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a game of martial mastery and high

energy action

BETA Document 1.8


GAME TERMS: What it all means Combat
Active Character: Character(s) with the highest Reflexes.
Dice Mechanics Given focus while they determine their next action.
Dice Pool: The amount of dice you roll when making a Skill Reflexes: Determines the Active Character and the amount
Check or Damage Roll. of actions you can take during combat.
Roll Modifier: The total value of static numbers that are Round: A point of time over about 4 seconds, used to keep
added to the rolled result of your dice pool. scale in combat.
Skill Check: The most common type of roll that is used in Phase: A smaller amount of time in a Round, broken down
WBS. Used for determining success or failure when using into groups of 4.
skills. This includes attacking and defending. Tick: Any single moment in a Phase.
Attack Check: A specific type of Skill Check used in Resolution Time: The amount of Ticks that must pass
combat. It is used to determine the success or failure of an before an action resolves.
attack. Unless stated otherwise, an Attack Check uses Effect Die: A special die rolled as part of a Damage Roll
Finesse. that automatically applies Critical Damage.
Defense Check: A specific type of Skill Check used in Critical Damage: An Exploded Damage Die is rerolled to
combat. It is used as an Opposed Check to determine the cause Penetrate, Stagger or Knockback.
difficulty of an Attack Check.
Damage Roll: The second most common type of roll used Weapons and Armour
in WBS. It is used to determine the damage a character or Soak: Lowers the effectiveness of Penetrate
object would take after successfully being hit by an Attack Damage Reduction (DR): Lowers incoming damage.
Check. A Damage Roll Dice Pool contains 1 die, plus 1/4 Weapon Type: Determines the base properties of a
ranks in the skills used for the Skill Check. Damage Rolls weapon.
will use different sizes of dice depending on the Attack Check Damage Type: Determines the Effect die of a weapon.
leading up to it. These can vary from D3 to D12. Damage: Determines the final size of the Damage dice.
Explode Range: By default, the Explode Range of a die is Range: Determines the range that the weapon is capable
equal to the highest face value. Some effects in the game may of damaging in.
alter this value. Speed: Determines the travel speed of a projectile per tick.
Explode: When making a Skill Check, any die that rolls in
its Explode Range will Explode. When you Explode, you roll WHERE AM I PLAYING?: An intro to
another die of the same size. The new die may also Explode.
Implode: When making a Skill Check, if any die comes up the world
as a 1 it is removed before totalling the result. Weapons of Body and Soul (WBS) is focused on Martial Arts
Passive Score: The total combined value of an Attribute in a Xianxia style setting. This is similar to Shonen manga
and two Skills being used. such as “Dragonball” and “Yu Yu Hakusho”, or movies like
Reactive Check: A normal Skill Check, Typically rolling “Crouching Tiger, Hidden Dragon” and “Journey to the West”.
1D6 with a modifier equal to the Passive Score - 4. Primarily, characters will find themselves wandering
Active Check: A Skill Check that is more swingy but has plains, mountains and forests. Encountering villages that
the chance to be more rewarding. Remove 4 from your need help, beasts hungry for a meal, a villain on his way to
Passive Score to add 1D6 to the Dice Pool. This may be power, or perhaps even a demon with nefarious plans.
repeated provided 4 or more remains for Passive Score. While the setting is mostly based in what you would find in
D(X): A size of Die with X sides. old Asian fables, that is not the only setting possible. If the
players desire, WBS may take place in a modern setting, or
Character Building even a futuristic setting.
Character Points: Points used by a character to improve
their capabilities. Spent on Attributes, Skills and Techniques. WHAT DO I NEED TO PLAY?:
Gained by overcoming challenges. Accessories
Base Value (BV): The value for an Attribute or Sub Skill
that is purchased with Character Points. To play WBS, you need a few things:
Active Value (AV): The value for an Attribute or Sub Skill This rule book
after applying all modifiers. A character sheet to keep track of your character
Expanded Value (EV): The value that determines the AV A number of polyhedral gaming dice ranging from D3-
for Physical Attributes. Equal to (Current Vigour/40) D12. It is recommended to have 5D6 available for each
Core Skill: A basic category of related skills. player, and 5 of each other size for the group.
Sub Skill: A specific skill used during Skill Checks.
Vigour: Physical Energy consumed when using Physical Having a gaming mat and miniatures will also assist in
Attributes. playing the game.
Chi: Spiritual Energy consumed when using Chi Attacks
and Special Techniques.
WHAT IS THIS AND WHY WHO AM I?: Concepts
In WBS, every Player has a character. An avatar that
WOULD I PLAY IT?: An represents themself in the world. When creating your
intro to the game character, the first thing you do is decide on a concept. This
will be used as a guideline for determining where to spend
WBS is a combat focused Roleplaying Game designed for character points.
players with at least an intermediate level of experience. If The character concept will contain information such as:
you have not had much experience with RPGs you may have
difficulty understanding some mechanics in this game. If you Motivation Your character’s reason to adventure, train,
have played other RPGs, you may find this to be different and explore. Why do they do the things that they do?
from what you normally expect. Beliefs Your character has beliefs in various things.
The focus of the game is on being a Martial Artist in a land Superstitions, moral codes, religion, and diet are
of mythology, where demons and beasts roam and humans examples of beliefs.
can manifest the energy of their spirit to defend themselves Traits Every character has traits. These are usually flaws,
and to achieve great physical prowess. While the primary or aspects that make them stand out and are memorable
focus of the game is on combat, the end goal is not about when being discussed. These may be as specific as “Fear
gaining loot. It is about mastering your skills and learning to of snakes” or as vague as “Eats a lot”. While traits do not
overcome challenges, becoming greater than you were and have any mechanical impact, they will still make an impact
achieving your goals. on how your character plays. A flawless character is a
Even though it is a combat focused game, you are not boring character.
required to play a fighter. There are rules that allow you to Example Trait: Akuchi (Impure Blooded): An Akuchi is a
play other kinds of characters. This includes Social types like human with very diluted demon blood. This is strong
a diplomat, or a Skill Specialist such as an engineer, an enough to alter their physical features (Big ears, red eyed,
inventor, or a smith. web toes, etc), but too weak to give any specific powers
WBS emphasises three main design goals: and benefits that a direct descendant might possess.
History Your character had events happen to them prior
Realism and Accuracy By doing things such as to the start of this adventure. Who was their family?
separating attacks into separate skills and using the WBS Where did they work? How were they raised? What
initiative system, we were able to accurately represent the significant events lead to where your character is now?
precision and timing required in real life combat during Trinkets Your character has something in their pocket.
gameplay. This adds a level of tactics to combat, making What do they always want to carry on their person? What
you decide when it is the opportune time to use the do they normally carry but may have forgotten? What are
various attacks and actions, as well as how much you things that don’t really do anything, but they will never
should exert yourself. leave home without?
Skill focused By using the skill system in the way we
have, we were able to make skills become more important Average humans have a starting point value of ~150
than naturally high attributes of a character. Even the (depending on age and training). Player characters are
weakest man, with the right training, is capable of felling suggested to have a starting point value of 200-250.
the strongest opponent, or overcoming the greatest
obstacles. BASE/ACTIVE/EXPANDED VALUES
Tactics By using mechanics for things like resource Your Attributes all have a Base Value (BV). The BV is your
management of energy, action speed in battle, and Attribute's Value written on your character sheet that you have
variation between types of attacks, combat is made to be
more tactical than some other games. purchased via character points. When referring to the BV of an
Attribute, the name of the Attribute will be written in full.
WHAT ARE THE BASICS?: Resolving Physical Primary Attributes and Secondary Attributes have an
The core resolution mechanic of WBS uses a Dice Pool. The Active Value (AV). The AV is a temporary change to your
size of the Dice Pool is determined by the amount of ranks attributes or capabilities. When referring to the AV of an
you have in the relevant skills. The dice are then rolled, Attribute, it will be written in shorthand. The shorthand can be
adding your Roll Modifier to the rolled result. This is your found written in parentheses next to the Attribute listed.
Final Result. Physical Primary Attributes also have an Expanded Value (EV).
Whenever a situation comes up that has a chance of The EV is equal to (Current Vigour/40). When using a Physical
failure, players will need to roll some dice. This roll is Attribute, the AV you may use is determined based off
referred to as a Skill Check, and will determine success or
failure. To determine if your Skill Check was a success or whether the EV is higher or lower than the BV.
failure, the Final Result is compared to a difficulty number. If EV is higher, you may use an AV up to EV but not lower
The difficulty number is either: than half way between the BV and EV.
If EV is lower, you may use an AV anywhere between EV
A static number determined by the GM, based on the and BV.
intended level of difficulty.
A variable number determined by an opposed roll. An When determining the Vigour cost of using Physical
opposed roll is an opponent rolling their own Skill Check Attributes, use the following formula: (AV*10) - (BV*5). This is
written in more detail in the Chapter (Energy Use).
WHAT AM I?: Character Creation Sub Skills
are specific trainable talents and capabilities. Your character
Once you have determined your character's concept and has access to a number of Sub Skills. These are improved by
flavour, you then spend character points to determine the purchasing ranks in the individual Sub Skills. Each rank
mechanical side of your character's capabilities. increases the Sub Skills BV by 1.
Your characters capabilities are primarily made up of 3 Starting Value: All skills start at a BV of 0.
components. Attributes, Skills, and Techniques. Each Point Cost: Purchasing a Sub Skill Rank costs character
component is broken down into smaller sections as detailed points equal to Current BV + 3.
below. BV Max: A Sub Skill BV may not be higher than a value
Primary Attributes established by the Play Tier determined by the GM.
are the core of your character's untrained capabilities. Your Sparks and Awakening
character has 8 Primary Attributes. These are divided into 4 One aspect that sets the characters of legend (that includes
physical and 4 mental. player characters) apart from the regular people of the world
Physical: Strength (STR), Constitution (CON), Finesse is the concept of an Awakened Spark. Every being in
(FIN), Speed (SPD). existence has a Spark with potential to be awoken, but very
Mental: Intellect, Willpower, Wits, Perception. few manage to achieve this higher state.
