about Asura's Spending 4 character points to increase Health to 4.
History and Motivation and decides that he was
raised in a monastery. Having witnessed demons Energy Attributes
attack, he was ashamed that he could not act fast are your characters energy reserves, usually used to enhance
enough. This led him to wanting to become the your natural capabilities. Your character has 2 Energy
fastest in the land, to defeat any opponent no Attributes. These do not have a BV or AV.
matter how fast or far away they are. Asura spent Vigour: A reserve of physical energy which may be used to
most of his day to day life training and helping out enhance your physical capabilities.
around the monastery, as all the young ones did. Chi: Spiritual energy which may be used and manifested
The stagnation of day to day life led to restlessness.
This is why Asura travels. Next, Rob thinks about
into potentially devastating attacks, or as a barrier.
Asura's Beliefs. Asura believes that every human Core Skills
has the right to live, and with time can accomplish
great feats. Asura does not believe in things such
are categories of related trainable talents and capabilities.
as ghosts and spirits, and feel they are explainable
Your character has 21 Core Skills. Core Skills can only be
via mundane means. Last, Rob thinks about Asura's increased by purchasing ranks in Sub Skills.
Flaws. Because of his History and his Beliefs, Asura Combat: Weapon Types (Arm/Leg/Melee/Ranged), Strike
will go out of his way to help others in need, even Types, Combat Maneuvers, Defenses
putting himself at risk of harm. Physical: Athletics, Stealth
Energy: Vigour Manipulation, Chi Manipulation
Social: Talking, Etiquette
Mental: Electronics, Chemistry, Craftsmanship, Academic,
WHAT AM I? Biology, Supernatural, Martial Knowledge, Senses
Once you have determined your character's concept and Sub Skills
flavour, you then spend character points to determine the are specific trainable talents and capabilities. Your character
mechanical side of your character's capabilities. has access to a number of Sub Skills. These are improved by
Your characters capabilities are primarily made up of 3 purchasing ranks in the individual Sub Skills. Each rank
components. Attributes, Skills, and Techniques. Each increases the Sub Skills BV by 1.
component is broken down into smaller sections as detailed Starting Value: All skills start at a BV of 0.
below. Point Cost: Purchasing a Sub Skill Rank costs character
Primary Attributes points equal to Current BV + 3.
are the core of your character's untrained capabilities. Your Max Value: You can not purchase more than 10 ranks in a
character has 8 Primary Attributes. These are divided into 4 Sub Skill.
physical and 4 mental. Active Value: All Sub Skills have an AV of BV+Core Skill
Physical: Strength (STR), Constitution (CON), Dexterity BV.
(DEX), Agility (AGI). EXAMPLE: You have 3 ranks in Hide (Sub Skill), and 1
Mental: Intelligence, Willpower, Wisdom, Perception. rank in Stealth (Core Skill). When you use Hide in a Skill
Starting Value: All Primary Attributes start at a BV of 1. Check, it has an AV of 4.
Point Cost: Increasing a Primary Attribute costs character
points equal to current BV + 2.
Secondary Attributes
are specific uses of your character's untrained capabilities.
Your character has 4 Secondary Attributes.
Health (HLTH) Stamina (STAM) Reflexes (REF) Speed
(SPD)
Starting Value: All Secondary Attributes start at a BV of 0.
Point Cost: Increasing a Secondary Attribute costs
character points equal to current BV + 1.
Base Value: A Secondary BV cannot be increased higher
than the average BV of the Primary Attributes it connects to.
EXAMPLE: You have a Constitution of 5 and a Willpower of
3. The average of these two Attributes is 4. This means that
Stamina can not have a BV higher than 4.
Active Value: All Secondary Attributes have an AV of BV +
Primary Attribute BV (or AV when listed).
Many aspects make up a character
ATTRIBUTES SECONDARY ATTRIBUTES
Health: A value representing the total damage your character
The average human has a Base Value of 3 in their Primary can take before going unconscious. Uses Strength +
Attributes. Each attribute has various basic functions. Willpower.
If an Attribute is reduced to 0 or lower, it applies the Stamina: A consumable resource representing your
negative value to all appropriate Skill Checks, even if character’s ability to stay conscious and remain active under
Untrained. stress. Uses Constitution + Willpower.
NOTE: This is not a comprehensive list. The Attribute Reflexes: Acts as your character’s initiative in a round. Your
applied to a Skill Check will change depending on how the Reflexes determines when you act as well as how often you
challenge is approached. can act in a round. Uses AGI + Wisdom.
PHYSICAL Speed: Determines how many meters your character can
Strength: A measure of your character’s physical might. move on foot per Movement action. This has a value of 1 plus
Functions: Applying brute force. Your maximum Lifting 1 for every 2 you have in AGI above 1 (3,5,7 etc).
Capacity. Combat. EXAMPLE: Rob’s character, Asura, has an AGI of 5. This
Lifting Capacity: The most your character can lift gives him a Speed of 3. Asura may move up to 3 meters per
deadweight with two hands is 25KG, with an additional Movement action.
25KG for each point in STR. Halve this value if using one ENERGY ATTRIBUTES
hand. Vigour: A pool of physical energy that is expended when
Secondary Attributes: Health. using Physical Attributes and certain Special Techniques.
Constitution: A measure of your character’s physical Vigour also affects the AV of Physical Attributes.
resistance to outside influences, such as disease, fatigue, and By default, the pool is equal to 2 * (Ranks in Vigour Sub
damage. Skills + Physical Primary Attributes).
Functions: Endurance. Physical resistance. Damage Chi: A pool of spiritual energy that fuels Special
Reduction. Techniques. With training, it may be manifested externally.
Damage Reduction: The default Damage Reduction of a By default, the pool is equal to 10 * (Ranks in Chi Sub
character is 1 per point in CON. Skills + Willpower).
Secondary Attributes: Stamina.
Dexterity: A measure of your character’s nimbleness,
mobility and precision. CREATION EXAMPLE: Rob decides that Asura's
Functions: Sleight of hand. Stealth. Finesse. Acrobatics. main attributes will be Dexterity and Agility. Mental
Combat. capabilities are not as important, although the
Agility: A measure of your character’s movement speed ability to hear screams is.
and speed at which you react. Rob chooses to increase Dexterity and Agility to
Functions: Dodge. Running. 6, well above average, costing 25 points each. 50
total for the two attributes.
Secondary Attributes: Reflexes. Speed. Rob also realises that while it wasn't focused in,
MENTAL Asura would still be stronger than the average
person, increasing Strength and Constitution to 4.
Intelligence: Represents your character’s ability to These cost 12 each.
comprehend situations and retain information. Combined with the points from Dexterity and
Functions: Extended knowledge checks. Ability to Agility, 74 points have been spent so far.
memorise. Learning over a period of time, such as learning Rob feels that Asura doesn't care so much for
from books. mental capabilities or spirit power, so decides to
Willpower: Represents your character’s force of will and set Intelligence, Willpower and Wisdom below
ability to resist mental manipulation. Mental Constitution. average at 2.
Functions: Opposed mental checks. Mental resistance. Perception is more important for Asura as he
Social checks that involve enforcing your will. needs to see opponents and hear calls for help.
Secondary Attributes: Stamina. Health. This is set to 5, again significantly above average.
Wisdom: Represents your character’s ability to discern In total Rob has spent 101 points on attributes,
facts and features in a short amount of time. Application of leaving 74 for skills.
knowledge.
Functions: Reactionary Knowledge checks. Common
sense. Learning over a short period of time, such as watching
a fight.
Secondary Attributes: Reflex.
Perception: Represents your character’s capacity to
perceive things using the senses.
Functions: Sight. Touch. Hearing. Smelling. Taste. Energy
sense.

