Cheking Interest for Qin Warring States rpg.


Recruitment


Hi, I always wanted to play with this system, and I know it's not very common so, this is the free supplement for everyone to read so they understand the system and how simple it really is.

This is just checking interest for someone to try the system or if you have it actually play it.

Enough interest of course will make me create another thread IF I have to. I persnally just rather use this one to not clog the recruitment thread.

The campiang is during a "low fantasty" ancient china during the Yellow Turbans Rebellion/Rise of Dong Zhuo. This period is not know for their wuxia/chinese boxing/shaolin in case you were wondering. That doesn't mean you can't play a martial artist, just now you will have the short end of the stick when fighting against someone with a weapon.

The Exchange

The document does not cover character generation nor full coverage of Tao/martial techniques. Could you provide more information so I can better evaluate?


Sounds interesting, I have not read the document yet but a quick dot saying I would be up for learning it.
Also, Kingdom.
Very good read!


That requires the actual book, but I can post the rules for you if you want to know them. That document is I think more of a reference to the system.

Character creation consists of first "character archetypes" of course you can make whatever you want instead also or modify the archetypes slightly, they are just there to show you what a person that works as that has as skills.

Aspects

Spoiler:

The five Aspects are Metal, Water, Fire, Wood and Earth. Each player has 14 points to distribute between the five Aspects. Each Aspect can be given a value of 1 (weak) to 5 (legendary). For the purposes of comparison, bear in mind that the average mortal generally has 2 in each Aspect.

Archetypes

Spoiler:

Typical trades and professions in the Warring States.

Mercenary
Self explanatory, and your typical Sellsword.
Skills: Any one Fighting skill, Horsemanship, Games
Tao (if being used): Tao of the Strengthened Body, Tao of the Sudden Lightning, Tao of Ten Thousand Hands.

Fanshi
Each fangshi specializes in one or more of the mysterious ways of the Tao. To the common people he is a magician. But while his mastery of the mysterious spells and practices of the Tao intimidates those who
are not wise in its ways, he is mocked by sceptics and rational men.
Skills : One mystical Skill of your choice, Taoism, Meditation
Taos : Tao of the Strengthened Body, Tao of Yin and
Yang, Tao of the Clear Mind.

Gift/Weaknesses

Spoiler:

This is a small advantage on something, with a small drawback to compensate. Some Examples:

Unsettling Beauty : The character has a perfect physique, according to the prevailing standards of beauty. Once in every session he can immediately redo a Seduction Test, and choose between the two results.

Claws of the Tiger : The character was born with a blade in his hand. Once in every session he can add his Fire value to the damage he has caused with a blade.

Clown : Whatever he does, people find it difficult to take the character seriously. Once in every session, the GM may ask him to re-roll a Bureaucracy or Diplomacy Test.

Impure Blood : The character is visibly of barbarian or foreign stock. Many of the inhabitants will treat him with intolerance, mistrust or even hatred. Whether half-blood, Xiongnu, or from even further afield, he will find acceptance hard to come by.

Skills
Each player has 15 points to buy Skills at the Levels of his choice. How to spend your 15 points: Each Skill Level costs a certain number of points set out in the table below. For any particular Skill, each Level must be purchased separately, and the individual cost of acquiring each Level added up. So for example, to reach Expert Level in a particular Skill, a player must spend 10 of his 15 points (1 + 3 + 6). If the character wants to be Competent ina particular skill, a player must spend 4 of his 15 points (1 + 3). For apprentice you only spend 1 point. No character can have a Skill Level higher than that of Expert on creation.

Points in a skill meaning
Begginer 0
Apprentice 1
Competent 2
Expert 3
Master 4
Legendary 5
Godlike 6

Martial Skills(Metal)

Spoiler:

Art of War : The character has studied the great battles of history and knows what strategies and maneuvers will bring the best out of his troops in the context of a pitched battle.
Bangshu (stick) : This Skill enables a character to use a long or short stick as a weapon.
Hand-to-Hand : This Skill covers a mix of boxing and wrestling, and the following principle applies: “When at distance, strike with the foot and the fist; when in close combat, grip and throw”.
Chuishu (mace) : This Skill involves the use of heavy blunt weapons such as hammers, mallets and maces.
Daoshu (dagger) : All weapons which resemble daggers in size and shape, including short swords and hatchets, fall under this Skill.
Dunshu (shield) : This Skill covers the use of the various types of shield.
Gongshu (archery) : This Skill enables a character to use any type of longbow.
Improvisation : A character can rely on this Skill to use everyday objects, such as a strip of cloth, a pair of chopsticks, or a fan, as effective weapons.
Jianshu (fencing) : This covers ability with all types of swords, axes and sabers.
Throwing : This Skill enables a character to throw weapons such as daggers, darts, or spears, and even to use everyday objects as missiles.
Qiangshu (spears, halberd,etc) : This Skill covers not only spears, but also halberds and long axes.
Nushu (crossbow) : The crossbow is an peculiarly complex weapon : for it to be used effectively requires this Skill.