Starting Value: All Primary Attributes start at a BV of 1. An Awoken Spark allows characters to manifest their energy,
Point Cost: Increasing a Primary Attribute costs character allowing them to achieve great feats such as leaping
points equal to current BV + 3. buildings, outrunning a wolf, or even propelling kinetic force
BV Max: A Primary BV may not be higher than a value over vast distances.
established by the Play Tier determined by the GM. What causes a Spark to Awaken is a mystery, however they
Secondary Attributes are known to come out under times of stress or when a
are specific uses of your character's untrained capabilities. character is pushed to their limit through training.
Your character has 4 Secondary Attributes. When a Spark Awakens, a character is given a Spark type
from the list below. The one chosen usually has a connection
Health (HLTH) [Strength+Willpower] to the kind of person they are, or what caused it to Awaken.
Stamina (STAM) [Constitution+Willpower] Shaper Spark
Reflexes (REF) [Wits+(SPD/2)+2] Vigour: 20*(Ranks in Vigour Manipulation Skills + Physical
Move (MOV) [Odd SPD] Primary Attributes)
Recovery: Vigour recovers by taking Exhaustion or spending
Starting Value: All Secondary Attributes start at a BV of 0. Stamina
Point Cost: Increasing a Secondary Attribute costs Chi: 10*(Ranks in Chi Manipulation Sub Skills + Willpower)
character points equal to current BV + 1. Recovery: Chi recovers by sleeping at a rate of 25% per 2
BV Max: A Secondary BV may not be increased higher hours
than the sum BV of the Primary Attributes it connects to. Eternal Spark
Energy Attributes Vigour: As Shaper Spark
are your characters energy reserves, usually used to enhance Recovery: As Shaper Spark
your natural capabilities. Your character has 2 Energy Chi: 5*(Ranks in Chi Manipulation Sub Skills + Willpower)
Attributes. These do not have a BV or AV. Recovery: Chi recovers as Vigour
Vigour: A reserve of physical energy which may be used to Warrior Spark
enhance your physical capabilities. Vigour: As Shaper Spark
Chi: Spiritual energy which may be used and manifested Recovery: As Shaper Spark
into potentially devastating attacks, or as a barrier. Chi: As Eternal Spark
Recovery: As Shaper Spark
Core Skills Bonus: Chi may be spent in place of Vigour
are categories of related trainable talents and capabilities. Mage Spark
Your character has 20 Core Skills. Core Skills can only be Vigour: 10*(Ranks in Vigour Manipulation Skills + Physical
increased by purchasing ranks in Sub Skills. Primary Attributes)
Combat: Weapon Types (Arm/Leg/Melee/Ranged), Strike Recovery: As Shaper Spark
Types, Maneuvers, Defenses Chi: 20*(Ranks in Chi Manipulation Sub Skills + Willpower)
Physical: Athletics, Stealth, Senses Recovery: As Shaper Spark
Energy: Vigour Manipulation, Chi Manipulation Hunter Spark
Social: Talking, Etiquette Vigour: As Shaper Spark
Mental: Chemistry, Craftsmanship, Academic, Biology, Recovery: As Shaper Spark
Supernatural, Martial Knowledge Bonus: Vigour costs are halved. Attributes may not be used
Starting Value: All skills start at a BV of 0. above BV, Attributes above BV are used to pay for
Point Cost: Core Skills can not be purchased with Points. encumbrance.
Everytime the Sub Skills gain combined ranks equal to the Chi: As Eternal Spark
amount of Sub Skills, the Core Skill gains one rank. Recovery: As Shaper Spark
A Spark determines how much Vigour and Chi a character SECONDARY
has, as well as sometimes providing extra effects. Health: A value representing the total damage your character
An Unawakened character (that is, most people you meet) can take before going unconscious. Uses Strength +
can not use Chi without specific training, and have Vigour Willpower.
equal to that of a Mage Spark. Stamina: A consumable resource representing your
character’s ability to stay conscious and remain active under
ATTRIBUTES stress. Uses Constitution + Willpower.
The average human has a Base Value between 2 and 3 in Reflexes: Acts as your character’s initiative in a round. Your
their Primary Attributes. An Attribute may not equal a value Reflexes determines when you act as well as how often you
less than 0. Each attribute has various basic functions. can act in a round. Uses Wits + (1/2 SPD)+2.
NOTE: This is not a comprehensive list. The Attribute Speed: Determines how many meters your character can
applied to a Skill Check will change depending on how the move on foot per Movement action. This has a value of 1 plus
challenge is approached. 1 for every 2 you have in SPD above 1 (3,5,7 etc).
PHYSICAL ENERGY
Strength: A measure of your character’s physical might. Vigour: A pool of physical energy that is expended when
Functions: Applying brute force. Your maximum Lifting using Physical Attributes and certain Special Techniques.
Capacity. Combat. Vigour also affects the AV of Physical Attributes.
Secondary Attributes: Health. Chi: A pool of spiritual energy that fuels Special
Lifting Capacity: The most your character can lift Techniques. With training, it may be manifested externally.
deadweight with two hands is 25KG, with an additional The amount of Vigour and Chi you have is determined by
25KG for each point in STR. Halve this value if using one your Spark (listed on the previous page).
hand.
Constitution: A measure of your character’s physical WHAT CAN I DO?: Skills
resistance to outside influences, such as disease, fatigue, and Skills come under one of two categories: Core Skills or Sub
damage. Skills.
Functions: Fitness. Physical resistance. Damage CORE SKILLS
Reduction. A Core Skill is a category for related Sub Skills. Each Core
Secondary Attributes: Stamina. Skill has a group of Sub Skills listed underneath it. Core
Damage Reduction: The default Damage Reduction of a Skills do not have ranks added directly. A Core Skill instead
character is 1 per point in CON. gains 1 rank for every N ranks in total its Sub Skills have. N
Finesse: A measure of your character’s nimbleness, is equal to how many Sub Skills a Core Skill has. Ranks in
mobility and precision. Core Skills are added to the ranks of the Sub Skills when
Functions: Sleight of hand. Stealth. Acrobatics. Combat. determining the size of the Dice Pool used in a Skill Check.
Speed: A measure of your character’s movement and However if a Skill Check uses two Sub Skills from the same
reaction time. Core Skill, the ranks are only added once.
Functions: Dodge. Running. SUB SKILLS
Secondary Attributes: Reflexes. Move. A Sub Skill is a specific skill found amongst a group of
MENTAL
related skills listed under the Core Skill. Sub Skills are
increased by purchasing ranks with character points. Ranks
Intellect: Represents your character’s ability to comprehend in Sub Skills are used to determine the Passive Score of a
situations and retain information. Skill Check. Sub Skills have a maximum amount of Ranks
Functions: Extended knowledge checks. Ability to determined by the Play Tier the game is using.
memorise. Learning over a period of time, such as learning ENERGY MANIPULATION SKILLS
from books. Energy Manipulation skills are a special type of Sub Skill.
Willpower: Represents your character’s force of will and When purchasing ranks in Energy Manipulation skills, they
ability to resist mental manipulation. Mental Constitution. have additional effects on top of just increasing a Passive
Functions: Opposed mental checks. Mental resistance. Score. For each rank you purchase in Energy Manipulation
Social checks that involve enforcing your will. skills, they will also affect your options when using Vigour or
Secondary Attributes: Stamina. Health. Chi.
Wits: Represents your character’s ability to discern facts
and features in a short amount of time. Application of
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: Seeing. Touching. Hearing. Smelling. Tasting.
Energy sense.
SKILL LIST
COMBAT
CORE SKILL SUB SKILLS
WEAPON TYPES (ARM) Closed, Open, Fingers
WEAPON TYPES (LEG) Heel, Foot, Shin
WEAPON TYPES (MELEE) Short, Medium, Long
WEAPON TYPES (RANGED) Thrown, Assisted, Unassisted
STRIKE TYPES Quick, Standard, Strong
MANEUVERS Trip, Grapple, Disarm, Tackle, Link
DEFENSES Dodge, Block, Parry

PHYSICAL
CORE SKILL SUB SKILLS
ATHLETICS Acrobatics, Balance, Endurance, Run, Climb
STEALTH Hide, Sleight of Hand, Sneak, Quiet, Misdirection
SENSES Listen, Sight, Scent, Taste, Touch

MENTAL
CORE SKILL SUB SKILLS
CHEMISTRY Alchemy, Herbal Lore, Medicine, Elemental Lore, Explosives
CRAFTSMANSHIP Artistry, Armoury, Tinkering, Building, Mechanical
ACADEMIC Mathematics, Literacy, Linguistics, History, Antiquities
BIOLOGY Reptile, Mammal, Fish, Bird, Insect
SUPERNATURAL Vigour, Chi, Magic, Spirits, Demons
MARTIAL KNOWLEDGE Stances, Techniques, Physical Analysis, Tactics, Focus

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

ENERGY
CORE SKILL SUB SKILLS
VIG. MANIPULATION Efficiency (Physical Attribute), Bonus Vigour, Amplify, Dampen, Control, Harden, Durability
CHI MANIPULATION Efficiency, Bonus Chi, Amplify, Dampen, Control, Damage, Shaping, Halt, Burst, Barrier
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 Weapons have three properties to take note of.