SECONDARY ATTRIBUTES
BASE/ACTIVE/EXPANDED VALUES
CREATION EXAMPLE: Rob decides that Asura will
Your Attributes all have a Base value (BV). The BV is your
have a focus on the quickest Hand Style, Open
Attribute's Value written on your character sheet that you have Palm. He purchases 3 ranks in Open Palm, costing
purchased via character points. When referring to the BV of an 12 points. He also purchases 1 rank in each of the
Attribute, the name of the Attribute will be written in full. two other hand types, costing 3 points each. Asura
Physical Primary Attributes, Secondary Attributes, and Sub
knows the basics of all of them. Rob has now spent
18 points in skills. As there are now 5 ranks in the
Skills have an Active Value (AV). Core Skill “Weapon Types (Hand)”, all three Hand
The AV is a temporary change to your attributes or Strikes get +1 rank when being used. Since Asura
capabilities. When referring to the AV of an Attribute, it will be focuses on quick strikes, he spends a few more
written in shorthand. The shorthand can be found written in points in Jabs, purchasing 3 ranks. He also
purchases 2 ranks in Straight. Heavy and Hook are
parentheses next to the Attribute listed. Physical Primary
too slow. For Defense, Rob purchases 3 ranks in
Attributes also have an Expanded Value (EV). The EV is equal the Dodge skill, enough to use it by itself. It is a
to (Current Vigour/4). When using a Physical Attribute, the AV small defense but better than none. This costs 12
you may use is determined based off whether the EV is higher points. In total, Rob has spent 101 points on
or lower than the BV. If EV is higher, you may use an AV up to Asura's Attributes and 49 in combat skills. Leaving
just 15 points. Rob decides to spend the rest of
EV but not lower than half way between the BV and EV. If EV is
the points to get 1 rank in each of the Martial
lower, you may use an AV anywhere between EV and BV. When Knowledge Sub Skills. Having been in a monastery,
determining the Vigour cost of using Physical Attributes, use Asura knows the basics of Martial Analysis. This is
the following formula: AV - (1/2 BV). This is written in more enough to get a Core Skill rank as well.
detail in the Chapter (Energy Use).
The AV for Secondary Attributes and Sub Skills are
determined differently. These are detailed in the Secondary
Attributes and Sub Skills sections. " Asura, Thousand Hand Blur" has a final look at
creation of:
PRIMARY ATTRIBUTES
WHAT CAN I DO? Strength - 4
Constitution - 4
Skills come under one of two categories: Core Skills or Sub Dexterity - 6
Skills. Agility - 6
CORE SKILLS Intelligence - 2
A Core Skill is a category for related Sub Skills. Each Core Wisdom - 2
Skill has a group of Sub Skills written underneath it. Core Willpower - 2
Skills cannot have ranks added directly. A Core Skill instead Perception - 5
gains 1 rank for every 5 ranks in total its Sub Skills have. SECONDARY ATTRIBUTES
Ranks in Core Skills are added to the ranks of the Sub Skills Health - 6
when determining the size of the Dice Pool used in a Skill Stamina - 6
Check. Speed - 3
EXAMPLE: Under the Core Skill "Strike Types" you have Reflexes - 8
the Sub Skills Jab, Straight, Strong, Hook. Jab has 3 ranks. Vigour - 40
Straight has 2 ranks. Strong has 2 ranks. Hook has 3 ranks. Chi - 20
In total, this makes 10 ranks. This gives the Strike Types SKILLS
Weapon Type (Hand) - 1
Core Skill 2 ranks. These 2 ranks are added any time you Open Palm - 3
would use the Sub Skills Jab, Straight, Heavy or Hook. Snake Fist - 1
SUB SKILLS Closed Fist - 1
A Sub Skill is a specific skill found amongst a group of Strike Type - 1
related skills, the Core Skill. Sub Skills are increased by Jab - 3
purchasing ranks with character points. Ranks in Sub Skills Straight - 2
are used to determine the size of the dice pool. You may not Defenses - 0
purchase more than 10 ranks in a Sub Skill. Dodge - 3
ENERGY MANIPULATION SKILLS Martial Knowledge - 1
Energy Manipulation skills are a special type of Sub Skill. Stances - 1
When purchasing ranks in Energy Manipulation skills, they Techniques - 1
have additional effects on top of just increasing a dice pool. Physical Analysis - 1
For each rank you purchase in Energy Manipulation skills, Tactics - 1
they will also affect your options when using Vigour or Chi. Focus - 1
You may purchase more than 10 ranks in Energy
Manipulation Skills, however no Sub Skill may apply more
than 10 ranks to a Skill Check.
* Energy Perception is only available under GM discretion. It
SKILL LIST
COMBAT
CORE SKILL SUB SKILLS
WEAPON TYPES (ARM) Closed Fist, Open Palm, Snake Fist
WEAPON TYPES (LEG) Heel, Front, Shin
WEAPON TYPES (MELEE) Short, Medium, Long
WEAPON TYPES (RANGED) Gun, Bow, Thrown
STRIKE TYPES Jab, Straight, Strong, Hook
COMBAT MANEUVERS Trip, Grapple, Disarm, Tackle, Linking
DEFENSES Dodge, Block, Parry

PHYSICAL
CORE SKILL SUB SKILLS
ATHLETICS Acrobatics, Balance, Endurance, Run, Climb
STEALTH Hide, Sleight of Hand, Sneak, Quiet, Misdirection

ENERGY
CORE SKILL SUB SKILLS
VIGOUR Efficiency Strength, Efficiency Constitution, Efficiency Agility, Efficiency Dexterity, Bonus Vigour,
MANIPULATION Amplify, Dampen, Control, Harden, Durability
CHI Efficiency, Bonus Chi, Amplify, Dampen, Control, Damage, Shaping, Multishot, Aura Extension, Barrier
MANIPULATION

MENTAL
CORE SKILL SUB SKILLS
ELECTRONICS Computers, Networking, Gadgetry, Circuitry, Robotic
CHEMISTRY Alchemy, Herbal Lore, Medicine, Elemental Lore, Explosives
CRAFTSMANSHIP Smithing, Gunnery, Fletching, Masonry, Carpentry
ACADEMIC Mathematics, Literacy, Linguistics, History, Antiquities
BIOLOGY Human, Mammal, Fish, Bird, Insect
SUPERNATURAL Vigour, Chi, Magic, Spirits, Demons
MARTIAL KNOWLEDGE Stances, Techniques, Physical Analysis, Tactics, Focus
SENSES Listen, See, Smell, Taste, Energy Perception*

SOCIAL
CORE SKILL SUB SKILLS
TALKING Diplomacy, Negotiation, Bluff, Intimidate, Charm
ETIQUETTE Social, Political, Professional, Hierarchy, Religious

* Energy Perception is only available under GM discretion. It


is recommended that characters not have access to it until
they find someone that can teach it to them.
WEAPONS
WHERE ARE MY ITEMS? Weapons come in one of two categories. Melee and
WBS takes a more freeform approach to item management Ranged.
as well as Weapons and Armour. Melee
There is no set list of items to pick from. Instead it is up to Melee Weapons have three properties to take note of.
the GM to determine whether or not specific items exist Reach
where you are, and what they would do. Damage Type
There is also no set currency in the game, as it is not really EV
about gaining loot. The GM may decide to introduce Money
into the setting you are playing in, leave all purchases up to a Reach: When creating a Melee Weapon, you determine it
barter system, or just decide whether your characters can get to be a Short, Medium, or Long weapon. This affects the
something or not at the time. range on the weapon, as well as the damage modifier and
It is assumed that PCs always have basic items on them Motion Cost.
such as food, rope, and other standard adventuring gear. Damage Type: You determine the Damage Type of a
However if something would cause them to lose their items, Weapon from the list of Slash, Pierce, Crush, and Bash. This
such as being robbed, it is reasonable to say they no longer affects the bonus Effect dice the weapon has, and the value it
have these items on hand. is at.
Slash and Pierce both automatically add a Penetrate Die to
SO NO WEAPONS OR ARMOUR? the damage roll. Crush and Bash add Stagger.
If you are using Slash or Bash, the bonus die size is equal
Weapons and armour exist in WBS, however there is no set to the damage die.
list of them to choose from. Instead, there are options for If you are using Pierce or Crush, the bonus die size is one
creating your own weapons and armour from choices of step higher than normal, and the normal damage die is one
mechanics and you then apply the flavour you would like for step lower.
the description of the item. If you would add bonus Damage Die, you add an equal
ARMOUR amount of Effect Die.
Armour has three properties to take note of. EV: Added to the EV of Armour. Medium weapons have EV
Damage Reduction 3, and Long have EV 6.
Soak
Encumbrance Value
Damage Reduction: This is added on top of any other
Damage Reduction your character has.
Soak: This acts as a form of Damage Reduction that only
applies against Penetrate. When an attack with Penetrate
hits an armoured target, the Penetrate Value lowers Soak
before lowering Damage Reduction.
Encumbrance Value: A detrimental property on Armour,
determined by combining Soak + (2*Damage Reduction).
Wearing Armour: When wearing Armour, lower the
Encumbrance Value by the wearers Strength. If the amount
remaining is a positive number, lower the wearers Dexterity
and Agility by this amount. This also lowers Total Vigour as
well as all other calculations as appropriate. STR is always
lowered by half the EV.
When creating Armour, choose values for Damage
Reduction and Soak. The GM may apply limits on how high
these values can be.
After determining the values, add a description of your
choosing to the Armour. Is it metal plate armour? A big cloak?
Or maybe just heavy clothing.