Physical Skills (Water)

Spoiler:

Acrobatics : This Skill is a measure of the person’s ability to perform complex and challenging physical maneuvers, such as dangerous jumps and balancing on tightropes. A character with this Skill can reduce by half
the damage he suffers in a fall by doing an Acrobatics Test whose ST is equal to the distance fallen in yards.
Craft (specialization) : Choose which specific craft your character has learned, from a wide range including pottery, rope-making, leatherwork, carpentry, weaving,bow-making, cooking, farming, animal-breeding,
and many more.
Stealth : This is how we describe the ability to move without making a sound, to pass by without being seen, to conceal objects or to hide.
Horsemanship : The character can ride horses and indeed any other animal that has been trained to carry people, such as camels and mules. He also knows how to take care of such animals, and to train them.
Climbing : This Skill enables a character to climb walls and to shin up trees and ropes. The Success Threshold of the action will depend on the gradient, the presence of footholds,and any equipment the character might have to hand.
Dodging : This Skill is often used in combat where it is essential to avoid being hit by a blow or a missile. But it is also vital when a character wishes to get out of the way of an avalanche or the charge of a knight. Whether he was successful in dodging the threat or not, the character always ends up on the ground a few steps away from
his original position.
Forge * : This exceptionally important craft includes not only the ability to forge swords and spearheads, but also to create the specific metals needed to make weapons, armor and other objects. But before the Skill can be used, the character will need a workshop and the right tools.
Theft : This Skill covers, in particular, pickpocketing, counterfeiting, and picking locks.
Swimming : Includes the ability to stay afloat, tread water, move quickly across the surface of the water and to swim underwater.
Survival (specialization) : The character is comfortable in the wild and can survive there for long periods. He is skilled in tracking and hunting. Choose a particular environment, such as jungle, forests, deserts, oceans, or the steppes.

Social Skills(Fire)

Spoiler:

Arts (specialization) : A character may have a specific type of artistic Skill, be it painting, sculpture, poetry, theater, or a type of your choice.
Acting : An actor can play roles not only on the stage but also in everyday life. A character with this Skill can use it to lie convincingly or to disguise himself as another.
Command: This Skill is the character’s ability to give Orders and have them obeyed by the men under his command. Typically a military skill, it can also be used in less formal occasions.
Trade : This is a broad Skill, involving both an understanding of the habits and ways of the merchant class and the ability to set up, manage and run a commercial concern. But it may also be useful in assessing the value of objects and haggling. Such situations operate as follows : each character performs an Opposition Test of Fire + Trade. The
winner gains a price adjustment of 5% for every point in his margin of victory, up to a maximum of 30%.
Dance : The character knows the steps and moves involved in most of the popular and courtly dances of the Warring States.
Diplomacy : This Skill reflects the character’s ability to broker compromises between parties in conflict situations, to deal with disagreements in the most peaceful manner possible by finding mutually acceptable solutions, and sometimes to escape from dangerous situations
without resorting to violence.
Eloquence : The character is persuasive in argument, and knows how to present and develop the right arguments in order to impose his point of view.
Etiquette : Thanks to this Skill, a character will be comfortable in society, and know how to behave at court, at official ceremonies, and indeed in most social situations.
Heraldry : This Skill involves knowledge of the emblems and symbols of the different states, army regiments and guilds.
Intimidation : This Skill can be used to terrify others into action, whether through impressive physical strength or a threatening way with words. An attempt to intimidate another character may be countered with an Opposition Test, where the object of the attempt tries to resist through a simple Earth Test.
Games : The character knows the rules and techniques of most popular games, whether card games, dice games, games of chance or games of skill, as well as the noble games of go and chess. He may also try to cheat, but if so the ST of his Test is increased by +1. If his opponents suspect something, they may perform an Opposition Test of
Wood + Games to uncover his ruse.
Languages * : All characters speak their mother tongue fluently, and each new language acquired by a character represents a specific Skill. It may be the language of another state, a local dialect, a barbarian tongue or even a secret language.
Music (specialization) : The character plays an instrument, has an impressive command of the repertoire associated with that instrument, and even composes and performs his own pieces. Singing can be chosen
as a specialty.
Seduction : This Skill refers to the art of attracting the attention of others and of winning their love and desire. A character may use his physical, artistic or intellectual charms for the purposes of seduction.