There is no set list of items to pick from. Instead it is up to Reach: When creating a Melee Weapon, you determine it
the GM to determine whether or not specific items exist to be a Short, Medium, or Long weapon. This affects the
where you are, and what they would do. range on the weapon, as well as the damage modifier and
There is also no set currency in the game, as it is not really REF Cost.
about gaining loot. The GM may decide to introduce Money Damage Type: You determine the Damage Type of a
into the setting you are playing in, leave all purchases up to a Weapon from the list of Slash, Pierce, Crush, and Bash. This
barter system, or just decide whether your characters can get affects the Effect die the weapon has, and the value it is at.
something or not at the time. Slash and Pierce both automatically add a Penetrate Die to
It is assumed that PCs always have basic items on them the damage roll.
such as food, rope, and other standard adventuring gear. Bash and Crush instead add Stagger.
However if something would cause them to lose their items, If you are using Slash or Bash, the effect die size is equal to
such as being robbed, it is reasonable to say they no longer the damage die.
have these items on hand. If you are using Pierce or Crush, the effect die size is one
step higher than normal, and the normal damage die is one
SO NO WEAPONS OR ARMOUR? step lower. If you would add bonus Damage Dice, you do not
add bonus Effect Dice.
Weapons and armour exist in WBS, however there is no set ENC: Added to the ENC of Armour. Short Weapons have
list of them to choose from. Instead, there are options for ENC 1. Medium weapons have ENC 2. Long Weapons have
creating your own weapons and armour from chosen from a ENC 3.
list of mechanics to which you then apply the flavour you Ranged Weapons are more complex than Melee Weapons.
would like for the description of the item. You choose a Damage Type as with a Melee Weapon. The
ARMOUR next step is to determine the ENC of the weapon. Like a
Armour has three properties to take note of. Melee Weapon, ENC is added to the ENC of Armour. You
Damage Reduction (DR): This is added on top of any then choose the Weapon Type which determines a number of
other Damage Reduction your character has. This is usually other properties.
due to the Armour covering more of the body.
Soak: This acts as a form of Damage Reduction that only Weapon Type
applies against Penetrate. When an attack with Penetrate Move How many meters the projectile moves every 4
hits an armoured target, the Penetrate Value lowers Soak seconds (1 round)
before lowering Damage Reduction. Once all Soak is Range Total range the projectile can travel before
removed from the attack, any further Penetrate is applied becoming harmless.
against Damage Reduction. This is usually represented by Damage Modifier to the size of Damage Dice
the material of the Armour. RC Modifier to the Reflex Cost of the attack
Encumbrance (ENC): A detrimental property on Armour,
determined by combining DR + (1/2 Soak). Thrown:
Wearing Armour: When wearing Armour, lower the Move = STR X2 +ENC
Encumbrance by the wearers Strength. If the amount Range = MOVE X2
remaining is a positive number, lower the wearers Finesse Damage = +0
and Speed by this amount. This also lowers Total Vigour as RC = +1
well as all other calculations as appropriate. STR is always Assisted:
lowered by half the ENC. Move = 40 +2xENC
Creating Armour: When creating Armour, choose values Range = MOVE X4
for Damage Reduction and Soak. The GM may apply limits Damage = +1
on how high these values can be. After determining the RC = +2
values, add a description of your choosing to the Armour. Is it
metal plate armour? A big cloak? Or maybe just heavy Unassisted:
clothing. Move = 60 +2xENC
Range = Move X4
Damage = +2
RC = +2
RELOAD = 5 RC
NOTE: Assisted and Unassisted Ranged Weapons add
ENC to damage instead of STR.
Implode: Any die that rolls a value of 1 removes itself from
HOW DO I PLAY? the pool. A die that rolls a 1 that gets removed does not
Implode.
SKILL CHECKS
The core resolution mechanic of WBS is done through Skill EXTENDED SKILL CHECKS
Checks. These cover most actions your character performs, Some Skill Checks such as studying, or crafting, may take a
from smithing, to sneaking. Even combat is done through long period of time to complete.
Skill Checks. When doing this, you make an Extended Skill Check.
Whenever a character attempts to achieve something that When making an Extended Skill Check, the GM writes up
has a chance of failure, or has a scale of success, then a Skill Clock.
characters attempt a Skill Check. SKILL CLOCKS: All aspects of a Skill Clock are
A Skill Check uses two Sub Skills and a single attribute. determined by the GM. A Skill Clock is made up of a number
Though in some circumstances a single Sub Skill applies, of segments. Every Skill Check takes up an amount of time
when this happens use two attributes instead. and is made against a spread of Target Numbers. Depending
The Sub Skills and Attributes used are determined by the on how long you want the task to take, and what happens on
GM and player. This should be based off the way a Skill is a failure, the GM determines how many segments are filled
being attempted. on a successful check.
Skill Checks can be one of three types. EXAMPLE:
Reactive Skill Check: A Reactive Skill Check is the most Segments - 6
common type of Skill Check. Time per check - 2 hours
When making a Reactive Skill Check, the GM determines 15+ = 2 Segments
the two Sub Skills appropriate based on how the action is 10-14 = 1 Segment
attempted. The ranks of the two Sub Skills are added 5-10 = 0 Segments
together, including the bonus ranks from the relevant Core 5- = -1 Segment
Skills. This, combined with the Attribute makes a Passive The task will take a minimum of 6 hours to complete.
Score.
If both Sub Skills come from the same Core Skill, the Core
Skill ranks are only added once.
A Reactive Check costs half the normal amount of Vigour. One segment completed after two hours work
Active Skill Check: An Active Skill Check is another type
of Skill Check. DETERMINING TARGET NUMBERS
When making an Active Skill Check, you can lower your Standard Check: When making most Skill Checks, the GM
Passive Score one or more times to add 1D6 to the Dice determines the Target Number based off the expected
Pool. Every time you do this, the Passive Score is lowered by Difficulty of the task. The general guideline breaks the Target
4. Numbers into Difficulty Ratings. Easy, Medium, Puzzling,
Passive Skill Check: A Passive Skill Check is the least Difficult, and Complex.
used type of Skill Check. Depending on the Play Tier you are at, the specific Target
When making a Passive Skill Check, no dice are rolled. Numbers for each Difficulty Rating will change. The general
The GM compares another characters Skill Check, or a rule of thumb is that a character should be competent at
Target Number, against an appropriate characters Passive passing most tasks of the Play Tier below them.
Score. The Passive Score counts as the Skill Check for this, Tier 1: Experienced
though no Vigour is spent when doing so. Easy = 2
This is usually used when Players or Characters may not be Medium = 6
aware they are being tested, such as when someone is trying Puzzling = 10
to bluff them, or a character is attempting to hide. Difficult = 14
Dice Pool: After totalling all the ranks from the Sub Skills Complex = 19
being used, add one die to your Dice Pool and then lower the Tier 2: Adept
Passive Score by 4. Repeat this as desired if you wish to Easy = 19
make an Active Check. Once the Dice Pool has been Medium = 25
determined, it is rolled and then the result is added to the Puzzling = 31
Roll Modifier. Difficult = 37
The Roll Modifier is the remaining Passive Score, plus Complex = 43
other circumstantial modifiers based on the conditions of the Tier 3: Elite
check. The result is then compared to the difficulty of the Easy = 43
check. Medium = 50
Explode Range: The value required to roll on a die to have Puzzling = 57
it Explode. By default it is equal to highest value. Difficult = 64
Explode: Any die in a Skill Check that rolls in the Explode Complex = 71
Range will Explode. If the Skill Check is not an Attack, then it Opposed Check: If a Skill Check is made against another
may only Intesify. target's Skill Check, then it becomes an Opposed Check. The
Intensify – A die that Explodes with Intensify adds another Target Number that must be beaten is the other target's Skill
die to the Dice Pool. The new die you roll may also Explode. Check result.
HOW DO I FIGHT?: Combat
The main way conflicts are resolved in WBS is through SEQUENCE OF A ROUND QUICK
combat. Here you will be walked through the steps that make GUIDE
up combat. 1) Declare Phase Count.
2) Determine REF.
ROUNDS AND REFLEXES 3) Split REF between Phases.
A round of combat takes place over 4 seconds of in game 4) Set Tick Value (TV) to highest REF.
time. You may take as long as needed in real time. A round is 5) Determine active characters by REF matching TV.
also divided into smaller sections of time called a “phase”,
detailed below. It is possible for a character to act multiple 6) Resolve actions of active characters.
times in a round depending on how they spend their REF. 7) Active characters declare new action and spend REF.
Initiative in combat is constantly in flux. As REF is spent at 8) Lower TV by 1.
different rates, your turn order may change frequently. 9) If TV is 0, then go to step 10. Otherwise repeat step 5.
The active character is the character with REF matching 10) Lower phase counter by 1.
the current Tick Value. If there is a tie, all tied characters 11) If phase counter is 0, repeat step 1. If not repeat step 4.
count as the active character and declare their action on the
same turn. Although the actions are declared one at a time,
they still take place at the same time. After declaring your
action, you spend REF. It is possible to spend more REF than
you have remaining. In this case, the remaining cost is spent
in the next round. Your action resolves when you are next the
active character. If the Cost of an action would be reduced
below 1, it still costs 1 but also becomes "Quick". A Quick
action resolves before other active characters at the same
Tick Value.
STARTING THE ROUND
At the start of the round, all characters declare the SPD they
will be using for the round. The Vigour for SPD is paid once
at the end of the round if you declared an Offensive Action.
The next step is to determine your REF for the round.
This is equal to (SPD/2)+Wits+Reflex+2. This should already
be noted in your Attributes.
The third step is to determine phases.
First the GM declares the Phase Count for the Combat,
this is how many Phases are in each Round. Phase count is a
value of 4 (4, 8, 12, 16, etc), usually use the slowest (or fastest)
character's REF score as a guideline. Every character then
divides their REF by the amount of phases. This final value
will be their REF per phase. Last, you set the Tick Value for
the phase to the highest REF in the phase.