The look of equipment is styled by the user


EXAMPLE: You declare that you want to sneak past some
HOW DO I PLAY? guards. The approach you choose to use is to walk quietly
and precisely. This involves being quiet as well as moving
SKILL CHECKS through the shadows and avoiding twigs and leaves.
The core experience of WBS is done through Skill Checks. The GM determines that this will be a Standard Skill
These cover most actions your character performs, from Check using the Sub Skills Quiet and Sneak and the attribute
smithing, to sneaking. Even combat is done through Skill Dexterity.
Checks. Sneak has 4 ranks.
Whenever a character attempts to achieve something that Quiet has 5 ranks.
has a chance of failure, or is detrimental on failure, then Adding them together gives you 9 ranks.
characters attempt a Skill Check. The Core Skill Stealth has 2 ranks. Because both Sneak
The Sub Skills and Attributes used are determined by the and Quiet use the Stealth Core Skill, its ranks are only added
GM. This should be based off the way a Skill is being once.
attempted. Skill Checks can be one of two types. A standard This gives your Skill Check 11 ranks. 4 from Sneak, 5 from
Skill Check, or a simple Skill Check. Quiet and 2 from Stealth. The 11 ranks gives you 4 dice, with
Standard Skill Check: A standard Skill Check is the most 1 rank leftover.
common type of Skill Check. The 4 dice are then rolled and added to the Roll Modifier
A standard Skill Check uses two Sub Skills and a single being your DEX +1 for the leftover rank.
attribute. Alternatively, if the player decide to quickly sprint between
When making a standard Skill Check, the GM determines the trees whenever the guards weren’t looking, this could
the two Sub Skills appropriate based on how the action is have been done using Quiet + Run adding Agility.
attempted. The ranks of the two Sub Skills are added
together, including the bonus ranks from the relevant Core EXTENDED SKILL CHECKS
Skills. Some Skill Checks such as studying, or crafting, may take a
If both Sub Skills come from the same Core Skill, the Core long period of time to complete.
Skill ranks are only added once. When doing this, you make an Extended Skill Check.
Simple Skill Check: The other kind of Skill Check in the When making an Extended Skill Check, the GM writes up
game. If the GM determines that the action is simple enough, a Skill Clock.
only one Sub Skill may be appropriate. SKILL CLOCKS: All aspects of a Skill Clock are
A simple Skill Check uses a single Sub Skill and two determined by the GM. A Skill Clock is made up of a number
attributes. of segments. Every Skill Check takes up an amount of time
The same attribute may be applied twice to the same Skill and is made against a DC. Depending on how long you want
Check. the task to take, and what happens on a failure, the GM
Dice Pool: After totalling all the ranks from the Sub Skills determines how many segments are filled on a successful
being used, add one die to your Dice Pool and then add one check.
extra die for every 3 ranks past 1. Once the Dice Pool has EXAMPLE:
been determined, it is rolled and then the result is added to Segments - 6
the Roll Modifier. Time per check - 2 hours
The Roll Modifier is the Value for the chosen Attribute(s), 15+ = 2 Segments
plus other circumstantial modifiers based on the conditions 10-14 = 1 Segment
of the check. The result is then compared to the difficulty of 5-10 = 0 Segments
the check. 5- = -1 Segment
If, after determining how many dice are in the pool, you The task will take a minimum of 6 hours to complete.
have 1 or 2 ranks leftover, you add a +1 or +2 bonus to your
Roll Modifer.
Explode: Any die in a Skill Check that rolls its highest
result will Explode with Intensify.
Intensify – A die that uses the Intensify option rerolls the
die, adding the rerolled value to the initial value that you
rolled. The die you reroll may also Explode. The new roll
must use Intensify if it Explodes.
NOTE: A Skill Check will always have at least one die in
the Dice Pool. If a Skill Check does not have any ranks, the
Roll Modifier does not include an Attribute. One segment completed after two hours work
Example: Asura encounters a bandit in the woods. He
HOW DO I FIGHT? declares a DEX and AGI of 6. He also has a Wisdom of 2
The main way conflicts are resolved in WBS is through giving him a REF of 8. The Wisdom and AGI of the bandit is
unknown, however the GM knows he has a REF of 5. At the
combat. Here you will be walked through the steps that make start of the round, they each roll 1d4. Asura gets unlucky and
up combat. rolls a 2. The bandit rolls slightly better with a 3. For the
round, Asura has 10 Motion Points, followed closely by the
bandit's 8. The phase counter is set to 8. Both Asura and the
ROUNDS AND MOTION POINTS Bandit divide their Motion Points by 8. This leaves the bandit
and Asura at 1 per phase, however Asura has 2 Motion
A round of combat takes place over 4 seconds of in game Points leftover. Because there are 10 phases, Asura has 2
time. You may take as long as needed in real time. A round is Motion Points on phase value 10 and phase value 5. In the
first phase, Motion Value is set to 2, the highest value. Asura
also divided into smaller sections of time called a “phase”, matches the Motion Value, and is the active character.
detailed below. It is possible for a character to act multiple
times in a round depending on how they spend their Motion SEQUENCE OF A ROUND QUICK
Points. Initiative in combat is constantly in flux. As Motion GUIDE
Points are spent at different rates, your turn order may 1) Declare AGI for round.
change frequently.
The active character is the character with Motion Points 2) Roll for bonus Motion Points (MP), add REF.
matching the current Motion Value. If there is a tie, all tied 3) Set phase counter to lowest MP.
characters count as the active character and declare their 4) Split MP between Phases.
action on the same turn. Although the actions are declared 5) Set Motion Value (MV) to highest MP.
one at a time, they still take place at the same time. After 6) Determine active characters by MP matching MV.
declaring your action, you spend Motion Points. It is possible 7) Resolve actions of active characters.
to spend more Motion Points than you have remaining. In 8) Active characters declare new action and spend MP.
this case, the remaining cost is spent in the next round. Your
action resolves when you are next the active character. If the 9) Lower MV by 1.
Cost of an action would be reduced below 1, it still costs 1 but 10) If MV is 0, then go to step 11. Otherwise repeat step 6.
also becomes "Quick". A Quick action resolves before other 11) Lower phase counter by 1.
active characters at the same Motion Value. 12) If phase counter is 0, repeat step 1. If not repeat step 5.
NOTE: Waiting, using a Skilled Defense, or channeling
Energy does not count as spending bonus Motion Points.
These are only spent when you declare an action.
STARTING THE ROUND
At the start of the round, all characters declare the AGI they
will be using for the round. The Vigour for AGI is paid once
you spend Motion Points beyond your bonus Motion Points.
The next step is to determine your Motion Points for the
round. Roll 1D4, the resulting value is your bonus Motion
Points. You then add your bonus Motion Points to your REF.
NOTE: The 1d4 rolled for determining bonus Motion
Points does not explode.
The third step is to determine phases.
First you set the phase counter to the lowest Motion
Points. Every character then divides their Motion Points by
the amount of phases. This final value will be their Motion
Points per phase. Last, you set the Motion Value for the
phase to the highest Motion Points in the phase.
NOTE: If your Motion Points does not divide out to a whole
number, then stagger it in each phase.

ATTRIBUTES DURING COMBAT


All except for CON are only paid after spending Bonus Motion
Points.
STR - Declared on use. Paid for after resolving a Skill or
Damage Check that uses STR.
DEX - Declared on first use. Paid for 1/round when you first
use DEX. May not be decreased during round.
AGI - Declared at start of round. Paid for 1/round when you
declare an action. May not be decreased during round.
CON - Declared when you first take damage. Paid for
1/round.
A monk prepares himself for combat
Example: Asura encounters a bandit in the woods. He
COMBAT ACTIONS DEFENDING
On your turn in combat, you have multiple choices for actions After an attack has started to resolve but before the Attack
you can take. Roll is made, the target declares their defense. If they are
The most common actions are using a Skilled Defense, this costs Motion Points. The
1) Movement Defense Check is resolved immediately after the Attack Roll
2) Attack is made, regardless of Motion Cost.
3) Defense The Motion Cost of the Defense Action is deducted from
4) Energy Control Motion Points as normal, however the defense resolves
immediately. If you do not have sufficient Motion Points
remaining in the round, you can not use a Skilled Defense.
MOVEMENT After all active characters have resolved their actions, a
On your turn, you can choose to move a distance as an action. character that used a Skilled Defense may choose to halt
At the cost of 1 Motion Point, you can move a distance up to their declared action.
your SPD. If they do, they are refunded the Motion Points of their last
If you have not declared an action between moving and declared action, minus the cost of the Defense used.
using the Dodge Skilled Defense, you may add your SPD to Vigour Expenditure: After your attack resolves, you spend
the Roll Modifier of your Dodge check. Vigour as appropriate for the AV used in the attack. This is
On the Motion Value you declare the move action, you may spent regardless of whether or not the attack was successful.
move up to half of your SPD. The rest of the movement is Chi Expenditure: If your attack was a Chi Special
used when the action would resolve. Technique, you spend Chi after the resolution of the attack.
If you move no more than half your remaining SPD at the This is spent regardless of whether or not the Technique was
Motion Value it resolves, your next declared action gains successful.
Quick.
If you do not move at all when it would resolve, your next DAMAGE
declared action is reduced by 1 Motion Point instead. If your Attack Check is successful, you then roll for damage.
Damage Dice: There are two steps to determining the size
ATTACK of the damage dice.
On your turn, you can choose to attack as an action.
An attack is a Standard Skill Check. The Strike Type determines the base damage dice size.
Skill 1 of the Skill Check is the “Weapon Type” (Hand, Leg, The Weapon Type then modifies the dice size.
Melee, Ranged). Skill 2 of the Skill Check is the “Strike Type”
(Jab, Straight, Heavy, Hook). Damage Dicepool: After determining the size of your
Attack Declaration: When making an Attack, first you damage dice, you determine the size of the Dice Pool.
declare the Weapon Type and Strike Type, then declare your This uses the same Skill Ranks as the attack roll. The Dice
Facing. A Facing is 180° of coverage for an attack, usually Pool size is determined with a few minor rule changes.
considered the characters peripheral vision. Any direction not You start with 1 die in your damage pool.
in an attacking character's Facing is considered "Behind". You gain +1 die for every 4 ranks.
Attack Resolution: When resolving an attack action, You gain +1 die for every Die from the Attack Check using
choose any target in your Facing and in reach of the attack. Carryover. The die is the same size as the Attack Check.
That target then declares what Defense Skill they will use.
If there is no desired target for the attack in range when Damage Resolution: After determining your Damage Dice
your attack would resolve, your attack swings at the air and Pool, roll it as you would for a Skill Check. You use STR as
would generally miss. If there is another valid target where the Attribute. The final result is the damage you do before
you are attacking, you strike at the new target instead, even if your target calculates Damage Reduction.
it is an ally. Vigour Expenditure: You spend Vigour on a successful
Attacking is a Standard Skill Check. attack based off STR. If you have not spent more than your
The Skill Ranks of an Attack Check are determined by bonus Motion Points, you do not spend Vigour.
combining the ranks of the chosen Weapon Type and Strike Explode: Damage dice Explode if they roll the highest
Type. value on the die.
If any die in an Attack Check Explodes, you may choose for If any damage dice Explode, you may declare Stagger,
the die to Intensify or Carryover. Knockback, or Penetrate.
Unless stated otherwise, an Attack Check uses DEX. Any damage dice that Explode may only use the Intensify
Explode: When a die Explodes on an attack roll, you may option. You may choose a different option for each die that
either: explodes.
1) Intensify – A die that uses the Intensify option rerolls the The extra value rolled from Intensify is only used for
die, adding the rerolled value to the initial value that you determining Stagger, Knockback or Penetrate.
rolled. The die you reroll may also Explode. The new roll
must use Intensify if it Explodes.
2) Carryover – A die that uses the Carryover option sets as
the rolled result. You add an extra die to the Damage Pool of
the attack equal to the Exploded Die.
STAGGER KNOCKBACK AND DEFENSE
PENETRATION If you are targeted by an attack, you can choose to use a
If your damage roll Explodes, you have a choice to either Skilled Defense Maneuver or a Basic Defense Maneuver.
stagger the target, knock them backwards, or penetrate their Your options for a Skilled Defense Maneuver are Dodge,
Damage Reduction. No matter which option you choose, your Block, and Parry.
attack still does damage. Using a Defense Maneuver happens immediately after the
Knockback attacker’s Attack Check resolves. Any dice that Explode on a
Skill Check: Your target rolls a Simple Balance Check using Defene Manuever Skill Check may only use the Intensify
STR and CON. option.
Resolution: Compare your Final Damage Roll, before
Damage Reduction, to the targets Balance Check. RECEIVING DAMAGE
If you get hit, you receive damage. The damage you receive is
If your result is 2 or more higher, the target moves back 1 determined by the attack used.
meter for every 2 your result is above their check. After damage is calculated, you lower the amount by your
If your result is 1 higher or tied with, the target moves Damage Reduction value.
back less than a meter. They are off balance until they are The remaining Value is subtracted from your Health.
next the Active Character. Damage Reduction: Each character has a Damage
If your result is lower, nothing extra happens. Reduction value. This is equal to your CON. The Vigour cost
for CON is only paid once per round, when you first get hit.
Stagger Your damage reduction can be increased further through
Skill Check: Your target rolls a Standard Endurance + use of the Block maneuver, the Energy Manipulation skills
Durability Check using CON. Barrier and Harden, or spending Stamina.
Resolution: Compare your Final Damage Roll, after
Damage Reduction is applied, to the targets Endurance Skill ORDER OF RESOLUTION
Check.
At the start of each Motion Value, all Active Characters have
If your result is higher, the target loses 2 Stamina. The their previously declared action resolve. If multiple actions
target also loses 1 Motion Point for every 3 damage dealt. are resolving at the same time, they are resolved in this order:
If the result is tied, the target loses 1 Stamina. The target
also loses 1 Motion Point for every 5 damage dealt. Energy Recharging – Any character that is replenishing
If your result is lower, nothing extra happens. remaining Vigour or Chi.
Energy Channeling – Any character that is gathering
Penetrate Vigour or Chi for special techniques.
If you choose the Penetrate option, the resolution is simple. Movement – Any character that is finishing their
movement.
The extra value rolled from Intensify is used to lower the Attacks – Any character that is concluding their attack. If a
targets Damage Reduction. character is making a Skill Check, then the GM must
The targets Damage Reduction is lowered by 1 for every 1 decide where it fits in the resolution order, depending on
rolled on the Intensify dice. what the action is.
This can not reduce Damage Reduction of the target
below 0. EXCESS MOTION COST
Sometimes you will declare an action that costs more Motion
Points than you have remaining for the round. When this
happens, you subtract the excess Motion Points from your
total Motion Points for the next round, prior to determining
phases.