Mental Skills (Wood)

Spoiler:

Architecture * : This Skill enables a character to plan and design different types of building in harmony with their environment and according to prevailing standards. It also enables a character to devise and draw up plans, and to construct fortifications.
Bureaucracy * : The character knows how and where to find official information and documents, and knows how to work the administrative machinery of the states in order to attain his objectives. He understands the functions of the various ministries and royal authorities and the structure of the administrative hierarchies, knows
the correct form of address for governors and mayors, and so on.
Calligraphy * : The character can read and write, and understands not just the meaning but also the delicate aesthetic of the complex written language of the states. His Skill is not just a medium for the communication and preservation of information, but also a means of artistic expression. It is also useful in deciphering ancient texts
from the time of the old dynasties. And while most officials
can read and write, such knowledge is extremely rare in other sectors of society.
Herbalism : This Skill refers to the knowledge of plants, herbs and other natural products used by alchemists, physicians and pharmacists to create all manner of medicines, dyes and poisons. A character with this Skill can also recognize and identify plants in the wild, and
analyze their properties.
History : This Skill involves knowledge of the history of the Zhongguo, from its key events, to its reigning dynasties, to its founding myths.
Investigation : Much sought-after among judges and police authorities, this Skill involves deciphering clues, making connections between different facts, and interrogating and torturing suspects. Any activity involving a search or an inquiry will rely heavily on this Skill.
Literature * : This Skill has two components : the ability to dream up vivid stories and commit them to text in clear and appealing language, and the knowledge of the classic works of the Warring States.
Law * : A character with this Skill understands both the laws and the legal systems of the different states, and can draft legal texts and grasp the basic principles of Legalism.
Medicine * : Knowledge of prevailing medical principles and techniques can enable a character to establish diagnoses, treat illnesses, heal wounds, and understand what caused a death. This Skill includes first aid, acupuncture and massage.
Navigation * : The character understands the procedures and methods associated with the maintenance and running of a ship or boat, and can drive one.
Perception : This Skill covers the normal use of a character’s five senses, including any action involving listening, observing, or identifying flavors.
Learning (specialization) : The player must indicate in which field his character is an expert. It must be a specific and clearly-defined area, such as “fashion”, “local history”, “names and achievements of the great
heroes of old”, “forestry”, “philosophy”, “geography”, or “Xiongnu tribes”.
Science * : This Skill involves expertise in areas as diverse as mathematics, physics, biology, chemistry and astrology.

Mystical Skills (Earth)

Spoiler:

External Alchemy * : This refers to the science of transformation of matter and the search for immortality.
Internal Alchemy * : This is that branch of Taoist practice through which immortality can be attained by meditation and fusion with the forces of nature.
Divination * : This includes the various methods through which mortal men can see the future and communicate with spirits and earthly deities. It also involves knowledge of feng shui, the science of harmony between human constructions and the forces of nature.
Empathy : This Skill is one part psychology to one part intuition, and can be explained as the ability to understand the emotional situation of others, to feel what they are feeling, and to tell whether they are lying.
Exorcism * : The Skill of Exorcism provides a way into the world of evil spirits, including ghosts, jiang shi and demons, and an understanding of the means necessary to fight them.
Legends : The character knows the mythology and popular tales of the Warring States, and can use his knowledge to relate a particular legend to particular places, names or objects that he may come across. And many
legends have more than a grain of truth.
Meditation : With this Skill, a character can clear his mind of all things, or unite his soul with nature, and thereby regenerate his inner power.
Taoism * : This Skill involves a global understanding of the tenets of Taoist philosophy and the basic principles of Taoist religious belief.
Theology : This refers to knowledge of the theoretical bases of the main religions, their holy books and sacred rituals. It includes knowledge of the many gods and immortals of the World of Heaven, not just their names but their personalities, their powers and their domains of influence.

Secondary Aspects
The four Secondary Aspects are Chi, Passive Defense, Breath of Life and the character’s Renown.