NOTE: If your REF does not divide out to a whole number,
then stagger among each phase.

ATTRIBUTES DURING COMBAT


The vigour cost for all physical attributes except for CON are
only paid if you have declared an Offensive Action in the
round.
STR - Declared on use. Paid for after resolving a Skill or
Damage Check that uses STR.
FIN - Declared on each use. Paid for 1/round. May not be
declared as a lower number during round.
SPD - Declared at start of round. Paid for 1/round. May not
be changed during round.
CON - Declared when you first take damage. Paid for
1/round.

NOTE: Waiting, using a Skilled Defense, or channeling


Energy does not count as an Offensive Action.
COMBAT ACTIONS DEFENSE
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 REF. The Defense Check
1) Movement is resolved immediately after the Attack Roll is made,
2) Attack regardless of REF Cost.
3) Defense The REF Cost of the Defense Action is deducted from REF
4) Energy Control as normal, however the defense resolves immediately. If you
do not have sufficient REF 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
For a REF Cost of 1, you can move a distance up to your their declared action.
MOV. If you have not declared an action between moving and If they do, they are refunded the REF of their last declared
using the Dodge Skilled Defense, you may add your MOV to action, minus the cost of the Defense used.
the Passive Score of your Dodge check. NOTE: A character attacked from behind can only declare
On the Tick Value you declare the move action, you may a Basic Defense unless they can perceive the attack coming.
move up to half of your MOV. The rest of the movement is A successful Passive Listen+Scent+Perception check against
used when the action would resolve. attackers SPD+Stealth allows for a Dodge Skilled Defense,
If you move no more than half your remaining MOV at the or another Skilled Defense if the Defender has movement
Tick Value it resolves, your next declared action gains Quick. available and changes their facing.
If you do not move at all when it would resolve, your next
declared action is reduced by 1 REF Cost instead. DAMAGE
If your Attack Check is successful, you then roll for damage.
ATTACK Damage Dice: There are two steps to determining the size
On your turn, you can choose to attack as an action. of the damage dice.
An attack is a Skill Check.
Skill 1 of the Skill Check is the “Weapon Type” (Hand, Leg, The Strike Type determines the base damage dice size.
Melee, Ranged). Skill 2 of the Skill Check is the “Strike Type” The Weapon Type then modifies the dice size.
(Quick, Standard, Strong).
Attack Declaration: When making an Attack, first you Damage Dicepool: After determining the size of your
declare the Weapon Type and Strike Type, then declare your damage dice, you determine the size of the Dice Pool.
Facing. A Facing is 180° of coverage for an attack, usually This uses the same Skill Ranks as the attack roll. The Dice
considered the characters peripheral vision. Any direction not Pool size is determined with a few minor rule changes.
in an attacking character's Facing is considered "Behind". You start with 1 die in your damage pool.
Attack Resolution: When resolving an attack action, You gain +1 die for every 4 ranks.
choose any target in your Facing and in reach of the attack. You gain +1 die for every Die from the Attack Check using
That target then declares what Defense Skill they will use. Carryover. The die is the same size as the die used in the
If there is no desired target for the attack in range when Attack Check.
your attack would resolve, your attack swings at the air and
would generally miss. If there is another valid target where Damage Resolution: After determining your Damage Dice
you are attacking, you strike at the new target instead, even if Pool, roll it as you would for a Skill Check. Unless stated
it is an ally. otherwise, you use STR as the Attribute. The final result is
If any die in an Attack Check Explodes, you may choose for the damage you deal before your target calculates Damage
the die to Intensify or Carryover. Reduction.
Unless stated otherwise, an Attack Check uses FIN. Vigour Expenditure: You spend Vigour at the end of the
Explode: When a die Explodes on an attack roll, you may round for each successful attack based off STR (Unless
either: another Attribute was used).
1) Intensify – A die that Explodes with Intensify adds Explode: Damage dice Explode if they roll the highest
another die to the Dice Pool. The new die you roll may also value on the die.
Explode. If any damage dice Explode, you may declare Stagger,
2) Carryover – A die that uses the Carryover option sets as Knockback, or Penetrate.
the rolled result. You add an extra die to the Damage Pool of Any damage dice that Explode may only use the Intensify
the attack equal to the Exploded Die Size. option. You may choose a different option for each die that
Vigour Expenditure: At the end of a round, you spend explodes.
Vigour as appropriate for the AV used in the attack. This is The extra value rolled from Intensify is only used for
spent regardless of whether or not the attack was successful. determining Stagger, Knockback or Penetrate.
Chi Expenditure: If your attack was a Chi Special
Technique, you spend Chi after the resolution of the attack.
This is spent regardless of whether or not the Technique was
successful.
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 performs a Reactive Balance Check Defene Manuever Skill Check may only use the Intensify
adding 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 HLTH.
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 take
Movement: An object that is knocked back has a Move damage.
value equal to the attacker's STR. The target is treated as a Your damage reduction can be increased further through
projectile from a ranged weapon. use of the Block maneuver, the Energy Manipulation skills
Stagger Barrier and Harden, wearing Armour, spending Stamina, or
Skill Check: Your target performs a Reactive Endurance + using Special Techniques.
Durability Check using CON. ORDER OF RESOLUTION
Resolution: Compare your Final Damage Roll, after
Damage Reduction is applied, to the targets Endurance Skill At the start of each Tick Value, all Active Characters have
Check. their previously declared action resolve. If multiple actions
are resolving at the same time, they are resolved in this
If your result is higher, the target loses 2 Stamina. The order:
target also loses 1 REF for every 3 damage dealt, until the
end of Round. Energy Recharging – Any character that is replenishing
If the result is tied, the target loses 1 Stamina. The target remaining Vigour or Chi.
also loses 1 REF for every 5 damage dealt, until the end of Energy Channeling – Any character that is gathering
Round. Vigour or Chi for special techniques.
If your result is lower, nothing extra happens. Movement – Any character that is finishing their
movement.
Penetrate Attacks – Any character that is concluding their attack.
If you choose the Penetrate option, the resolution is simple.
If a character is making a Skill Check, then the GM must
The extra value rolled from Intensify is used to lower the decide where it fits in the resolution order, depending on
targets Damage Reduction. what the action is.
The targets Damage Reduction is lowered by 1 for every 1
rolled on the Intensify dice. EXCESS REFLEX COST
This can not reduce Damage Reduction of the target
below 0. Sometimes you will declare an action that costs more REF
than you have remaining for the round. When this happens,
you subtract the excess REF from your total REF for the next
WEAPON BREAKAGE round, prior to determining phases.
When the penetration value + total damage rolled of an attack is
less than the Soak of the object struck, the weapon used takes
one stage of damage.
Cracked A cracked weapon drops another stage when
compared to the Soak OR Damage Reduction of the target
and is considered broken.
Broken A broken weapon no longer applies it’s bonus
Effect Die to damage rolls. A broken weapon that drops
another stage is Shattered.
Shattered A shattered weapon no longer functions.
COMBAT SKILLS DEFENSE SKILLS
SUB SKILL
OFFENSIVE SKILLS SKILL CHECK ATTRIBUTE REFLEX RESOLUTION EXTRAS
CORE DAMAGE Basic Reactive SPD+FIN 0 Hit/Miss/Half -
SKILL SUB SKILL SIZE REFLEX EXTRAS using
Weapon Closed +0 +0 - Core
Type Skill
(ARM) Dodge Active SPD+Perception 2 Hit/Miss/Half +MOV if
Weapon Open -1 -1 Knockback +1 using moved
Type metre for each Dodge prior. May
(ARM) Explode. +1 Skill move 1/2
Explode Range MOV after
on Block Check. resolution
Weapon Snake -1 +0 +1 Explode Parry Either FIN 1 Hit/Miss/Half -
Type Range on Attack using
(ARM) Check. +1 Die Parry
Size and Explode and WT
Range on Block Active STR 1/0+ + Damage No REF
Carryover. May using Reduction Cost if
not cause Block consecutive
Knockback. and WT Block.
Weapon Foot +1 +1 - Vigour cost
Type reduced if
(LEG) high result.
Difficulty to
Weapon Heel +2 +3 - hit is Basic
Type Defense.
(LEG)
Weapon Shin +2 +2 May not use COMBAT MANEUVERS
Type Block. SUB SKILL
(LEG) SKILL CHECK ATTRIBUTE REFLEX RESOLUTION EXTRAS
Weapon Short +0 +0 Range is 0 Trip Either SPD+FIN 2 Prone/Nothing/Off -
Type Meters using Guard
(MELEE) (Unarmed range) Trip
Weapon Medium +1 +1 Range is 0-1 Grapple Either SPD+STR 2 Grappled/Nothing/Off -
Type Meters. using Guard
(MELEE) Grapple
Weapon Long +1 +2 Range is 1-3 Tackle Either FIN+STR 2 Opposed by Balance Target
Type Meters. using Skill Check using moves
(MELEE) Tackle STR+CON distance
Weapon Thrown +0 +1 - equal to
Type difference
(RANGED) between
results.
Weapon Assisted +1 +2 -
Type Disarm Either FIN 2 Dropped/Nothing/Self -
(RANGED) using Disarmed
Disarm
Weapon Unassisted +2 +2 Reload 5 REF and WT
Type
(RANGED)
Strike Standard D6 2 -
Type
Strike Quick D4 1 Modifier for
Type Attack +1 per
die.
Strike Strong D8 2 May only use
Type Basic Defense.