Asura gets ready to strike the bandit The bandit prepares to dodge
EXAMPLE OF COMBAT We have already set up the round,
so let’s see how the first phase goes.
Asura declares an Open Hand Jab, his go to attack.
This has a Motion Cost of 0, however it instead costs 1 with
Quick.
Motion Value is lowered by 1. Normally this would make
the bandit the active character, however because of Asura’s
action, he becomes the active character first.
First Asura resolves his action, determining the Dice Pool
for his attack. Open Hand Jab has 8 ranks, so the Attack
Check rolls 3D6+1.
The bandit decides he needs his Motion Points, so he
declares a Basic Defense.
Asura rolls his Attack Check of 3D6+1 rolling a 2, and two
3s, then adding the Roll Modifier using DEX + 1/die (from
Jab). This gives a final result of 18.
The bandit rolls 1d6 for his Basic Defense, getting a 6. It
Explodes. He then rolls it again, getting another 6. Rolling a
third time results in 1. Adding the three results together, and
then adding the Roll Modifier of 5 gives a result of 18.
The attack is a tie.
Asura rolls the Damage Check for his attack, 3d2, adding
STR to the final roll. All come up as a result of 2, Exploding.
Because Asura knows the result will be halved before
Damage Reduction is applied, he declares penetrate.
After rerolling the dice, Asura comes up with a final
Damage Result of 6 from the dice, 4 from STR, and a
penetrate score of 7.
Because of the tie, the damage is halved to 3, then Damage
Reduction is applied. However because of the penetrate, it
seems the bandit could not soak the hit.
If this was not in the Bonus Motion Points, Asura would
normally spend 2 Vigour for using STR.
After this attack resolves, Asura declares his next action, an
Open Palm Strong attack. With a Motion Point cost of 2, this
means that Asura will not resolve his attack for two more
phases.
Now that Asura has resolved his action and declared his
next, the bandit decides his best bet is to make some room
away from the speedy monk. He declares a move action,
spending 1 Motion Point. He is able to move up to half his
SPD now, and then will move the rest during the next phase.
What happens next? Many things could happen in this
combat.

So what happened in the combat?


After taking a swing at the bandit, the bandit attempts to twist
out of the way. The bandit was quick, but not quick enough.
Asura manages to get a glancing blow across his ribs. Not
solid enough for a proper blow, but the right spot to cause Even a feeble man can overcome an enemy if he is skilled
some bruising. Asura draws his arm back for another swing.
The Bandit uses this opportunity to flee and make some room.
COMBAT SKILLS DEFENSE SKILLS
SUB SKILL
OFFENSIVE SKILLS SKILL CHECK ATTRIBUTE MOTION RESOLUTION EXTRAS
CORE SUB DICE Basic Simple AGI+DEX 0 Hit/Miss/Half -
SKILL SKILL SIZE MOTION EXTRAS using
Weapon Closed +0 +0 - Core
Type Fist Skill
(ARM) Dodge Simple AGI+Perception 2 Hit/Miss/Half +SPD if
Weapon Open -1 -1 Knockback +1 metre for using moved
Type Palm each Explode. +1 Explode Dodge prior. May
(ARM) Range on Block Check. Skill move 1/2
SPD after
Weapon Snake -1 +0 +1 Explode Range on resolution
Type Fist Attack Check. +1 Die
(ARM) Size on Carryover. May Parry Standard DEX 1 Hit/Miss/Half -
not use Block. Can not using
Knockback. Opponent +1 Parry
Explode Range on Block and WT
Check. Block Standard AGI+DEX 1/0+ + Damage No motion
Weapon Front of +1 +1 - using Reduction point cost if
Type Foot Block consecutive
(LEG) and WT Block.
Vigour cost
Weapon Heel +2 +2 May not use Block reduced if
Type high result.
(LEG) Difficulty is
Weapon Shin +2 +1 Roll Modifier for Attack Basic
Type -1 per die. May not use Defense w/
(LEG) Block. May not use Controlled
Dodge. Effort.

Weapon Short +0 +0 Range is 0 Meters COMBAT MANEUVERS


Type (Unarmed range)
(MELEE) SUB SKILL
SKILL CHECK ATTRIBUTE MOTION RESOLUTION EXTRAS
Weapon Medium +1 +1 Range is 0-1 Meters.
Type Trip Simple AGI+DEX 2 Prone/Nothing/Off Unable to
(MELEE) using Guard defend if
Trip Off Guard
Weapon Long +1 +2 Range is 1-3 Meters.
Type Grapple Simple AGI+STR 2 Grappled/Nothing/Off -
(MELEE) using Guard
Grapple
Strike Straight D6 2 -
Type Tackle Simple DEX+STR 2 Opposed by Balance Target
using Skill Check using moves
Strike Jab D4 1 Roll Modifier for Attack Tackle STR+CON distance
Type +1 per die. -1 Explode equal
Range for determining difference
Stagger. between
rolls.
Strike Strong D8 2 +1 Knockback Explode.
Type May only use Basic
Defense.
Strike Hook D6 2 Attack -1/die. Opponent
Type Parry -1/die. +1 Stagger
Explode. No Knockback.

DEFENSE SKILLS
WEAPON TYPES (ARM) STRIKE TYPES
Open Palm Straight
Damage Dice Size Modifier: -1 Damage Dice: D6
Motion Cost: -1 Motion Cost: 2
Extras: Knockback distance is increased by 1 meter for Extras: None
each dice that Explodes.
Dice used in a Block Skilled Defense gain +1 Explode Jab
Range. Damage Dice: D4
Motion Cost: 1
Closed Fist Extras: +1 to Roll Modifier on Attack Roll for each dice in
Damage Dice Size Modifier: +0 the Dice Pool.
Extras: No additional effects. Explode range on Damage Roll is decreased by 1 for
NOTE: Use of elbows counts as Closed Fist skill. determining stagger (7 on a D6).
Snake Fist Hook
Damage Dice Size Modifier: -1 Damage Dice: D6
Extras: Dice used in an Attack Skill Check gain +1 Explode Motion Cost: 2
Range. Extras: -1 to Roll Modifier on Attack Roll for each dice in
Exploded dice using the Carryover option from the Attack the Dice Pool.
Skill Check gain +1 size. Opponent receives -1 to Roll Modifier on Parry Defense
Unable to use the Block Skilled Defense. Check for each dice in their Dice Pool.
Unable to knockback opponent. Explode range on Damage Roll is increased by 1 for
If opponent uses a Block Skilled Defense, opponents dice determining stagger.
gain +1 Explode Range. Unable to cause knockback.
WEAPON TYPES (LEG) Strong
Front Foot Damage Dice: D8
Damage Dice Size Modifier: +1 Motion Cost: 2
Motion Cost: +1. Extras: Explode range on Damage Roll is increased by 1
NOTE: Use of knees counts as Front Foot skill. for determining knockback.
You may only use Basic Defense until this attack resolves.
Shin
Damage Dice Size Modifier: +2
Motion Cost: +1
Extras: -1 to Roll Modifier on Attack Roll per die in pool.
Unable to use the Block or Dodge Skilled Defenses.
Heel
Damage Dice Size Modifier: +2
Motion Cost: +2
Extras: Unable to use the Block Skilled Defense.
WEAPON TYPES (MELEE)
Short
Damage Dice Size Modifier: +0
Motion Cost: +0
Range: 0 Meters
Medium
Damage Dice Size Modifier: +1
Motion Cost: +1
Range: 0-1 Meters
Long
Damage Dice Size Modifier: +1
Motion Cost: +2
Range: 1-3 Meters
NOTE: Ranged weapon rules are still being worked on.