Chi

Spoiler:

A player can use his Chi points to perform actions within the scope of his Taos or Combat Techniques, or to master the mysterious ways of the Tao. But should a character’s stock of Chi become negative, the consequences are very serious.

Whichever one applies to get a positive result or 0.
(Metal+Water)-(Fire+Wood)= Balance
(Fire+Wood)-(Metal+Water)= Balance

Balance
0 = 4 Basic Chi
1-2 = 3 Basic Chi
3-5 = 2 Basic Chi
6-8 = 1 Basic Chi

(Basic Chi X Earth) x Highest Skill Level = Total Chi

Passive Defense

Spoiler:

Each character has a value for Passive Defense, which represents how difficult it is to hit him. It is equivalent to a Success Threshold to be met or surpassed by the opponent’s Attack Test.
A character’s Passive Defense value is equal to the sum of his Water value and his Wood value plus 2. (Water+Wood+2).

Resistance
How likely are you to resist getting sick or poisoned.

Metal + Earth = Resistance

Breath or life
The Breath of Life is the basic life force of any character, the inner breath that protects his health and enables him to endure pain and injury throughout his life.

There are five Breath of Life Levels, which reflect the current state of health and general physical condition of a character. They are as follows : Normal, Bruised, Slightly Injured, Seriously Injured and Fatally Injured.

Use your Balance (from Chi) and Resistance to calculate your Breath of life

Breath of Life adjustment
Normal ST + 0
Bruised ST + 0
Slightly Injured ST + 1
Seriously Injured ST + 3
Fatally Injured ST + 5

ST is the difficulty or target number to beat for your roll to succeed.

Renown is equal to your Highest skill.

Will add the Tao/Combat Techniques/Magic
The player has 15 points to spend on Taos, Combat Techniques and Magical Powers. A player may, if he wishes, spend all his points on Taos. But if the character is to be any kind of warrior or Taoist expert, he would be well-advised to keep some points by to purchase Combat Techniques and Magical Powers.
For the moment, the player can use his points to buy Ability Levels in one or more Taos. As with Skills, each Ability Level needs to be purchased separately and the cost is cumulative. Then the character may use any of the effects that correspond to his Ability Levels.

Will add samples of a Tao/Combat Technique for a weapon group, and 1 of the 4 magics, when I come back from shopping and dog walking.

Scarab Sages

Dotting for interest will look at the rules sometime tomorrow i hope there is a family thing to attend and all


Yeah, just got distracted with other things, but will wait to see if there is any more interest before I give samples of the nice stuff.

The Exchange

I'll try a manifestation with whatever there is.

Chu Yi:

Aspect:

Fire=2
Wood=4
Water=2
Metal=4
Earth=2

Archetype: Fanshi

Metal skills:

Art of war - Apprentice
Hand-to-Hand - Apprentice
Gongshu - Competent

Wood skills
Medicine - Apprentice
Herbalism - Apprentice
Perception - Apprentice

Earth skills
Exorcism - Apprentice
Mysticism - Apprentice

Water skills
Climb - Apprentice
Swim - Apprentice
Dodging - Apprentice
Acrobatics - Apprentice

Total Chi = 4 x 2 x 2 = 16
Passive defence = 8
Resistance = 6

Any errors in that so far?

Calculation of vitality isn't shown, yet.


What sort of caste would we be doing? I am interested in the intrigue. Are we ambassadors, military commanders, and the like... or are we mercenaries and soldiers...


I was not expecting a character creation yet, but it's more than welcome. In regards of Manifestation, not sure what you mean, there is only 4 types of magic: Internal Alchemy, External Alchemy, Divination, Exorcism.

Well if there is enough players yes I could start proper explanation of the campaign.

Fangshi Archetype, and this is the Skill "Fangshi Package"

You get 1 free rank in each of your 3 starter skills
Skills : One mystical Skill of your choice, Taoism, Meditation

Each magic has prerequisites:

External Alchemy: Taoism 1, External Alchemy, Calligraphy 1, and Herbalism 1.

Internal Magic: Taoism 1, Internal Alchemy 1, Meditation 1, and Medicine 1.