WEAPON TYPES (ARM) WEAPON TYPES (RANGED)
Open Thrown
Damage Dice Size Modifier: -1 Damage Dice Size Modifier: +0
Reflex Cost: -1 Reflex Cost: +1
Extras: Knockback distance is increased by 1 meter for
each Damage Explode used for Knockback. Assisted
Dice used in a Block Skilled Defense gain +1 Explode Damage Dice Size Modifier: +1
Range. Reflex Cost: +2
Closed Unassisted
Damage Dice Size Modifier: +0 Damage Dice Size Modifier: +2
Extras: No additional effects. Reflex Cost: +2
NOTE: Use of elbows counts as Closed Fist skill. Reload Cost: 5
Snake STRIKE TYPES
Damage Dice Size Modifier: -1 Standard
Extras: Dice used in an Attack Skill Check gain +1 Explode Damage Dice: D6
Range. Reflex Cost: 2
Exploded dice using the Carryover option from the Attack Extras: None
Skill Check gain +1 size and +1 Explode Range.
Unable to knockback opponent. Quick
Damage Dice: D4
WEAPON TYPES (LEG) Reflex Cost: 1
Front Foot Extras: +1 to Roll Modifier on Attack Roll for each die in
Damage Dice Size Modifier: +1 the Dice Pool.
Reflex Cost: +1. Strong
NOTE: Use of knees counts as Front Foot skill.
Damage Dice: D8
Shin Reflex Cost: 2
Damage Dice Size Modifier: +2 Extras: You may only use Basic Defense until this attack
Reflex Cost: +2 resolves.
Extras: Unable to use the Block Skilled Defenses.
Heel
Damage Dice Size Modifier: +2
Reflex Cost: +3
WEAPON TYPES (MELEE)
Short
Damage Dice Size Modifier: +0
Reflex Cost: +0
Range: 0 Meters
Medium
Damage Dice Size Modifier: +1
Reflex Cost: +1
Range: 0-1 Meters
Long
Damage Dice Size Modifier: +1
Reflex Cost: +2
Range: 1-3 Meters
COMBAT MANEUVERS DEFENSE MANUEVERS
Trip Quick Guard: When using Block or Parry you may perform a
Skill Check: Trip is a Skill check adding SPD and FIN. Quick Guard. To do so, you must either not have an attack
Resolution: The target rolls a Balance Skill check, adding declared, or increase the Reflex Cost by 1. When performing
FIN and STR. a Quick Guard you may choose any relevant Weapon Type.
If your result is higher, the opponent is knocked prone. Basic
If your result ties with the target, the opponent braces the Skill Check: A Basic Defense Maneuver is a Reactive Skill
hit and is not affected. Check using the Defense Core Skill only, adding SPD and
If your result is lower, the opponent evades or braces the FIN.
hit and you are unable to use a Skilled Defense until you
are next the Active Character. If your result is higher, the attack misses.
If your results are tied, the attack is successful but you
Reflex Cost: 2 take half damage before applying Damage Reduction.
If your result is lower, the attack is successful.
Grapple
Skill Check: Grapple is a Skill check adding SPD and STR. Dodge
Resolution: The target rolls a Dodge Skilled Defense check Skill Check: Dodge is an Active Skill Check using the Dodge
skill, adding SPD and Perception.
If your result is higher, the opponent is grappled.
If your result ties with the target, the target evades the If your result is higher, the attack misses.
grapple. If your results are tied, the attack is successful but you
If your result is lower, the target evades the grapple and take half damage before applying Damage Reduction.
you are unable to use a Skilled Defense until you are next If your result is lower, the attack is successful.
the Active Character.
Roll Modifier: If the last action you declared before a
Reflex Cost: 2 Dodge Skill Check allowed movement, you add your MOV to
the Roll Modifier.
Tackle Movement Regardless of success or failure, you may move
Skill Check: Tackle is a Skill check adding FIN and STR. up to half your MOV after the attack resolves.
Resolution: The target rolls a Balance Skill check using
STR and CON. Parry
Skill Check: Parry is a Skill Check using the Parry skill and
If your result is 2 or more higher, the target moves back 1 the Weapon Type used in your unresolved action, adding FIN.
meter for every 2 your result is above their check.
If your result is 1 higher or tied with, the target moves If your result is higher, the attack misses.
back less than a meter. They are off balance until they are If your results are tied, the attack is successful but you
next the Active Character. take half damage before applying Damage Reduction.
If your result is lower, nothing extra happens. If your result is lower, the attack is successful.
Reflex Cost: 2 Block
Disarm Skill Check: Block is an Active Skill Check using the Block
Skill Check: Disarm is a Skill Check adding a Weapon Type skill and the Weapon Type used in your unresolved attack,
and FIN. adding STR. You also perform a Basic Defense Maneuver.
Resolution: The target rolls a Skill check using the Weapon Resolution: You become a mostly standing target, adding
Type + Parry and FIN. the result of the Skill Check to your Damage Reduction.
If the attacker’s roll would hit the difficulty of a Basic
If your result is higher, the target loses grip of the weapon Defense Manuever using , the attack is successful.
or item targetted. If the result of the Block Check is higher than the Damage
If your result is tied, neither the target or the attacker Roll, the Vigour spent on STR is halved.
loses their weapon. If the result of the Block Check is more than double the
If your result is lower, you are instead disarmed. Damage Roll, the Vigour spent on STR becomes 0.
Reflex Cost: 2 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 REF Cost is reduced to 0.
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 REF for the round to the targets REF maneuver.
+ Perception Attribute. If your value is higher, the target takes This is referred to as a link.
a penalty to their Defense Skill Checks equal to the Link: For each rank purchased, increase your Link Points
difference between the two values. by 2.
Link Points: When using a link, you may declare up to 2
SECOND WIND Reflex Points of actions, plus 2 per rank in the Link Skill.
During combat a character can choose to gain a Second Mechanics: When declaring your action, you may choose
Wind. Doing so has 2 REF Cost. When activating Second to declare a link.
Wind, you restore HLTH and lower your Max Vigour by an To do so, decide on a number of actions with a total REF
equal amount. Max Vigour is restored when you next restore Cost no more than your Link Points.
Total Vigour. This may not be used again until your Max You also declare the order the actions take place at this
Vigour is restored. time.
The link has a final REF Cost of the first action in the link
+1.
I'M UNCONSCIOUS. NOW WHAT? Each subsequent action has -1 REF Cost.
During combat there are multiple ways for a character to go If the REF Cost of an action would be lowered to 0, it is
unconscious. considered Quick as normal.
When the link would resolve, you perform the actions in
Remaining Stamina equals 0 or less. order. If any action in the link fails to strike a target, the rest
Remaining Vigour or Chi equals 0 or less. of the actions still take place.
Remaining HLTH equals 0 or less. You consume Vigour for each action as normal.
If your Stamina is 0 or less, you go unconscious the next Linked Movement: If you decide to add Movement actions
time you are the Active Character. If Remaining Vigour or Chi to your link, you may use this movement at any point, rather
equals 0 by the end of the next phase, you go unconscious. than what the order would dictate. This means that during
If your HLTH equals 0 or less, you immediately are put out the Tick Value between the declaration and resolution of an
of the fight. Usually this is due to being unconscious. action, you may move.
Linked Defenses: If you decide to add Defense actions to
SO HOW DO I WAKE UP? your link, you may use these at the reduced cost if attacked
while still resolving the link. If you do not end up resolving
If you become unconscious due to the one of the listed one or more Defense actions, you do not spend their REF
conditions, you regain consciousness when that condition Cost.
changes. If HLTH has reached 0 or less, you regain
consciousness after a number of minutes.
Make an Endurance Check using CON and Willpower.
Subtract this result from the negative HLTH amount, and
multiply the remaining by 1D4. The result is how many
minutes you must wait before regaining consciousness. If
(Negative HLTH-Endurance Check) is 0 or less, then regain
consciousness in 1D4 rounds instead.
Once you have regained consciousness, you remain at the
negative HLTH amount you were at previously but are still
out of the fight. You can spend Stamina to become Active
again while your HLTH is still a negative value.
NATURAL HEALING
Natural Healing restores HLTH at a rate of 2 per hour
resting. If you are Active or Unconscious the rate is instead 1
per hour.
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 per rank
Willpower. purchased.
If all your Stamina is consumed, you go unconscious. Amplify: Increases Max Vigour by 60 per rank purchased.
Dampen: Decreases Minimum Vigour by 60 per rank
CONSUMPTION purchased.
There are multiple ways that Stamina gets consumed. Control: Control Value is equal to 10 + 10 per rank
After strenuous activity, you start to consume points of purchased. 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 for 1 REF.
Physical labour lasting for 30 minutes or more, or heavy Allows you to accumulate directly into an attribute for 1
labour lasting for 20 minutes or more. REF.
Combat lasting for 12 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. 2 REF to activate and lasts for a
Stamina may also be willingly spent for extra effects. whole round. Costs 2 Vigour to use for each incoming
These include: Damage Source. If the total damage of the attack is less than
Increase the size and Explode Range of all Skill Dice for your total Damage Reduction after applying Harden, the
the round by 1. Vigour cost is halved.
Adding 2 dice to all your Skill Check Dice Pools in a Durability: Adds 1/Rank to the Skill Check used to regain
phase. Consciousness.
Maximising the result of a single Skill Check. These dice
do not Explode. CHI MANIPULATION
Lower the REF cost of an action by 2. Shaping: You may apply one option from Chi Shaping per
Double your Damage Reduction from all sources for the rank purchased.
phase. Damage: For each rank you purchase, you may choose one
Recover up to 25% of your Total Vigour and increase your option from Chi Damage. You may only apply an amount of
Remaining by the same amount. damage options up to purchased ranks.
Double your accumulation rate for either Vigour or Chi for Halt: May temporarily stop the movement of a Chi Attack
the round. for 1 round per Rank while you remain Focused.