A true martial artist learns a variety of attacks...


COMBAT MANEUVERS DEFENSE MANUEVERS
Trip Quick Guard: When using Block or Parry you may perform a
Skill Check: Trip is a Standard Skill check adding AGI and Quick Guard. To do so, you must either not have an attack
DEX. declared, or pay 1 extra Motion Point. When performing a
Resolution: The target rolls a Balance Skill check, adding Quick Guard you may choose any relevant Weapon Type.
DEX and STR. Basic
If your result is higher, the opponent is knocked prone. Skill Check: A Basic Defense Maneuver is a Simple Skill
If your result ties with the target, the opponent braces the Check using the Defense Core Skill only, adding AGI and
hit and is not affected. DEX.
If your result is lower, the opponent evades or braces the
hit and you are unable to use a Skilled Defense until you If your result is higher, the attack misses.
are next the Active Character. If your results are tied, the attack is successful but you
take half damage before applying Damage Reduction.
Motion Cost: 2 If your result is lower, the attack is successful.
Grapple Dodge
Skill Check: Grapple is a Standard Skill check adding AGI Skill Check: Dodge is a Simple Skill Check using the Dodge
and STR. skill, adding AGI and Perception.
Resolution: The target rolls a Dodge Skilled Defense check
If your result is higher, the attack misses.
If your result is higher, the opponent is grappled. If your results are tied, the attack is successful but you
If your result ties with the target, the target evades the take half damage before applying Damage Reduction.
grapple. If your result is lower, the attack is successful.
If your result is lower, the target evades the grapple and
you are unable to use a Skilled Defense until you are next Movement
the Active Character. Regardless of success or failure, you may move up to half
your SPD after the attack resolves.
Motion Cost: 2 Roll Modifier: If the last action you declared before a Dodge
Tackle Skill Check allowed movement, you add your SPD to the Roll
Skill Check: Tackle is a Standard Skill check adding DEX Modifier.
and STR. Parry
Resolution: The target rolls a Balance Skill check using Skill Check: Parry is a Standard Skill Check using the Parry
STR and CON. skill and the Weapon Type used in your unresolved attack,
If your result is 2 or more higher, the target moves back 1 adding DEX.
meter for every 2 your result is above their check. If your result is higher, the attack misses.
If your result is 1 higher or tied with, the target moves If your results are tied, the attack is successful but you
back less than a meter. They are off balance until they are take half damage before applying Damage Reduction.
next the Active Character. If your result is lower, the attack is successful.
If your result is lower, nothing extra happens.
Block
Motion Cost: 2 Skill Check: Block is a Standard Skill Check using the Block
skill and the Weapon Type used in your unresolved attack,
adding STR. You also perform a Basic Defense Maneuver
using Controlled Effort.
Resolution: You become a mostly standing target, adding
the result of the Skill Check to your Damage Reduction.
If the attacker’s roll would hit the difficulty of Basic
Defense Manuever using Controlled Effort, the attack is
successful.
If the result of the Block Check is higher than the Damage
Roll, the Vigour spent on STR is halved.
If the result of the Block Check is more than double the
Damage Roll, the Vigour spent on STR becomes 0.
Cost: Costs Vigour as normal for STR. If you have used no
attack or defense actions between uses of Block with the
same Weapon Type, the Motion Point cost is reduced to 0.
... and the value of a good defense
FASTER THAN SIGHT ATTACK LINKING
If a character moves significantly faster than their target, it With sufficient training, it is possible to link together attacks
makes them more difficult to keep track of. When you attack and actions in a way that it is quicker to pull off each
a target, compare your Motion Points for the round to the maneuver.
targets Motion Points + Perception Attribute. If your value is This is referred to as a link.
higher, the target takes a penalty to their Defense Skill Link: For each rank purchased, increase your Link Points
Checks equal to the difference between the 2 values. by 2.
Link Points: When using a link, you may declare up to 2
I'M UNCONSCIOUS. NOW WHAT? Motion Points of actions, plus 2 per rank in the Link Skill.
During combat there are multiple ways for a character to go Mechanics: When declaring your action, you may choose
unconscious. to declare a link.
To do so, decide on a number of actions with a total Motion
Remaining Stamina equals 0 or less. Cost no more than your Link Points.
Remaining Vigour or Chi equals 0. You also declare the order the actions take place at this
Remaining HLTH equals 0 or less. time.
The link has a final Motion Cost of the first action in the
If your Stamina is 0 or less, you go unconscious the next link +1.
time you are the Active Character. If Remaining Vigour or Chi Each subsequent action has -1 Motion Cost.
equals 0 by the end of the next phase, you go unconscious. If the Motion Cost of an action would be lowered to 0, it is
If your HLTH equals 0 or less, you immediately are put out considered Quick.
of the fight. Usually this is due to being unconscious. When the link would resolve, you perform the actions in
order. If any action in the combo fails to strike a target, the
SO HOW DO I WAKE UP? rest of the actions still take place.
If you become unconscious due to the one of the listed You consume Vigour for each action as normal as they
conditions, you regain consciousness when that condition resolve.
changes. Linked Movement: If you decide to add Movement actions
If HLTH has reached 0 or less, you regain consciousness to your link, you may use this movement at any point, rather
after a number of minutes. Make a Simple Endurance Check than what the order would dictate. This means that during
using CON and Willpower. Subtract this result from the the Motion Value between the declaration and resolution of
negative HLTH amount, and multiply it by the number rolled an attack, you can move.
on 1D4. This is how many minutes you must wait before Linked Defenses: If you decide to add Defense actions to
regaining consciousness. If (Negative HLTH - Endurance your link, you may use these at the reduced cost if attacked
Check) is 0 or less, then regain consciousness in 1D4 rounds while still resolving the link. If you do not end up resolving
instead. one or more Defense actions, you do not spend their Motion
Once you have regained consciousness, you remain at the Cost.
negative HLTH amount you were at previously and then start
Natural Healing. Natural Healing restores HLTH at a rate of
1 per hour resting.
You can spend Stamina to become Active again while your
HLTH is still a negative value.
If you are active during Natural Healing, the rate is instead
1 per 2 hours.
WHAT ARE MY ENERGY SKILLS
VIGOUR MANIPULATION
RESOURCES? Efficiency (Physical Attribute): Lowers the Vigour Cost of
STAMINA using the chosen attribute by 1 per rank purchased. NOTE:
This is four separate skills, with separate ranks for each
Stamina is a consumable resource that every character has. physical attribute.
The pool of Stamina is determined by your Constitution and Bonus Vigour: Increases Total Vigour Pool by 2 per rank
Willpower. purchased.
If all your Stamina is consumed, you go unconscious. Amplify: Increases Max Vigour by 6 per rank purchased.
Dampen: Decreases Minimum Vigour by 6 per rank
CONSUMPTION purchased.
There are multiple ways that Stamina gets consumed. Control: Control Value is equal to 1 + ranks purchased.
After strenuous activity, you start to consume points of Has 2 additional effects.
Stamina. These are determined by the GM but examples
include: Allows you to increase/decrease Current Vigour by up to
Control Value. Costs 1 motion point.
Physical labour lasting for 30 minutes or more, or heavy Allows you to accumulate directly into an attribute. Costs
labour lasting for 20 minutes or more. 1 motion point.
Combat lasting for 10 seconds or longer.
Marching for 1 hour or longer without resting. Harden: Grants bonus Damage Reduction and a Soak
value of 1/rank for the round. Costs 2 Motion Points to
Stamina may also be willingly spent for extra effects. These activate. Costs 2 Vigour to use each hit. If the total damage of
include: the attack is less than your total Damage Reduction after
Increase the size and Explode Range of all Skill Dice for applying Harden, the Vigour cost is halved.
the round by 1. Durability: Adds 1/Rank to the Skill Check used to regain
Adding 2 dice to all your Skill Check Dice Pools in a Consciousness.
phase. This allows you to add an Attribute to an untrained
check. CHI MANIPULATION
Maximising the result of a single Skill Check. These dice Shaping: For each rank you purchase, you may choose one
do not Explode. option from Chi Shaping.
Lower the Motion Point cost of an action by 2. Damage: For each rank you purchase, you may choose one
Double your Damage Reduction from all sources for the option from Chi Damage. You may only apply an amount of
phase. damage options up to purchased ranks.
Recover up to 25% of your Total Vigour and increase your MultiShot: For each rank you purchase, you may apply one
Remaining by the same amount. aspect of MultiShot.
Double your accumulation rate for either Vigour or Chi for Bonus Chi: Increases Total Chi by 10 per rank purchased.
the round. Amplify: Increases Max Chi by 30 per rank purchased.
Special techniques may require Stamina to use. Dampen: Decreases Minimum Chi by 30 per rank
purchased.
You may not spend more than 1 point of Stamina at any Efficiency: For each rank purchased, you may lower the
Motion Value. cost of Chi Abilities by 1. You are required to accumulate the
normal minimum number of points to use the attack, you just
RECOVERY lower the final points spent.
Stamina is recovered by resting. Control: Control Value is equal to ranks purchased. Has 2
For every 15 minutes you rest, you recover 1 point of additional effects.
Stamina. If you rest for at least 4 hours, you recover all points Allows you to increase/decrease Current Chi by up to
of Stamina. Control Value. Costs 1 motion point.
If you do not eat a sufficient amount of food, Stamina Used to determine accumulation of Chi for using Chi
recover may be lowered to half. Attacks.
If you have not consumed food in the last 48 hours,
Stamina recovery is halted. Aura Extension: A wielded weapon requires a Soak Value
10/rank higher than normal before breaking.
Barrier: Grants bonus Damage Reduction of 1/rank
against a damage source. Costs 4 Chi per damage source you
apply it against. May be applied multiple times to the same
source. The first use costs 0 Motion Points, each subsequent
use against the same source costs 1 extra Motion Points
spent like a Defense. This does not count as your Defense
against an attack. If the total damage of the attack is less than
your total Damage Reduction after applying Barrier, the Chi
cost is halved. Efficiency is applied once, before halving the
cost.
VIGOUR AND CHI EXAMPLE: Throughout the day, you can use a Total of 100
Vigour.
Energy comes in two forms, Physical Energy (Vigour) and By default, your Maximum Output is 50% of this, making
Spirit Energy (Chi). your Maximum 50. This means that the highest your Current
Vigour is consumed when using your body and physical Vigour can be at any one time is 50.
capabilities. Chi is primarily consumed when manifesting Your Current refers to the temporary Vigour Pool you have
spiritual attacks. direct access to.
When calculating Sub Skill effects based off ranks, also If you purchase one rank in Dampen your Current size can