Divination: Taoism 1, Divination 1, Calligraphy 1, Architecture 1, and Theology 1

Exorcist: Taoism 1, Exorcism 1, Calligraphy 1, Legends 1, Theology

This are the suggested Taos:
Tao of the Strengthened Body, Tao of Yin and Yang, Tao of the Clear Mind

Fangshi are very useful, they can tackle the supernatural or are great healers. Those that do divination than to also be "Strategists and advisors"

Exorcist which I think is the way you are going?
You got 15 points to spend on taos, combat techniques and magic (not 15pts each) so you got to be careful.

This are you level 1 spells and cost 1 point each. Level 2 spells cost 3, level 3 spells cost 6.

Level 1

Spoiler:

Blessing of Wood
Skill : Exorcism – Apprentice (1)
Preparation time : One small hour
Duration : Until the next sunrise
Effective area : Close combat zone
Chi cost : 4
Improvements : For every 2 extra Chi points that the exorcist
invests in blessing his sword, damage caused by the sword is
increased by 1, up to a maximum equal to his Metal value.
A willow sword is an exorcist’s most valued
possession, his weapon of last resort against supernatural
creatures. By breathing his Yang energy into the wood
and following the proper rite, the exorcist can transform
the sword into a powerful weapon able to injure even
ghosts and formless spirits.
To invest his sword with the power of the Chi,
the exorcist must bless it three times, meditate holding
the sword for a small hour, and spend 4 Chi points. The
result will be a weapon that he can wield with Jianshu
Skill and inflict 2 damage points.
The sacred weapon can cut through the Natural
Armor of any supernatural creature, and injure even those
creatures with the power of Invulnerability.

Power of the Sun
Skill : Exorcism – Apprentice (1)
Preparation time : At least one double hour’s exposure to
the sun
Duration : One charge for each double hour’s exposure to
the sun, up to a maximum of twelve charges
Effective area : Field of vision
Chi cost : 4
Improvements : For every 2 extra Chi points that the exorcist
spends when using the mirror, damage caused by the
mirror’s rays is increased by 1, up to a maximum equal to
his Fire value.
A polished bronze mirror filled with the energy
of the sun and transformed by the Chi of the exorcist can
be used to release rays of pure light with the power to
injure ghosts, demons, and the undead.
The mirror must be left exposed to the sun for a
double hour in order to absorb its energy, and the exorcist
must use 4 Chi points to enable it to release this energy.
The mirror will hold a number of “charges” equal to the
number of double hours during which it was exposed to
the sun, up to a maximum of twelve charges.
To release the light within the mirror and use it to
strike a creature, the exorcist must perform a successful Test
of Wood + Exorcism against his target’s Passive Defense
score. In combat, this counts as an action and can be countered
by an Active Defense. The mirror’s rays cause damage
equal to the exorcist’s Fire value, plus any extra damage due
to an extra investment of Chi, and can burn even creatures
with the power of Invulnerability or Formlessness.

The Compass of the Spirits
Skill : Exorcism – Apprentice (1)
Preparation time : One action
Duration : One day
Effective area : Indicates the sources of Yin energy located
within a radius of (100 x Earth) yards, plus any additional
distance due to an additional investment of Chi
Chi cost : 3
Improvements : For every extra 2 Chi points spent when using
the compass, the active radius is increased by 10 yards.
The exorcist places an iron needle into a small
circular box and transfers his Yang energy into the needle.
By a process of “spiritual magnetism”, the needle will
point towards the most powerful source of Yin energy in
the area. The source will generally be a ghost, a haunted
place, or the hiding-place of a demon.
To create the compass, the exorcist must transfer
his blood to an iron needle by pricking his fingertip. To
make it active, he must spend 3 Chi points.
Once active, the compass indicates the sources of
Yin energy located within a radius of (100 x Earth) yards,
plus any additional distance earned by an additional investment
of Chi. It remains active for one whole day.

The Mirror of Truth
Skill : Exorcism – Apprentice (1)
Preparation time : One small hour
Duration : One day
Effective area : Anything reflected in the mirror
Chi cost : 4
Improvements : N/A
A mirror that has been blessed and filled with
Yang energy will reflect more than the surface of reality.
It will show the true nature of objects and beings, unmask
a shapeshifting creature, reveal a mirage, and show the
original shape of objects.
The device is simple to prepare. The exorcist
must hold the mirror in front of him, consider his own
reflection for a small hour, and spend 4 Chi points.
For a whole day, anything reflected in the mirror
will be shown in its true form. A demon or Yao with the
power of Shape-Shift will be reflected in its original
shape, an illusion will produce no reflection, and the
reflection of a Magic weapon or other object will show its
hidden powers.