Special techniques may also require Stamina to use. Bonus Chi: Increases Total Chi per rank purchased.
Amplify: Increases Max Chi by 20 per rank purchased.
You may not spend more than 1 point of Stamina at any Dampen: Decreases Minimum Chi by 20 per rank
Tick Value. purchased.
Efficiency: For each rank purchased, you may lower the
RECOVERY cost of Chi Abilities by 1. You are required to accumulate the
Stamina is recovered by resting. normal minimum number of points to use the attack, you just
For every 15 minutes you rest, you recover 1 point of lower the final points spent.
Stamina. If you rest for at least 4 hours, you recover all points Control: Control Value is equal to ranks purchased. Has 2
of Stamina. additional effects.
If you do not eat a sufficient amount of food, Stamina Allows you to increase/decrease Current Chi by up to
recover may be lowered to half. Control Value for 1 REF.
If you have not consumed food in the last 48 hours, Used to determine accumulation of Chi for using Chi
Stamina recovery is halted. Attacks.
Burst: A character may activate a Soul Burst for a number
of rounds equal to ranks in the Skill without needing to
spend Stamina.
Barrier: Gain bonus Damage Reduction of 1 for each rank
purchased. The first use has 0 REF Cost and uses 4 Chi. For
every 4 ranks you have in Control you may activate it again on
the same Tick Value. Every subsequent activation after that
has 1 REF Cost. Barrier lasts until either you take total
damage equal to the Damage Reduction gained or more Tick
Value is passed than was used to activate Barrier. Efficiency
applies once per time used, not per activation.
VIGOUR AND CHI PHYSICAL ENERGY (VIGOUR)
Energy comes in two forms, Physical Energy (Vigour) and Direct Vigour Accumulation
Spirit Energy (Chi). Instead of raising your Current Vigour, you may choose to
Vigour is consumed when using your body and physical accumulate directly into an attribute. When you do, you count
capabilities. Chi is primarily consumed when manifesting as having raised your Current Vigour for that attribute only.
spiritual attacks and utilising special techniques. This will allow you to take your Attribute’s Current Vigour
When calculating Sub Skill effects based off ranks, also higher than your Max limit.
count the ranks of the Core Skill. To maintain this increase over rounds, you must perform a
There are five main things to keep track of with energy use. Skill Check using Vigour Manipulation (no Attribute) at the
start of each round. The difficulty of the check is equal to the
Vigour/Chi Total: The total amount of Vigour/Chi that you Attribute’s Temporary EV – BV. This skill check has a REF
can use before needing to refresh. Cost of 1.
Max: The highest value your pool size can be at. Defaults Vigour Consumption Your Vigour is primarily consumed
to 50% of Total. when using Physical Attributes. The Vigour Cost of a
Current: The current pool size value you are using for Physical Attribute is determined by its value. If the value of
calculation purposes. This is what gets raised and lowered the Attribute you are using is equal to its BV, the Vigour cost
with control. is BV*5 . When using an AV, the cost becomes 10 times the
Min: The lowest value your pool size can be at. Defaults to difference between the BV and the AV plus the cost of the BV.
50% of Total. If you have an EV higher than your BV, the minimum value
Vigour/Chi Remaining: How much Vigour/Chi you have you can use is halfway between your EV and BV. If you have
available left in your pool to use at once. Can be an EV lower than your BV, the maximum value you can use is
regenerated. your BV. Formula: (AV*10) - (BV*5).
NOTE: If the final cost is negative, this allows you to
POOLS AND USEAGE recover Vigour, without having to spend REF, at a value no
MAX/MIN higher than the negative result.
After calculating your Total Pool sizes for Vigour or Chi,
you then calculate your Max and Min. Your Max and Min size Attributes and Vigour
are equal to 50% of your Total Pool by default. This can be STR: Consumed for each use of strength. This includes
increased by purchasing ranks in the appropriate skills. attacks and feats of strength.
CURRENT FIN: Consumed once per round. Determines value for the
To increase your Current Value, you use the relevant round.
Control skill. SPD: Consumed once per round. Determines value for the
For 1 REF you may increase your Current by an amount up round.
to the relevant Control Value. CON: Consumed once per round when first taking
The highest you can make your Current is equal to your damage.
Max.
This value remains each round until you lower your Vigour Recovery
Current. Vigour is recovered by resting and eating.
You can lower your Current in the same way by using the If you rest for 30 minutes or more, you may recover up to
Control skill. half your Total Vigour.
The lowest you can make your Current is to your Min. You can not recover to a value higher than half your Total
REMAINING AND RECOVERY Vigour through resting.
When you use Vigour or Chi it comes out of the relevant If you recover Total Vigour this way, you are considered
Remaining Pool and also lowers the appropriate Total Pool. Exhausted and your Maximum and Minimum values are
You can recover Vigour/Chi on your turn for 1 REF. calculated as if your Total Vigour was at 50% of its normal
This recovers your Remaining Pool equal to the Control amount.
Value of the appropriate skill. To recover past that amount, you must eat sufficient food.
This does not recover your Total Pool. If you have not consumed food in the last 48 hours, Vigour
recovery is halted.
In a way, energy pools function like a generator.
You have fuel as a power supply (Total
Total)
There is a limit on the maximum power output (Max
Max)
You can choose to use less than the maximum power
output (Current
Current)
When your fuel drops too low, the maximum power output
degrades (When Total gets lower than Current
Current)
SPIRIT ENERGY (CHI) ONE HANDED CHI ATTACKS By default, it is assumed
that a Chi Attack will use 2 hands.
Chi Consumption If you decide to make a Chi Attack use 1 hand, you have
Chi is primarily consumed when using Chi Attacks. only half the points to spend than what you would have for a
2 handed attack.
Chi Recovery If you decide to make a Chi Attack use no hands at all
Chi may only be recovered through resting. (Such as a mouth or eye blast), you have only 1/10th the
If you rest for a period of at least 6 hours, you recover all points to spend than what you would have for a 2 handed
Total Chi. attack.
Food is not required to recover Chi. You must still accumulate the amount of Chi that would be
required for a 2 handed attack, you then spend the reduced
Soul Burst point cost. This can let you spend points lower than your
In times of necessity, a character can tap into their Spirit CC/10.
Energy to enhance their physical power. Doing so puts a CHI ATTACK SPEED A Chi Attack moves at a rate of 1
great stress on the body and only those who are trained, or meter. As each Tick Value is passed in a round, the Chi Attack
foolish, will use it for longer than a few seconds at a time. travels 1 meter until it either reaches its maximum range, or
Before activating Soul Burst, first you must channel Spirit it strikes a target. This value can be increased by using the
Energy until your Current Chi is equal to Max Chi. Speed aspect.
Once your Spirit Energy is at Max, you then declare you ATTACK RESOLUTION A Chi Attack that enters the
are activating Soul Burst. After this is declared, you continue space occupied by another character automatically hits the
to channel Spirit Energy higher than your Max until your character successfully. The character that is struck may
Current is equal to your Total Chi. Once this is completed, choose to Block or Dodge if they were aware of the Chi
Soul Burst is activated. Attack (Chi Attack Speed vs Perception + REF) and pay the
During Soul Burst, you use your Chi*5 rather than Vigour REF Cost as normal for the Defenses. If a Chi Attack is
for determining the EV of an Attribute as well as paying the smaller than 1 Meter radius, a Character may use a Basic
Vigour cost. Efficiency does not apply when using Soul Burst. Defense, even if unaware of the attack. If a character Dodges,
Soul Burst must be used in increments of 1 round at a but does not leave a square occupied by the Chi Attack, a
time. For each round you are in Soul Burst, you spend 1 successful Dodge still takes half damage. A Chi Attack does
stamina. For every rank you have in Burst, you may use Soul not add an Attribute to a Damage Roll.
Burst for 1 round without spending Stamina. This time is SCATTER When a character uses a Chi Attack, make a
only recovered when you rest long enough to recover Skill Check using Control adding Intelligence + Willpower.
Stamina. The result is the Attack Check as well as how many meters
the Attack can travel before the user loses control. When the
CHI ATTACKS user loses control, roll 1D10. The Attack changes angle
CHI ATTACK COST depending on the result. This 1d10 roll is made for every
The cost of a Chi Attack is determined by the aspects chosen Tick Value that passes, until it either makes contact with an
to build it. When using a Chi Attack, you have an amount of object, or it travels for it’s maximum range. Except for the
points to spend on aspects determined by your Current Chi result of a 1, the Attack will continue to move forward
(CC). When determining points to spend on a Chi Attack, the regardless of the result, it will just be travelling at an altered
minimum number of points you must spend is equal to angle. The result of 10 lets the user determine the change in
CC/10. To be able to use a Chi attack, first you must angle if they are stationary and focusing on the Attack, or it
accumulate enough Chi to cover the minimum points for a continues travelling in a straight line. The result of a 1 sends
Chi attack. This may take multiple actions. the Attack 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 has 2 REF Cost. A Chi 4 - Right
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 REF on Chi accumulation, but you may also required for things like controlling Scatter, or redirecting an
do the Chi Manipulation checks in the same action. attack.
NOTE: The accumulation of chi is 1 REF Cost per skill
use. If you are struck while accumulating, you must make a
Skill Check using Control and Endurance adding Willpower.
You lose accumulated Chi equal to Damage- Check Result.
CHI ATTACK COLLISION PURCHASING A SPECIAL TECHNIQUE
If two Chi Attacks make contact with each other, roll the To use a Special Technique, you must first learn it by
damage for each. Lower the damage of each attack by the spending Character Points. An Offensive Technique costs
damage roll of the other. The attack with damage remaining Character Points equal to the Point Cost of the aspects.
continues as normal using the remaining damage. If an Other Special Techniques have set costs.
attack has penetrate, the damage of the other attack is
lowered by the penetrate value for the purpose of this OFFENSIVE TECHNIQUES
calculation. An Offensive Technique functions in a way similar to a Chi
Attack with some exceptions.