count the ranks of the Core Skill. be lowered by 6 below the default value.
There are five main things to keep track of with energy use. If you were to use Dampen, you would now have a Current
Vigour/Chi Total: The total amount of Vigour/Chi that you of 44.
can use throughout the day. If you raised it again with Control, it could not go higher
Max: The highest value your pool size can be at. Defaults than 50.
to 50% of Total. If you have purchased one rank in Amplify, your Current
Current: The current pool size value you are using for Output can be raised by 6 above the default value.
calculation purposes. This is what gets raised and lowered With the rank purchased in Dampen, this can allow your
with control. Current Output to be anywhere from 44 to 56.
Minimum: The lowest value your pool size can be at. After a fight, you have used 15 Vigour. Your Vigour Pool is
Defaults to 50% of Total. currently sitting at 35(Remaining)/50(Current).
Vigour/Chi Remaining: How much Vigour/Chi you have Out of your 100 Total, you have used a total of 15, leaving
available left in your pool to use at once. Can be 85 for the day.
regenerated. If you choose to recover Vigour, your Total is not affected
Eventually, your Total Vigour amount will drop to meet
POOLS AND USEAGE your Current. When this happens, your Current drops to
MAX/MIN meet your Total Vigour, as you have passed your limit.
After calculating your Total Pool sizes for Vigour or Chi,
you then calculate your Max and Min. Your Max and Min size PHYSICAL ENERGY (VIGOUR)
are equal to 50% of your Total Pool by default. This can be Direct Vigour Accumulation
increased by purchasing ranks in the appropriate skills. Instead of raising your Current Vigour, you may choose to
CURRENT accumulate directly into an attribute. When you do, you count
To increase your Current Value, you use the relevant as having raised your Current Vigour for that attribute only.
Control skill. This will allow you to take your Attribute’s Current Vigour
At the cost of 1 Motion Point you may increase your higher than your Max limit.
Current by an amount up to the relevant Control Value. To maintain this increase over rounds, you must perform a
The highest you can make your Current is equal to your Basic Skill Check using Vigour Manipulation (no Attribute)
Max. once per round. The difficulty of the check is equal to the
This value remains each round until you lower your Attribute’s Temporary EV – BV. This skill check costs 1
Current. Motion Point.
You can lower your Current in the same way by using the EXAMPLE: Your Current Vigour is 48. This gives your EV
Control skill. as 12. You decide you want to raise your STR to 15. You have
The lowest you can make your Current is to your a Control Value (Ranks +1) equal to 4. To get to 15 STR
Minimum. requires a Current Vigour of 60. It takes 1 motion point to
REMAINING AND RECOVERY accumulate. Each time you accumulate into STR, its Current
When you use Vigour or Chi it comes out of the relevant Output counts as 4 higher (Control Value). This means 3
Remaining Pool and also lowers the appropriate Total Pool. Motion Points are required to accumulate STR to 15. Once
You can recover Vigour/Chi on your turn at the cost of 1 you stop accumulating, you have one round to use the
Motion Point. accumulated stat. After that, you are required to maintain it at
This recovers your Remaining Pool equal to the Control the start of each round. The difficulty of this check would be 3
Value of the appropriate skill. (Temporary STR of 15 - Actual STR of 12).
This does not recover your Total Pool. Vigour Consumption Your Vigour is primarily consumed
when using Physical Attributes. The Vigour Cost of a
In a way, energy pools function like a generator. Physical Attribute is determined by its value. If the value of
You have fuel as a power supply (Total) the Attribute you are using is equal to its BV, the Vigour cost
There is a limit on the maximum power output (Max)
is halved. When using an AV, the cost becomes the difference
between the BV and the AV plus the cost of the BV. If you
You can choose to use less than the maximum power
have an EV higher than your BV, the minimum value you can
output (Current) use is halfway between your EV and BV. If you have an EV
When your fuel drops too low, the maximum power output lower than your BV, the maximum value you can use is your
degrades (When Total gets lower than Current) BV. Formula: AV-(1/2 BV)
NOTE: A cost less than ½ BV Cost is valid, as is a cost of 0.
If the final cost is negative, this allows you to recover Vigour,
without having to spend motion points, at a value no higher
than the negative result.
Attributes and Vigour NOTE: The accumulation of chi costs 1 motion point per
STR: Consumed each use of strength. This includes attacks skill use. If you are struck while accumulating, you must
and feats of strength. make a Standard Skill Check using Control and Endurance
DEX: Consumed once per round when first using dexterity adding Willpower. You lose accumulated Chi equal to
past Bonus Motion Points. Determines value for the round. Damage- Check Result.
AGI: Consumed once per round when first using dexterity ONE HANDED CHI ATTACKS By default, it is assumed
past Bonus Motion Points. Determines value for the round. that a Chi Attack will use 2 hands.
CON: Consumed once per round when first taking If you decide to make a Chi Attack use 1 hand, you have
damage. only half the points to spend than what you would have for a
2 handed attack.
Vigour Recovery If you decide to make a Chi Attack use no hands at all
Vigour is recovered by resting and eating. (Such as a mouth or eye blast), you have only 1/10th the
If you rest for 30 minutes or more, you may recover up to points to spend than what you would have for a 2 handed
half your Total Vigour. attack.
You can not recover to a value higher than half your Total You must still accumulate the amount of Chi that would be
Vigour through resting. required for a 2 handed attack, you then spend the reduced
If you recover Total Vigour this way, your Maximum and point cost. This can let you spend points lower than your
Minimum values are calculated as if your Total Vigour was at CC/20.
50% of its normal amount.. CHI ATTACK SPEED A Chi Attack moves at a rate of 1
To recover past that amount, you must eat sufficient food. meter. As each Motion Value is passed in a round, the Chi
If you have not consumed food in the last 48 hours, Vigour Attack travels 1 meter until it either reaches its maximum
recovery is halted. range, or it strikes a target. This value can be increased by
EXAMPLE: After a long fight, you decide to rest for half an using the Speed aspect.
hour. This lets you recover up to half your Total Vigour (we ATTACK RESOLUTION A Chi Attack that enters the
will say it is 100). This sets your Total Vigour to 50, and space occupied by another character automatically hits the
changes all other calculations as appropriate. (Max is 25 character successfully. The character that is struck may
rather than 50) choose to Block or Dodge if they were aware of the Chi
Attack (Chi Attack Speed vs Perception + Motion Points) and
SPIRIT ENERGY (CHI) pay the Motion Point cost as normal for the Defenses. If a Chi
Attack is smaller than 1 Meter, a Character can use a Basic
Chi Consumption Defense, even if unaware of the attack. If a character Dodges,
Chi is primarily consumed when using Chi Attacks. but does not leave a square occupied by the Chi Attack, a
Chi Recovery successful Dodge still takes half damage. A Chi Attack does
Chi may only be recovered through resting. not add an Attribute to a Damage Roll.
If you rest for a period of at least 6 hours, you recover all SCATTER When a character uses a Chi Attack, make a
Total Chi. Simple Skill Check using Control adding Intelligence +
Food is not required to recover Chi. Willpower. The result is how many meters the Attack can
travel before the user loses control. When the user loses
CHI ATTACKS control, roll 1D10. The Attack changes angle depending on
CHI ATTACK COST the result. This 1d10 roll is made for every Motion Value that
The cost of a Chi Attack is determined by the aspects chosen passes, until it either makes contact with an object, or it
to build it. When using a Chi Attack, you have an amount of travels for it’s maximum range. Except for the result of a 1,
points to spend on aspects determined by your Current Chi the Attack will continue to move forward regardless of the
(CC). When determining points to spend on a Chi Attack, the result, it will just be travelling at an altered angle. The result
minimum number of points you must spend is equal to of 10 lets the user determine the change in angle if they are
CC/20. To be able to use a Chi attack, first you must stationary and focusing on the Attack, or it continues
accumulate enough Chi to cover the minimum points for a travelling in a straight line. The result of a 1 sends the Attack
Chi attack. This may take multiple actions. in a straight line towards the user.
After accumulating the Chi required, you then decide what
aspects you are spending the points on. 1 - Towards user
The next step is to make multiple Chi Manipulation checks 2 - Up
until you reach the difficulty check required for the chosen 3 - Up right
aspects. A Chi Manipulation check costs 2 motion points. A 4 - Right
Chi Attack costs Chi equal to (Points Spent) – (Ranks in 5 - Down right
efficiency). 6 - Down
You can choose to accumulate anywhere between the 7 - Down left
minimum number of points and your CC. 8 - Left
By default, Chi Accumulation assumes raw accumulation. 9 - Up left
You can choose to accumulate directly into a technique. If 10 - User's choice
you choose to do so you first determine what aspects your FOCUSED: After using a Chi Attack, if the user remains
points are going to be spent on. stationary they can remain focused on the Attack. This is
You spend 2 motion points on Chi accumulation, but you required for things like controlling Scatter, or redirecting an
may also do the Chi Manipulation checks in the same action. attack.
CHI ATTACK COLLISION UNIVERSAL These are aspects that do not need to be
If two Chi Attacks make contact with each other, roll the purchased with Skill Ranks.
damage for each. Lower the damage of each attack by the Accurate: (2/1) For every 2 points you spend on Accurate,
damage roll of the other. The attack with damage remaining you get a +1 to the Roll Modifier of your Scatter Check and
continues as normal using the remaining damage. If an Attack Check.
attack has penetrate, the damage of the other attack is Overburn: (1/-1) For every 1 point you spend on Overburn,
lowered by the penetrate value for the purpose of this you lower the difficulty of the Chi Manipulation check by 1.
calculation. Speed: (1/1) For every 1 point you spend on Speed, your
EXAMPLE: Two Chi Attacks collide with each other. Attack Chi Attack Speed increases by 1 meter.
1 has 15 damage. Attack 2 has 5 damage and 12 Penetrate.
Attack 1 is lowered to 3 damage. Attack 2 continues with 2 SPECIAL TECHNIQUES
damage remaining, as Attack 1 is vaporised. One of the features that sets apart a Martial Master from a
regular fighter is their Special Techniques.
ASPECTS TO A CHI ATTACK
When using a Chi Attack, you spend points on the aspects PURCHASING A SPECIAL TECHNIQUE
that make up the attack. To use a Special Technique, you must first learn it by
By default a Chi Attack has a range of 1 meter, is as wide as spending Character Points. An Offensive Technique costs
your hand and deals no damage. Character Points equal to the Point Cost of the aspects
As you purchase ranks in the Shaping and Damage skills, multiplied by 3. Other Special Techniques have set costs.
you are given options to spend your points on.
The point cost (X) and difficulty modifier (Y) will be listed OFFENSIVE TECHNIQUES