Sense of the Yin
Skill : Exorcism – Apprentice (1)
Preparation time : One minute
Duration : Instantaneous
Effective area : A radius equal to the exorcist’s Earth
value in yards, plus any additional distance caused by an
additional investment in Chi
Chi cost : 4
Improvements : For every 2 extra Chi points spend during
the concentration, the radius of the effective area is
increased by 1 yard.

The exorcist is able to use his powers of concentration
to channel his sixth sense into identifying any supernatural
events that may have occurred in his immediate environment.
Such events may take many forms, including the invocation
of a demon, the birth of a jiang shi, the opening of a
passage to Feng Du, or a murder or suicide which created a
ghost. But only events which took place less than a century
ago can be identified.
To use this technique, the exorcist must close his
eyes and focus his mind on picking up the traces of supernatural
energy in the area. He must perform a successful
Test of Earth + Exorcism, whose ST will depend on the
power of the supernatural event which took place in the
effective area. Generally, the ST will be 5 for something as
dramatic as a passage to the Ten Hells, but as high as 11 for
the simple invocation of a minor spirit. If he passes the Test
he succeeds in finding the precise location of the unearthly
event and, through partial visions of the past, gains a general
idea of what occurred and when. The higher the Success
Margin, the clearer his vision of the event.

level 2 Spells

Spoiler:

Music of the Heavens
Skill : Exorcism – Competent (2)
Preparation time : One double hour
Duration : One day
Effective area : Within earshot
Chi cost : 5
Improvements : For every 3 extra Chi points spent during
the ringing of the bell, the target’s penalty is increased by
1, up to a maximum equal to the exorcist’s Fire value.
By ringing a bell filled with his Yang energy, the
exorcist can generate a sound capable of disturbing and
even paralyzing supernatural beings. To bless the bell requires
an hour-long ritual ; to use it requires 5 Chi points.
Using the bell counts as an action, and in a combat
situation, as an attack. In such a situation it requires an
Opposition Test of Earth + Exorcism against the Resistance
of any creatures who can hear the bell. If the exorcist wins,
then all such creatures suffer a penalty on their next action
equal to the difference between the Test results, plus any
increased penalty caused by an additional investment of Chi.

Beyond the Veil
Skill : Exorcism – Competent (2)
Preparation time : One action
Duration : One double hour, plus any small hours due to
an additional investment of Chi
Effective area : The exorcist
Chi cost : 4
Improvements : For every 2 extra Chi points, the time
during which the exorcist can see the invisible is extended
by one small hour.
By wiping his eyes with willow leaves soaked in fresh
water, the exorcist is able to see invisible and hidden things.
To use the technique, the exorcist passes the purified
leaves over his eyes and spends 4 Chi points. This gives
him the ability to see any being using the power of
Invisibility, and to know whether a person, place or object is
being possessed by a creature using the power of Possession.
In this case, he sees the silhouette of the creature superimposed
on the image of the person, place or object.

Shield the Body and the Soul
Skill : Exorcism – Competent (2)
Preparation time : One small hour
Duration : For so long as the jade powder covers the person
Effective area : One person
Chi cost : 5
Improvements : For every 2 extra Chi points spent during the
preparation of the jade powder, the bonus on the Resistance
Test of the person covered with it is increased by 1.
The exorcist can use jade powder to protect himself
or another from spiritual attacks by evil spirits. The
exorcist finds a finger-sized piece of jade and spends a
small hour grinding it into a fine powder, which he then stores
in a small bag or box. He spends 5 Chi points to give the
powder the ability to shield its wearer.
A person covered with the powder gains a bonus
equal to the exorcist’s Exorcism Level, plus any additional
bonus from an additional investment of Chi, to any
Resistance Test involving fighting a vampire or resisting an
attempt to possess him.
In a combat situation, the act of covering a person
with jade powder is treated as an action not requiring a Test,
unless the person tries to resist, in which case the exorcist
must succeed in a Test of Water + Throwing against the person’s
Passive Defense score.