ASPECTS TO A CHI ATTACK An Offensive Technique must be purchased with
When using a Chi Attack, you spend points on the aspects Character Points before it can be used.
that make up the attack. When accumulating for an Offensive Technique, you can
By default a Chi Attack has a range of 1 meter, is as wide not use raw accumulation.
as your hand and deals no damage. There is no restriction to Point Cost based off your CC.
As you purchase ranks in the Shaping and Damage skills, You must decide on whether a Special Technique is a Chi
you are given options to spend your points on. Attack or a Melee Attack.
The point cost (X) and difficulty modifier (Y) will be listed
as (X/Y) The two main benefits of Offensive Techniques are that
NOTE: A chi attack will be stopped by the first object it they allow you to bypass the Point limit from your CC and
hits, unless the object is fragile enough. Subtract the struck ranks, as well as adding some extra aspects to choose from.
objects Soak from the damage of the blast. If any damage
remains, the shot continues unobstructed with the remaining CHI SPECIAL TECHNIQUE
damage value. A Chi Special Technique has access to all the aspects of a
SHAPING Each rank in Shaping allows you to choose one standard Chi Attack as well as some of its own. When
of the following options: purchasing aspects for a Chi Special Technique, you are not
Range: Increase the range of your chi blast by 3 meters. limited by the Ranks purchased in Shaping, Damage and
(Used 1/rank) (1/2) Range.
Explosion: Adds explosion on hit with diameter of 1 meter. SHAPING
(Used 1/rank) (2/2) The explosion only takes place when the Turning: (2/5) For every instance of this aspect, you may
attack is stopped by the struck object. make up to a 45 degree turn for the attack. To turn the
Width: Increases the diameter of your blast by 1 meter. direction of your attack, you must still be focusing on it. It
(Used 1/rank) (2/3) costs 1 REF to perform a turn.
MultiShot: Increases the number of Chi Attack shots by 1. Split: (5/5) For every instance of this aspect, you may add
Each shot has a REF Cost of 1. Each shot has a separate an extra projectile for your attack that travels in a different
attack roll but uses the same damage roll. (Used 1/rank) direction. When rolling for damage, the damage is divided
(10/5) evenly between each split.
DAMAGE Each rank in Damage allows you to choose one STATUS EFFECTS
of the following options for damage dice. A Chi Attack cannot Stagger: (0/2) For every instance of this aspect, you may
have more Damage Dice than you have ranks in the Damage convert one damage die to determine Stagger on the target.
Skill. For each additional rank in a particular Damage Die, The die size increases by 1.
you can increase the amount of dice per rank by 1. Additional Knockback: (0/2) For every instance of this aspect, you may
dice per rank have an increased (X/Y). convert one damage die to determine Knockback on the
D4: (1/2) for 1D4, each additional D4 increases by (+2/+2). target. The die size increases by 1.
D6: (2/2) for 1D6, each additional D6 increases by (+3/+2). Penetrate: (0/4) For every instance of this aspect, you may
D8: (3/3) for 1D8, each additional D8 increases by (+4/+3). convert one damage die to cause Penetrate on the target. The
D10: (4/3) for 1D10, each additional D10 increases by die size increases by 2.
(+5/+3). UNIVERSAL
D12: (4/4) for 1D12, each additional D12 increases by Vigour Cost: (0/2) For every instance of this aspect, you
(+5/+4). reduce the Chi Cost of the Technique by 1. The Vigour Cost
UNIVERSAL These are aspects that do not need to be of the Technique is increased by 2.
purchased with Skill Ranks. Health Cost: (0/0) For every instance of this aspect, you
Accurate: (2/1) For every 2 points you spend on Accurate, reduce the Chi Cost of the Technique by 5. The Health Cost
you get a +1 to the Roll Modifier of your Scatter Check and of the Technique is increased by 2.
Attack Check. Aura Strike: (20/20) The Special Technique gains 1D6 dice
Overburn: (1/-1) For every 1 point you spend on Overburn, to the damage pool for every 50 you have in your CC. This
you lower the difficulty of the Chi Manipulation check by 1. may only be purchased once.
Speed: (1/1) For every 1 point you spend on Speed, your Channeled Damage: (150%/100%) When channeling for
Chi Attack Speed increases by 1 meter. the Special Technique, you may add extra Damage Dice for
50% extra Chi Cost than normal.
SPECIAL TECHNIQUES
One of the features that sets apart a Martial Master from a
regular fighter is their Special Techniques.
UNIVERSAL SPECIAL TECHNIQUES
Universal Special Techniques are non offensive Special Moment Step (Wind)
Techniques that can be developed without being taught. This Learn: 20
is not a comprehensive list, but some examples are listed Activate: 0 REF
here.The entries for Special Techniques are written like the Sustainable: No
example below . Drain: -
NOTE: Remember that you are required to Channel
enough Chi or Vigour before spending it on Techniques. Efficiency: Applies per round
Name (Element): The Name and Category or Element the Action: No
Technique is classed under. This has no mechanical impact at Target: Self
the moment. Effect: After activation, you may spend 3 Chi to move 1
Learn: Character Point cost to learn the Technique. Meter. You may use this technique an amount of times in a
Activate: REF and Chi or Vigour required to activate the round up to your Control Value.
Technique.
Sustainable: Whether or not the Technique can be
Sustained. Lists REF and Chi or Vigour required to be spent Energy Sense (void)
each round.
Drain: Reduces your Control Value by the listed amount Learn: 30
while being Sustained. Activate: 1 REF. 2 Chi.
Efficiency: The rate that Efficiency applies to Techniques, Sustainable: 0 REF. 1 Chi.
if at all. Drain: 3
Action: Whether or not your character is able to do other Efficiency: Applied per Activation
Actions while being Sustained. Action: Yes
Target: Who can be Targeted with the Technique and the Target: Self Only
range you can target in. Effect: After activation, you may use the Energy Sense
Effect: What the Technique does. technique when making Perception checks to perceive Spirits
and Energy. This includes the ability to use Skilled Defenses
Spirit Stitching (Healing) against Chi Attacks.
Learn: 30
Activate: 2+1 REF
Sustainable: No Deflection (Void)
Drain: - Learn: 30
Efficiency: Applies per Vigour Recovery Period Activate: -
Action: No Sustainable: -
Target: Self Only Drain: -
Effect: After activation, you may spend Chi up to your Efficiency: Applied per use
Control Value. Recover 1 HLTH for every 2 Chi spent. You may Action: No
spend 1 REF after activation to use this effect again. If you Target: Self Only
stop using this effect for 1 REF, you must activate it again. Effect: This allows you to use Channelled Chi to deflect a Chi
Attack. When performing a Parry, you may choose to use
Deflection instead, if you have Channelled Chi. If you have
Restoration Flow (Healing) Channelled Energy at least equal to the Points spent on
Learn: 50
Aspects of the Chi Attack, it is rebounded into a direction in
Activate: 4+2 REF
your Facing. Roll for Scatter to determine which direction it
Sustainable: No
travels. After performing this Technique, you lose Chi equal to
Drain: -
the Points spent on Aspects-Your Ranks in Chi Efficiency. Any
Efficiency: Applies per Vigour Recovery Period
leftover points remain Channelled. If you have less Chi
Action: No
Channelled than the Points on the Attack, you lose all
Target: Other Only, Must make contact
Channelled Chi, and the Attack strikes you as normal, lowering
Effect: After activation, you may spend Chi up to your
damage by Channelled Chi.
Control Value. Recover 1 HLTH for every 4 Chi spent. You may
spend 2 REF after activation to use this effect again. If you
stop using this effect for 1 REF, you must activate it again.
HOW DO I RUN THIS? (GM Play Tiers
While you can change them as you deem necessary, the
RULES) suggested guidelines for the different Play Tiers are as
Running WBS is similar to running a lot of other RPGs. follows.
Mostly you are playing the role of rules adjudicator, as well as Experienced: Most starting characters are somewhat
taking on the role of characters in the world not played by experienced in life and have some form of training. They can
players. There are some important parts to take note of be expected to suceed at most average tasks with minimal
though. worry. In combat, they do not fear the occasional bandit,
Some Interpretation Required: In this book, some rules however a mob is still a threat. Experienced characters have
require GM interpretation. While the GM has the final say on an Attribute limit of 4 and a Skill limit of 3.
how these rules are implemented, this does not mean that Adept: Characters that have a lot of field experience or
players have no input into how the game should run. All rules have been working at their profession for years tend to be in
presented in this book are suggestions for running the game the Adept tier. Most simple tasks are a breeze for them, and
and any rule may be changed if the group decides to. combat is likely up against small armies, or bigger demons.
Adding Flavour: Many rules in this book will seem a lot Adept characters have an Attribute limit of 10 and a Skill
more bare bones than what can be found in other RPGs. This limit of 6.
is because WBS takes the approach of Adding Flavour. This Elite: Characters that have been in a war (or four). They
means that certain things (such as weapons, armour and Chi have plentiful field experience and have likely lived a few
attacks) are designed by choosing from the list of mechanical decades and seen many things. It is possible that at this point
options and then you apply your own flavour to the design, in their life, the mere mention of their name can bring a hush
sound and background. or excitement over a crowd, even if the stories are now less
Fates Against You: It is assumed that PCs are capable at than accurate. Even the odd demon may run at the sight of
most things they attempt to do. While PCs can fail, it is due to you. Elite characters have an Attribute limit of 20 and a Skill
external circumstances making it beyond their capabilities limit of 9.
instead of the PC performing poorly. Mythic: Mythic characters are characters that have
Setting It Up: When setting up your game there are a few excelled beyond expected limits. Schools are made in their
things you need to decide on. The first is the amount of honour, artifacts likely have their name attached, and many
Character Points PCs will start with. This will affect the would claim to be them. Mere mention of their name is likely
overall power of the party. This will also influence the next to turn an army away, and even higher demons fear to cross
decision you must make which is determining the Play Tier these people. Mythic characters have no limit on Attributes or
for the game. Play Tiers determine the highest values Skills.
characters can get in their Primary Attributes and Sub Skills.