as (X/Y) An Offensive Technique functions in a way similar to a Chi
NOTE: A chi attack will be stopped by the first object it Attack with some exceptions.
hits, unless the object is fragile enough. Subtract the struck
objects Damage Reduction from the damage of the blast. If An Offensive Technique must be purchased with
any damage remains, the shot continues unobstructed with Character Points before it can be used.
the remaining damage value. When accumulating for an Offensive Technique, you can
SHAPING Each rank in Shaping allows you to choose one not use raw accumulation.
of the following options: Offensive Techniques may be melee attacks rather than
Range: Increase the range of your chi blast by 3 meters. Chi Attacks.
(Used 1/rank) (1/2) There is no restriction to Point Cost based off your CC.
Explosion: Adds explosion on hit with diameter of 1 meter. You must decide on whether a Special Technique is a Chi
(Used 1/rank) (2/2) The explosion only takes place when the Attack or a Melee Attack.
attack is stopped by the struck object. The two main benefits of Offensive Techniques are that
Width: Increases the diameter of your blast by 1 meter. they allow you to bypass the Point limit from your CC and
(Used 1/rank) (2/3) ranks, as well as adding some extra aspects to choose from.
MultiShot: Increases the number of Chi Attack shots by 1.
Each shot has a Motion Cost of 1. Each shot has a separate MELEE SPECIAL TECHNIQUE
attack roll but uses the same damage roll. (Used 1/rank) A Melee Special Technique acts as a Chi Special Technique
(10/5) except that it uses Vigour instead of Chi and cannot have its
DAMAGE Each rank in Damage allows you to choose one range increased. A Melee Special Technique may purchase
of the following options for damage dice. A Chi Attack cannot Sub Skill ranks that are used to calculate the AV of a Sub
have more Damage Dice than you have ranks in the Damage Skill. A Melee Special Technique has access to the following
Skill. For each additional rank in a particular Damage Die, Chi aspects:
you can increase the amount of dice per rank by 1. Additional
dice per rank have an increased (X/Y). All Damage Aspects
D4: (1/2) for 1D4, each additional D4 increases by (+2/+2). Universal Aspects (Accurate, Overburn, Health Cost,
D6: (2/2) for 1D6, each additional D6 increases by (+3/+2). Channeled Damage)
D8: (3/3) for 1D8, each additional D8 increases by (+4/+3). All Status Effects
D10: (4/3) for 1D10, each additional D10 increases by
(+5/+3). UNIVERSAL
D12: (4/4) for 1D12, each additional D12 increases by Chi Cost: (0/2) For every instance of this aspect, you reduce
(+5/+4). the Vigour Cost of the Technique by 1. The Chi Cost of the
EXAMPLE: You have purchased 2 ranks in Damage (D4) Technique is increased by 5.
and 1 rank in damage (D8). In total you can apply 3 damage Skill Ranks: (X/1) For every instance of this aspect, you
dice to your Chi Attack. You can apply: may purchase one rank in a Sub Skill. This rank is only used
when using the Melee Special Technique. Purchasing ranks
3 lots of 1D4 at a point cost of 1/lot and difficulty modifier costs points equal to what the character point cost would be.
of 2/lot. The first aspect purchased for a Sub Skill costs points as if
3 lots of 2D4 at a point cost of (1+2)/lot and difficulty the Skill had 0 ranks. For each aspect purchased towards
modifier of (2+2)/lot. that Skill, the Current Value increases by 1.
3 lots of 1D8 at a point cost 3/lot and difficulty modifier of NOTE: If you purchase ranks in Link with a Melee Special
3/lot. Technique, the Link is determined at construction.
Any mix of up to 3 lots.
CHI SPECIAL TECHNIQUE
A Chi Special Technique has access to all the aspects of a Spirit Stitching
standard Chi Attack as well as some of its own. When Element: Healing
purchasing aspects for a Chi Special Technique, you are not Learn: 30
limited by the Ranks purchased in Shaping, Damage and Sustainable: No
Range.
SHAPING Action: No
Turning: (2/5) For every instance of this aspect, you may Activate: 2+1 MP
make up to a 45 degree turn for the attack. To turn the Drain: -
direction of your attack, you must still be focusing on it. It Target: Self Only
costs 1 Motion Point to perform a turn. Effect: After activation, you may spend Chi up to your
Split: (5/5) For every instance of this aspect, you may add Control Value. Recover 1 HLTH for every 2 Chi spent. You may
an extra projectile for your attack that travels in a different spend 1 Motion Point after activation to use this effect again.
direction. When rolling for damage, the damage is divided If you stop using this effect for 1 Motion Point, you must
evenly between each split.
STATUS EFFECTS activate it again.
Stagger: (2/2) For every instance of this aspect, you may
convert one damage die to determine Stagger on the target.
The die size increases by 1. Restoration Flow
Knockback: (2/2) For every instance of this aspect, you may Element: Healing
convert one damage die to determine Knockback on the Learn: 50
target. The die size increases by 1. Sustainable: No
Penetrate: (2/2) For every instance of this aspect, you may Action: No
remove 2 Damage Reduction from the target. Activate: 4+2 MP
UNIVERSAL Drain: -
Vigour Cost: (0/2) For every instance of this aspect, you
reduce the Chi Cost of the Technique by 1. The Vigour Cost Target: Other Only, Must make contact
of the Technique is increased by 2. Effect: After activation, you may spend Chi up to your
Health Cost: (0/0) For every instance of this aspect, you Control Value. Recover 1 HLTH for every 4 Chi spent. You may
reduce the Chi Cost of the Technique by 5. The Health Cost of spend 2 Motion Points after activation to use this effect again.
the Technique is increased by 2. If you stop using this effect for 1 Motion Point, you must
Channelled Damage: (20/20) The Special Technique gains activate it again.
1D6 dice to the damage pool for every 50 you have in your
CC. This may only be purchased once.
Slipstream
UNIVERSAL SPECIAL TECHNIQUES Element: Wind
Universal Special Techniques are non offensive Special
Techniques that can be developed without being taught. This Learn: 20
is not a comprehensive list, but some examples are listed Sustainable: No
here.The entries for Special Techniques are written like the Action: No
example below . Activate: 0 MP
NOTE: Remember that you are required to Channel Drain: -
enough Chi or Vigour before spending it on Techniques. Target: Self
Element: The Category or Element the Technique is Effect: After activation, you may spend 3 Chi to move 1
classed under. This has no mechanical impact at the moment.
Learn: Character Point cost to learn the Technique. Meter. You may use this technique an amount of times in a
Sustainable: Whether or not the Technique can be round up to your Control Value.
Sustained. Lists Motion Points and Chi or Vigour required to
be spent each round.
Action: Whether or not your character is able to do other Energy Sense
Actions while being Sustained. Element: Void
Activate: Motion Points and Chi or Vigour required to Learn: 30
activate the Technique. Sustainable: 0 MP. 1 Chi.
Drain: Reduces your Control Value by the listed amount Action: Yes
while being Sustained. Activate: 1 MP. 2 Chi.
Target: Who can be Targeted with the Technique and the
range you can target in. Drain: 3
Effect: What the Technique does. Target: Self Only
Effect: After activation, you may use the Energy Sense Sub
Skill when making Perception checks to perceive Spirits and
Energy. This includes the ability to use Skilled Defenses
against Chi Attacks.
Deflection ITEMS
Element: Void As has been previously mentioned, there is no set item list.
Learn: 30 One of the duties of a GM in WBS is to decide what sort of
Sustainable: - items are available at various merchants the players visit, and
Action: No
what, if anything, they want in return. If you don’t want to
think of an entire list, instead you can wait for a player to
Activate: -
mention what they are looking for, and you can come up with
Drain: - where to find it.
Target: Self Only
Effect: This allows you to use Channelled Chi to deflect a Chi WEAPONS AND ARMOUR
Attack. When performing a Parry, you may choose to use When it comes to designing weapons and armour, there are
Deflection instead, if you have Channelled Chi. If you have no limits, nor is there a relation between materials and
Channelled Energy at least equal to the Points spent on mechanics. However you may decide to make similar types of
Aspects of the Chi Attack, it is rebounded into a direction in
armour have similar effects.
One way to do this is to determine the values for Armour
your Facing. Roll for Scatter to determine which direction it
based of what it is made of and how. The best way to do is
travels. After performing this Technique, you lose Chi equal to thinking of Soak being determined by the toughness of the
the Points spent on Aspects-Your Ranks in Chi Efficiency. Any material, and Damage Reduction being how it stops an attack
leftover points remain Channelled. If you have less Chi (usually by deflecting the blow).
Channelled than the Points on the Attack, you lose all EXAMPLE: You decide to make Leather Soak 1, Studded
Channelled Chi, and the Attack strikes you as normal. Leather Soak 2, and Steel Soak 4. So no matter what kind of
shape of armour the players decide to get, the Soak will be
determined by the materials used to make it. You also decide
HOW DO I RUN THIS? (GM that small amounts of coverage, such as Arm Guards might
only be Damage Reduction of 1 as it doesn’t deflect blows
RULES) very well. However a Torso Piece might be DR 2, and Full
Running WBS is similar to running a lot of other RPGs. Coverage could be DR 4. If a PC wants Steel Full Plate, you
Mostly you are playing the role of rules adjudicator, as well as can easily look at the list and see that would be “DR 4 Soak 4
taking on the role of characters in the world not played by EV 12”
players. There are some important parts to take note of If you want to create Magic Weapons and Armour for your
though. game, or items made from “special materials”, you can make
Some Interpretation Required: In this book, some rules them Artifacts as well as what they normally are.
require GM interpretation. While the GM has the final say on Alternatively, you can make simple changes such as lowering
how these rules are implemented, this does not mean that the EV for the item, or adding bonus Effect Dice on a
players have no input into how the game should run. All rules weapon.
presented in this book are suggestions for running the game EXAMPLE: Asura has found some SpiderSilk and wants to
and any rule may be changed if the group decides to. make armour out of it. SpiderSilk is said to be as strong as
Adding Flavour: Many rules in this book will seem a lot Steel and as Light as the wind. As the GM, you decide that
more bare bones than what can be found in other RPGs. This the armour will be at -6 EV from what it would normally be.
is because WBS takes the approach of Adding Flavour. This
means that certain things (such as weapons, armour and Chi
attacks) are designed by choosing from the list of mechanical
options and then you apply your own flavour to the design,
sound and background.
Fates Against You: It is assumed that PCs are capable at
most things they attempt to do. While PCs can fail, it is due to
external circumstances making it beyond their capabilities
instead of the PC performing poorly.
Example: A PC fails to scale a cliff. This is not due to the
PC climbing any worse than previous attempts, rather it is
because the cliff was too steep or because some of the
ground fell out from under their foot. Alternatively, when
making an opposed check (Stealth, combat, etc), the PC roll
is used to set the DC for the target to bypass.