The Talisman of Control of Lost Spirits
Skill : Exorcism – Competent (2)
Preparation time : One round
Duration : For so long as the talisman remains attached to
the creature
Effective area : One creature
Chi cost : 6 + to create the talisman, 5 + to control a creature
Improvements : For every 3 extra Chi points spent during
the creation of the talisman, the target’s penalty is increased
by 1, up to a maximum equal to the exorcist’s Wood
value, or the time during which the creature is controlled
by the exorcist is increased by 1 minute.
By writing a ritualistic formula in red ink on a
sheet of bamboo, the exorcist can create a talisman which,
when placed on a creature's forehead, can paralyze the creature
and even bring it under the exorcist's control.
In creating the talisman, the exorcist must specify
which type of creature it will be effective against : the
undead (including ghouls and jiang shi), ghosts, demons,
Yao, or other types of spirits. The more precise the definition,
the more limited the range of the talisman, but the
more effective the talisman. If the exorcist writes the precise
name of a particular demon, then his talisman will cause
great problems for that demon, but will not work against
any others. Once the talisman has been drawn, the exorcist
must breathe his will into it by spending 6 Chi points.
Atalisman will only work when placed on the forehead
of the target creature. To place the talisman counts as
an action. In combat it is an attack that requires a successful
Test of Water + Hand-to-Hand against the target’s Passive
Defense score. Once the talisman has been placed on the
forehead of the target, and for so long as it remains there, all
of the creature’s independent actions suffer a penalty equal
to the exorcist’s Earth value (or double that value if the talisman
bears the exact name of the creature), plus any additional
penalty caused by an additional investment of Chi.
In addition, the exorcist may attempt to control the
creature’s actions. To do so, he must spend 5 Chi points and
succeed in a Test of Earth + Exorcism, whose ST is equal to
double the creature’s Earth value. If the exorcist succeeds,
the creature is at his command for a number of minutes equal
to his Success Margin, plus any additional time earned by an
additional investment of Chi. At the end of this period, the
exorcist must spend another 5 + Chi points and perform another
Test. Of course, depending on the intelligence of the
creature, it may not understand what it is asked to do.

Disperse Spirits
Skill : Exorcism – Competent (2)
Preparation time : One small hour
Duration : Until the next sunrise
Effective area : A formless creature within the range of
the wind
Chi cost : 5
Improvements : For every 2 extra Chi points spent during
the blessing of the fan, the time during which the creature
is dispersed is extended by one small hour.
With the aid of a sacred fan, the exorcist may
generate a mystical wind capable of dispersing for a time
the presence of formless creatures. He must first bless the
fan in an hour-long ritual and transfer his Yang energy to
it by spending 5 Chi points.
Using the fan is treated as an action. In combat
it is an attack, requiring a successful Test of Earth +
Exorcism against the Passive Defense of the target, and
which can be countered by an Active Defense. If the target
creature fails to defend itself against the purifying
wind, it is dispersed into the air for a period in double
hours equal to the exorcist’s Success Margin, plus any
small hours due to an additional investment in Chi.
For the duration of the fan’s effects, a creature that
has been dispersed loses all of its powers. At the end of that
period, the creature reforms at the exact spot where it was
attacked by the exorcist. Only creatures using the power of
Formlessness can be dispersed in this manner.

I do not recommend level 3 spells because of the cost, since you need to still buy Taos, if you are going to. You have to buy for the taos each level. You can't just buy level 2, without paying for level 1 and the costs are the same as the Magic. 1pt for level 1, 3 for level 2, 6 for level 3.

Tao of the Strengthened Body

Spoiler:

Level 1
The cloak of Chi : The character channels his Chi in such
a way as to be able to withstand heat up to 70° C and cold
down to -40° C. Such conditions cause him neither damage
nor penalty for a period in hours equal to his Tao Level.
The character adds two boxes to his Normal Breath of
Life Level.
Level 2
Feel no pain : By spending the requisite number of Chi
points, the character may ignore any penalties caused by
loss of Breath of Life and the seriousness of his injuries
for a number of rounds equal to his Tao Level.
The character adds two boxes to his Normal Breath of
Life Level.

Tao of Ying and Yang

Spoiler:

This Tao does not allow you to get a critical
success or cancel a critical failure (double zero).
A player need not state his intention to use this
Tao before performing a Test. He may wait until after the
Test and then decide whether to adjust its result.
Level 1
Stroke of luck : The character may adjust the result
on EITHER his Yin die OR his Yang die by one point
in either direction. This adjustment may lead to a
double : the character may not benefit from the effect
of a Yin/Yang Balance, since the balance is artificial,
but the result on the dice is still taken as the result of
the roll.
Level 2
Controller of energy : The character may reverse the
result on the dice, by turning the Yin result into the Yang
result or vice versa. This may be used among other things
to alter the power of blows and influence the levels of
damage they cause.

