Character creation 1 - determine stats by either dividing 65 points or rolling 2d10 GM choice 2 - choose race 3 - choose animal/martial art style 4 - choose philosophy 5 - choose INT skills 6 - choose an element and color 7 - divide 10 initial advancement points for intial powers 8 - determine combat bonuses 9 - buy equipment initial funds = Hon x Hon Stats divide (65 points range 2-20) Str: Strength - adds to damage done and subtracts from damage taken Agi: Agility - used to strike/dodge End: Endurance - used to determine Chi Int: Intelligence - used for all skills Hon: Honor - used to influence people Races Human: can choose an elemental power can choose Chi powers dark or light can choose philosophy powers Hengoykai: Can choose only light or only dark Chi powers cannot choose elemental powers can choose philosophy powers can shape change into 3 forms human form: treat as human without elemental power animal form: treat as superintelligent animal hybrid form: double initial martial bonuses add 1 extra attack Kami(in progress): Can choose only light or only dark Chi powers can choose elemental powers can choose only Shinto philosophy powers Kami Style bonuses #Att: 2 Defense: +4 Hand: +0 Foot: +0 Weapon: +0 Grab: +0 Throw: +0 Special Katas: Chi Gung, Stomp, Lock, Grab/Punch, Grab/Head Bash Philosophies Taoism Alchemy-understanding of herbal and mineral potions Buddism Meditation-can acieve power through meditation Bushido Stealth-character can disguise or hide very well Shintoism Geomancy-understanding of flow of Chi lines and Kami Zen Concentration- ability to empty one's mind of random thought Skills ------ skill%=15%+INT+Levelx5 at least one initial skill must be an Art, Court or Music Skill List Art Haiku(Poetry) Calligraphy Ikebana(Flower Arranging) Origami Ukio-E(Painting) Bonzai(Gardening) Artisan Brewer Jeweler Silk Maker Paper Maker Seamstress/Tailor Cooking Weaponsmith Armorer Black Smith Carpenter Potter Stone Mason Leather Worker Agriculture Animal Herding Athletic Climbing Running Juggling Swimming Tumbling Court Etiquette Heraldry Go(Gaming) Languages(or The Secret Tongue of ..) Buddaists Taoists Kami/Old Gods Dragons Demons Trade Hengoykai Elementals Bushido: Hong Kai Fu Shu He Chih An Mi Wa Bing Yakuza Medical Acupuncture/Massuer Herbal medicine First Aid Music Dance Chanting Singing Play Instrument Write Music Pilot Navigation Seamanship Horsemanship Charioteering Rogue Palming Begging Fasting Seduction Intimidation Gambling Science Civil Engineering Mathmatics Read/Write History Mythology Religion Wilderness Fire building Snare Building Hunting/Survival Element Color Light Dark Water Blue Black Fire Red Gray Wood Green Brown Earth Gold Yellow Metal Silver White POWERS ====== Elemental powers ---------------- Protection: 2 Chi for 5 minutes per level Expulsion: 3 Chi per blast Control: 4 Chi per effect Becoming: 10 Chi to transform Summoning: 40 Chi to summon Water: protection(breath water, swimming, ignore drag) expulsion(pillar of water doing 1d4 damage per level and drenching target) control(can freeze, boil, whirlpool, calm or part water) becoming (transmutes to water, immune to physical attacks) summoning (summons water elemental) Fire: protection(takes half damage from energy based attacks) expulsion(fireball doing 1d12 damage per level) control(can extiguish, fuel, wall or part fire) becoming (transmutes to fire, does 1d6 damage to any thing that hits him) summoning (summons fire elemental) Wood: protection(cures target of all diseases and poisons) expulsion(spinters doing 1d6 damage per level double versus undead) control(can animate plants, increase, decrease growth rate and warp wood) becoming(transmutes to wood, double Chi) summoning (summons wood elemental) Earth: protection(detects traps and depth in caves) expulsion(boulder doing 1d8 damage per level) control(cause earthquakes, or create walls) becoming(transmute to earth, can walk through earthen walls) summoning (summons earth elemental) Metal: protection(double resistance) expulsion(metal shards doing 1d10 damage per level) control(can destroy/create weapons at touch range) becoming(transmute to metal, double Str mod) summoning (summons metal elemental) Chi powers ---------- Light: Sense Chi Absorb Light(doubles chi absorbtion rate) Radiate Light( each point of chi equals 1 torch, 10 equal sunlight) Light Shield( each point of chi in sheild destroys 1d6 incoming dark absorbs 5 points of physical attack duration 10 minutes per level ) Chi Healing(1 chi to cure mental, Chi or phyical diseases) Dark: Invert Chi(takes 2 rounds) Absorb Dark(doubles chi absorbtion rate) Radiate Dark(each point reduces light by one torch, can cause blindness in touched victim for 10 Chi) Dark Blast(each point of chi in blast does 3d6 damage) Inflict Disease Philosophy Powers ----------------- Meditation(Buddaism): Silence