Armour woven from silk and a Mace made from a dragon


fang lets even the nimble be a threat in melee combat
MAGIC Artifacts: Artifacts are physical objects that contain one or
more abilities that are not covered elsewhere. Artifacts are
In WBS magic is not done by wizards with spellbooks and either self powered, or user powered.
scrolls. Instead magic comes in three different forms. User Powered: These artifacts use the user as a power
Special Techniques source. Usually this would be Chi, but may also be other
Incantations things such as Vigour or even Attributes.
Artifacts Self Powered: These artifacts do not require the user to
have energy of their own to be used. Generally they gain their
This book contains examples of the different types, power from things such as life springs, or souls. They may
however you may create your own if you desire. If you do, also be recharged by having Chi expended into them. Not all
take note of what the different types are used for, and what artifacts consume energy as they are used but may instead
they can target. need to be recharged after an amount of time.
Special Techniques: These are techniques performed by
combining physical movement (Martial Kata) and Energy. Ghost Ward
They only target the user and their immediate surroundings. A small paper tag written with a script and blessed by a priest.
Incantations: These are techniques performed by constant Powered on creation.
recitation of a sequence of words while also channelling
Energy. They target anybody who can hear, and usually inflict When placed on an object this prevents the object from
changes to the body or mind of the target. If no target is being touched by spirits with Spirit Energy below a certain
affected by the Incantation, the user is automatically affected amount.
instead. Mostly must be taught, or learnt from a source. May also be placed on a door or other opening to prevent
entry from spirits.
Cause Sleep
Element: Void
Learn: 20 Talisman of Telekinesis
Sustainable: 3 MP. 2 Chi. An ivory talisman worn around the neck.
Action: Movement. Powered on use.
Activate: 3 MP. 10 Chi. When worn, allows the wearer to move objects from a
Drain: 3 distance by pointing with a finger. The objects move at a rate
Target: All within 10 Meters of 2 meters per Motion Point.
Effect: After activation, make a Basic Skill Check using Magic Use of the Talisman costs 1 Chi a round for every 20
adding Willpower and Intelligence. All creatures able to hear Kilograms lifted.
that are within 10 Meters of the user must make a Standard
Skill Check using Magic and Endurance adding Willpower.
Every target that fails the Check falls asleep. This sleep is not
magical, and they may be woken as normal. Every round when
the user Sustains the Incantation, another Skill Check is made
for the user and all valid Targets. Anybody previously asleep
that succeeds on the Check wakes up. If no target fails the
check, the user falls asleep instead.

An incantator begins to cast a Ring of Fire Ghost Wards of varying strengths


TRAINING AND POINT GAIN MENTOR TRAINING
The way characters improve is by gaining character points, A more advanced version of focused training.
and then spending them during a period of downtime. A mentor is a character that has 50% more points spent in
As the GM, you have the final decision on how many the chosen attribute or skill than you do.
character points a character gains for their actions, which is When training with a mentor, you gain an additional 50%
determined by how much the character exerted themself and character points in the chosen attribute or skill. This means
how difficult the challenge was to overcome. What that with the focused training bonus, you gain double the
constitutes an average effort challenge is up to the GM. points.
It is recommended that an average challenge grants 2
character points. This is then raised or lowered as deemed EXAMPLE: Asura doesn’t feel he is getting strong
appropriate. quick enough, so he seeks out a mentor. Asura has
15 points spent into Strength. He finds a Mentor
Minimal Effort = 0 Points with 33 points in Strength. After finding some
Below Average = 1 Point more bandits to fight, Asura gets the nod from his
Average Effort= 2 Points mentor and goes to fight with his teachings. Asura
Above Average = 3 Points still decides to move less than normal, again
Maximum Effort = 4+ Points focusing his actions on using Strength. At the end
of the encounter, the GM decides this challenge
Minimal Effort is when a character overcomes a challenge was worth 3 character points. As Asura was
in one turn, or doesn’t spend any vigour or other resources to Training, the GM determines that he used enough
overcome a challenge. Strength based actions in combat and gives him
Maximum Effort is when a character needs to put almost the bonus. Asura also qualifies for the mentor
everything they have into overcoming a challenge. The closer bonus. Asura now has 6 character points, rather
they get to putting all their effort into the challenge, the more than 3, but they must all go into Strength. This is
points they gain afterwards. enough to increase Asura’s Strength to 5.
If a character fails to overcome an obstacle, this does not
necessarily mean they gain nothing for it. It is recommended
to give character points even on a failed check if a character TECHNIQUE TRAINING
still exerts themselves in doing so. If a character survives Focused Training (or Mentor training if the mentor knows the
combat for a few rounds, they may have learned some things. Technique) may be used for learning Special Techniques. To
If a character fails to scale a wall entirely but got part way up, gain the bonus, you must meet either of these conditions:
they still exerted themselves to try.
The majority of your actions must be Chi/Vigour
FOCUSED TRAINING techniques
If a character wants to train for a specific attribute or skill, Spend at least 90% of your Total Chi/Vigour. The use of
they declare this at the start of an encounter. Chi or Vigour is determined by whether you are training a
To perform focused training, the majority of your actions Chi or Vigour Special Technique. You do not gain a further
for an encounter must use the specific attribute/skill. bonus if you meet both conditions.
After the encounter, you gain 50% more character points
than normal for the encounter, however all the points gained
must be spent towards the chosen attribute or skill.

EXAMPLE: Asura is happy with his speed but


decides that he would like to enhance his strength.
He realises the quickest way to do this is to Train
the Strength Attribute. After getting jumped by
some bandits, Asura declares that he will be
training Strength. Asura moves a lot less than he
normally would, knowing that most of his actions
must use Strength. Instead, he opts to move
around by leaping, utilising his Strength. At the end
of the encounter, the GM decides the challenge
was worth 2 character points. As Asura was
Training, the GM determines that he used enough
Strength based actions in combat and gives him
the bonus. Asura now has 3 character points, rather
than 2, but they must all go into Strength.

A young warrior needs to learn how to DODGE!


MISSING SECTIONS CHANGELOG
This current version of the playtest is missing Playtest 1.51
Ranged Weapons It's pretty
Bestiary
Index Playtest 1.5
Completed GM Guide Many changes and alterations
Expanded Skill Entries
Playtest 1.4
Removed some skills
Changed Motion Points to Reflexes
Changed Combat mechanics
Added phases
Rewrote wording and mechanics
Added examples
Clarified features
Playtest 1.31
Changed Ki to Vigour
Changed Vigour to Stamina
Added examples
Refined rules
Reworded sections for clarity
Playtest 1.3
Changed layout of document
Changed order of presentation
Added combat chart
Added Skill tables
Refined rules and wording
Added Stagger, Knockback and Penetration
Added Basic Defense
Added more of a description to the setting section
Added Backfire mechanics
Added starting Character Points benchmark
Added Tackle
Added Vigour mechanics
Added one and no handed Chi Attack mechanics
Added Special Technique creation rules
Added point gain and mentor bonuses
Added combos
Playtest 1.2
Changed layout of document
Added Universal Chi Components
Refined rules
Changed text and formatting
Added Skill List
Added Controlled Effort
Added Wild Effort
Playtest 1.1
Added examples
Added Chi Components
Tweaked rules and clarifications

You might also like