The last decision you need to make that affects character ITEMS
creation is how many and what kind of items PCs start with. As has been previously mentioned, there is no set item list.
This might be a simple "One weapon, One armour, basic One of the duties of a GM in WBS is to decide what sort of
items" or going more specific "One melee weapon, One items are available at various merchants the players visit, and
ranged weapon, outside clothing, indoor clothing, 5 spirit what, if anything, they want in return. If you don’t want to
wards, 3 extra items of your choosing". think of an entire list, instead you can wait for a player to
mention what they are looking for, and you can come up with
CHARACTER DEATH where to find it.
The default rules do not have character’s die unless you
decide they do. However there are optional rules for dealing WEAPONS AND ARMOUR
with character death. When it comes to designing weapons and armour, there are
When a character has remaining HLTH below 0 they make no limits, nor is there a relation between materials and
a Death Save. Make an Endurance Check adding mechanics. However you may decide to make similar types of
Constitution and Willpower and lower the negative HLTH armour have similar effects.
value by the rolled amount. One way to do this is to determine the values for Armour
A character makes one check per round, and may fail the based of what it is made of and how. The best way to do is
save 4 times before dying. For every negative amount past thinking of Soak being determined by the toughness of the
Total HLTH you are allowed one less save. Negative HLTH material, and Damage Reduction being how it stops an attack
equal to 5xTotal HLTH is instant death. (usually by deflecting the blow).
1xHLTH = 4 saves If you want to create Magic Weapons and Armour for your
2xHLTH = 3 saves game, or items made from “special materials”, you can make
3xHLTH = 2 saves them Artifacts as well as what they normally are.
4xHLTH = 1 save Alternatively, you can make simple changes such as lowering
5xHLTH = death the EV for the item, or adding bonus Effect Dice on a
weapon.
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
This book contains examples of the different types, source. Usually this would be Chi, but may also be other
however you may create your own if you desire. If you do, things such as Vigour or even Attributes.
take note of what the different types are used for, and what Self Powered: These artifacts do not require the user to
they can target. have energy of their own to be used. Generally they gain their
Special Techniques: These are techniques performed by power from things such as life springs, or souls. They may
combining physical movement (Martial Kata) and Energy. also be recharged by having Chi expended into them. Not all
They only target the user and their immediate surroundings. artifacts consume energy as they are used but may instead
Incantations: These are techniques performed by constant need to be recharged after an amount of time.
recitation of a sequence of words while also channelling
Energy. They target anybody who can hear, and usually inflict Ghost Ward
changes to the body or mind of the target. If no target is
affected by the Incantation, the user is automatically affected A small paper tag written with a script and blessed by a priest.
instead. Mostly must be taught, or learnt from a source. Powered on creation.
When placed on an object this prevents the object from
being touched by spirits with Spirit Energy below a certain
Cause Sleep
amount.
Element: Void
May also be placed on a door or other opening to prevent
Learn: 20
entry from spirits.
Sustainable: 3 REF. 2 Chi.
Action: Movement.
Activate: 3 REF. 10 Chi.
Drain: 3 Talisman of Telekinesis
Target: All within 10 Meters An ivory talisman worn around the neck.
Effect: After activation, make a Skill Check using Magic Powered on use.
adding Willpower and Intelligence. All creatures able to hear When worn, allows the wearer to move objects from a
that are within 10 Meters of the user must make a Skill Check distance by pointing with a finger. The objects move at a rate
using Magic and Endurance adding Willpower. Every target of 2 meters per REF.
that fails the Check falls asleep. This sleep is not magical, and Use of the Talisman costs 1 Chi a round for every 20
they may be woken as normal. Every round when the user Kilograms lifted.
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 SKILLS AND BONUSES
The way characters improve is by gaining character points, There are three types of bonuses that can be applied to Skill
and then spending them during a period of downtime. Checks: Guidance, Tool, and Conditional. Each one affects a
As the GM, you have the final decision on how many Skill Check in a different way, and may be able to be stacked
character points a character gains for their actions, which is with another bonus of the same type depending on
determined by how much the character exerted themself and circumstances.
how difficult the challenge was to overcome. What Guidance: A Guidance bonus is applies when the
constitutes an average effort challenge is up to the GM. character performing the Skill Check has a guide with more
It is recommended that an average challenge grants 2 ranks than them assisting in some form. This may be written
character points. This is then raised or lowered as deemed (Such as a manual), verbal (Like an instructor), or through
appropriate. other methods of communication. A Guidance bonus applies
Minimal Effort = 0 Points bonus XP to the relevant Sub Skills for the check increasing
Below Average = 1 Point ranks as appropriate. Bonus ranks gained this way do not
Average Effort= 2 Points increase Core Skill ranks.
Above Average = 3 Points Tool: A Tool Bonus applies when the character is using a
Maximum Effort = 4+ Points device or mechanism designed to assist in the particular skill
at hand and, unlike a conditional bonus, gains more use from
Minimal Effort is when a character overcomes a challenge a skilled practitioner than an unskilled one. This may be
in one turn, or doesn’t spend any vigour or other resources to something complex like a set of lockpicks or a smithing kit,
overcome a challenge. or something more simple such as darkened clothing for
Maximum Effort is when a character needs to put almost sneaking at night or even a customised grip on a weapon. A
everything they have into overcoming a challenge. The closer Tool Bonus applies +1 to a Skill Check for every Die rolled.
they get to putting all their effort into the challenge, the more Conditional: A Conditional Bonus applies when the skill
points they gain afterwards. user devises a way to gain an advantage or puts things in
If a character fails to overcome an obstacle, this does not their favour. These are usually temporary things that make
necessarily mean they gain nothing for it. It is recommended things just as easy for everyone else performing the task. This
to give character points even on a failed check if a character may be things such as serving a favoured drink to the person
still exerts themselves in doing so. If a character survives you are trying to persuade, shooting a firearm to draw
combat for a few rounds, they may have learned some things. attention to yourself, or throwing a rock to distract the guard.
If a character fails to scale a wall entirely but got part way up, A Conditional Bonus applies a +2 to a Skill Check.
they still exerted themselves to try.
Here are some guidelines to work with if you desire:
+1 if it took longer than expected (more than 1 round for
combat, multiple checks on a Standard Skill Check, etc)
+1 if the PC expended resources (Health, Vigour, Chi)
+1 for every 25% expended in resources
+1 if the PC used Active Checks to overcome the obstacle
-1 if the PC used all Reactive Checks
Alternatively, you may decide to award the same Character
Points to all character. If that is the case, simply look at the
effort exerted as a whole by the party.
Playtest 1.51
CHANGELOG It's pretty
Playtest 1.8
Playtest 1.5
Changed Attribute names
Changed Motion Points to Reflexes Many changes and alterations
Changed Motion Value to Tick Value Playtest 1.4
Changed Skill Resolution
Made REF a static value Removed some skills
Removed "Training" Changed Motion Points to Reflexes
Tweaked Point Gain Changed Combat mechanics
Added Skill Bonuses Added phases
Changed Temporary Cover Rewrote wording and mechanics
Added Reactive and Active Checks Added examples
Added Sparks Clarified features
Removed Untrained Skills
Increased Vigour values Playtest 1.31
Increased Vigour costs Changed Ki to Vigour
Changed Attribute and Skill caps by tier Changed Vigour to Stamina
Added Target Number Guidelines Added examples
Tweaked Attack and Defense options Refined rules
Fixed Typos Reworded sections for clarity
Playtest 1.7 Playtest 1.3
Changed Attribute names Changed layout of document
Changed Attribute cost Changed order of presentation
Changed Reflexes to use 1/2 SPD Added combat chart
Changed ENC values Added Skill tables
Added Soul Burst Refined rules and wording
Added Burst Skill Added Stagger, Knockback and Penetration
Changed Channeled Damage to Aura Strike Added Basic Defense
Added Channeled Damage Added more of a description to the setting section
Added Play Tiers Added Backfire mechanics
Added Untrained Skills Added starting Character Points benchmark
Changed Controlled Effort Added Tackle
Added Knowledge Checks to determine difficulty Added Vigour mechanics
Changed Craftsmanship Sub Skills Added one and no handed Chi Attack mechanics
Changed Chi Barrier Added Special Technique creation rules
Added Logo Added point gain and mentor bonuses
Playtest 1.6 Added combos
added glossary Playtest 1.2
"What makes a roll" section added to Glossary Changed layout of document
removed examples Added Universal Chi Components
basic wording changes Refined rules
Closed Fist, Open Palm, Snake Fist changed Closed, Changed text and formatting
Open, Snake Added Skill List
Linking changed Link Added Controlled Effort
Multishot skill added to Shaping Added Wild Effort
Added Chi (Halt)
Removed Biology (Human) Playtest 1.1
Added Biology (Reptile)
Senses (See/Smell) changed Senses (Sight/Scent) Added examples
Encumbrance Value (EV) changed Encumbrance (ENC) Added Chi Components
Added weapon breakage Tweaked rules and clarifications
Changed weapon encumbrance
Added ranged weapons
Backfire changed to Implode
Fixed some typos
Added Second Wind
Changed minimum points on Chi Attacks to CC/10
Changed Universal Special Techniques list
Added rules for Death

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