Healing(doubles healing rate) Unmoving(charater becomes completely still cannot be moved and has 10 times the stength and endurance) Deflection(+5 to defend incoming attacks) Spirit Walk(character can seperate Chi self from body) Concentration(Zen): Silence Awareness( +25% to notice important details ) Healing (doubles healing rate) One mindedness (gets +1 to any combat move for each -1 he takes to all others) Spirit Walk(character can seperate Chi self from body) Alchemy(Taoism): Purification(2 Chi to purify any chemical) Healing(4 Chi to double healing rate for 2 hours) Protection(10 Chi to take half damage from one power type for 1 hour/level) Restoration(40 Chi and lose 1 permenantly can restore life) Spirit Walk(character can seperate Chi self from body) Stealth(Bushido): Hiding(character can hide or sneak around without detection) Disquise(character can convincingly impersonate anyone) Escape(character can escape bonds) Invisibility(1 chi per round per target completely undectable by targets) Intangibility(5 chi per round character phases out of existance treat as spirit walk without having to leave body behind) Geomancy(Shintoism): Sense Chi lines and Kami Bend Chi lines(can double or half the Chi in an area) Commune with Kami(can talk with the spirits in everything) Spirit Walk(character can seperate Chi self from body) Summon Kami, Dragon or Demon(40 Chi summons target) Power points and advancement: ----------------------------- Character starts with 10 Power points and are given more as experience power level power type / cost Elemental Chi Philosophy 1 1 1 1 2 2 2 3 3 4 4 10 4 8 8 25 5 16 16 75 All martial art powers cost 10 Casting/skill level: Each time a character goes up a level he can add one to one of his Martial Art Moves(ie hand, foot, defend, etc) Points Level Bonuses 0 1 Chi=Endurance, Choose Int skills 10 2 +2d6 Chi 20 3 +2d6 Chi,Choose 2 more skills 30 4 +2d6 Chi 50 5 +2d6 Chi 80 6 +2d6 Chi,Choose 2 more skills 130 7 +2d6 Chi 210 8 +2d6 Chi 340 9 +2d6 Chi,Choose 2 more skills 550 10 +2d6 Chi +500 +1 +2d6 Chi Combat: round=20 sec 1d20+Agi mod+ MA bonus vs 1d20+Agi mod+MA bonus tie goes to defender a natural 20 can only be defended with a natural twenty and does double damage Damage weapon+attacker Str mod+MA bonus -defender Str mod minimum damage is 1 Possession(before roll each character determines how much chi goes into the roll the 1d20 is rolled for each side whoevers roll+chi spent is higher wins. Tie goes to the defender. A natural 20 can only be stopped with a natural 20. win or lose all chi spent this way is lost.) max speed=6*str yrds or meters per round or .7*str mi/hr running leap distance=1/3 meter per point of str standing ""=1/3 of running leap distance jumimg hieght=1/20 of meter per point of str thowing range=1 yards*pounds per point of strength Stat mod 0 -5 1 -5 2 -4 3 -4 4 -3 5 -3 6 -2 7 -2 8 -1 9 -1 10 0 11 0 12 +1 13 +1 14 +2 15 +2 16 +3 17 +3 18 +4 19 +4 20 +5 Equipment: ---------- money=HONxHON weapon damage speed cost Dagger 1d6 4 6 S.Sword 1d8 6 12 L.Sword 1d10 8 25 Two handed sword 1d12 10 50 Club/Short staff 1d6 6 5 Hammer 1d8 8 10 War Mace 1d10 10 20 Two Handed Maul 1d12 12 40 Hatchet 1d8 8 10 Ax 1d10 10 20 Two Handed Ax 1d12 12 40 Staff 1d8 8 6 Sai 1d6 4 6 Nunchaku 1d8 6 12 Tonfa 1d8 6 12 Chain 1d8 6 12 Chain and blade 1d10 7 30 Spear 1d10 8 25 Whip 1d6 4 6 Blowgun 1d4 range: 50 m 4 15 Bow 1d6 range: 100 m 6 30 Crossbow 1d8 range: 200 m 8 60 Sheild Defend off hand weapon +1 -- sheild +2 10 Armor Defend Resistance cost Padded/Leather -1 +1 5 Heavy Hide -2 +2 10 Studded leather -1 +2 40 Scaled leather -2 +3 200 Banded leather -3 +4 400 Chain -3 +5 1000 Samurai -4 +6 10000 adds +3 to honor when trying to impress/intimidate people Spiked leather -2 +2 50 This armor has lots of little spikes that add +1 to damage in Hand to Hand Combat, (+2 forearm, elbow, knee & grab) Demon Wrestler's -4 +5 1500 adds +1 to honor when trying to intimidate people This armor is full of hooks, blades and spikes, it add +3 to damage of all hand to hand attacks, (+4 forearm, elbow, knee, head bash & grab) Silk Ninja Garb +1 0 5000 This armor is made of the smoothest black silk increase stealth ability by +10% or gives a base of 30%, only availble to Wa Bing's Ninjas. Yakuza will provide for 5 times the list price. Transport Horse 100 Boat Large Sailing Ship 10000 Small Row Boat 50 Cart 30 Chariot 30 Food(per day) raw 1 Inn 2 rations 4 rice wine 1 Misc Paper(per sheet) 1 Pens(per quill) 1 Paints and inks(per cup) 5 Barrels keg(10 gallon) 1 cask(50 gallon) 5 tun(250 gallon) 10 jeweler's tools 30 gardening tools 10 loom 50 tailor's tools 20 Cooking gear 10 Black smith's tools 60 Carpenter's tools 40 Mason's tools 40 GO or other game 5 Acupunture needles 40 Medical kit 50 Wilderness supplies (sleeping bag, tent, etc). 40