Tao of Clear Mind

Spoiler:

Level 1
The sharp mind : The character has an impressive capacity
for concentration on intellectual tasks. The energy of
the Tao gives him a bonus of +2 in any Test involving a
Skill from the mental domain.
Level 2
The tranquil mind : The character is able to clear
his mind of any distractions in order to focus completely
on a task. Whatever the levels of noise or
however uncomfortable the environment, the character
suffers no penalty caused by external circumstances.
This effect lasts for a period in minutes equal to
his Tao Level.

You are not stuck with this three taos, they are just the recommended for a Fangshi. If you are interested in other taos, let me know.

Combat Techniques for Hand to Hand and Gongshu (Archery)

Hand-to-Hand
Level 1 : Throw (Cost 1pt)
Level 2 : Trap, Strangle (Cost 3pts each)

Throw

Spoiler:

The character uses his opponent’s weight and
momentum in order to throw him off his balance and gain
the upper hand.
Where this Technique is used successfully, the
victim falls to the ground but suffers no damage. But once
on the ground, he cannot use Active Defense until he has
got up again. And getting up requires an action.

Trap

Spoiler:

The character can trap his opponent’s weapon
either with his own weapon or against a piece of furniture,
such as a table or a statue. This Technique may
also be executed without a weapon, using Hand-to-
Hand Skill.
The opponent has three options :
• escape from the trap by using an action to let go of his
weapon
• escape from the trap by performing a successful
Opposition Test of Water
• attempt another action whose ST is increased by the
Success Margin of the trapping Test.
If the trap is held, then starting from the next
exchange the victim cannot have a higher initiative
than the character using the Technique. If he obtains a
lower initiative score then he uses that score, but if he
obtains a higher score then he acts immediately after
the character.
The character using the Technique has four
choices :
• use an action to hold his victim in the trap ;
• use an action to release his victim from the trap ;
• use an action to try to break his victim’s weapon by performing
a successful Metal Test against a ST equal to the
solidity of the weapon. Should he fail in such a Test, his
victim escapes immediately ; or
• attempt another action whose ST is

Strangle

Spoiler:

The character uses either his weapon or his bare
hands to exert pressure on his opponent’s throat. For
damages caused by this Technique, see the rules on strangulation
at p. 71.
An opponent who is being strangled has two
options :
• try to escape by using an action to perform a successful
Opposition Test of Water
• attempt another action whose ST is increased by the
Success Margin of the strangling Test.
If the hold is maintained, then starting from
the next exchange the victim cannot have a higher initiative
than the character using the Technique. If he
obtains a lower initiative score then he uses that score,
but if he obtains a higher score then he acts immediately
after the character.
The character using the Technique has three
choices :
• use an action to maintain the stranglehold
• use an action to release his victim from the stranglehold
• attempt another action whose ST is increased by the
Success Margin of the strangling Test.

Gongshu (longbow)
Level 1 : Snapshot
Level 2 : Long Shot, Double Shot

Snapshot[ spoiler]
Provided that his weapon is ready, the character
can attempt to fire off a round before his opponents have
a chance to move. He obtains a bonus of +3 in the
Initiative Test for the relevant exchange.[/spoiler]

Long Shot

Spoiler:

The character’s command of his weapon is so
great that he suffers no penalty when firing or throwing
from long range or extreme range.

Double Shot

Spoiler:

The character can fire his weapon twice or throw
two missiles in rapid succession at the same target in the
same action. The ST for the first attack is increased by +1
and the second by +3 instead of the usual +1, and any
damages are reduced by 1.

You will need at least a courtly character, military officer type, the rest are whatever you wish. After all your victories may be renowned and many, but if not recognized by your lord or the ministers and the Son of Heaven the great Emperor Xian (Or any Prime Minister that is really in control), then you get no rewards, promotion, etc...

The Exchange

How does healing and divination work in all this? (Skill sets, please).Also, can I see the skill set for improvised weapons (at least for lvls 1 and 2).

Manifestation is my way of saying rolling a character, since I'm just projecting my will into an image (since I did not have complete info to solidify the image). I'd actually like some ability to knock out people using metal test like Lu zuo, but I suppose its a war mace skill only?

I don't like being dependent on a specific weapon, thus the initial selection of unarmed fighting.


Improvised weapons has no Combat Techniques, it's just a skill that allows you to use anything as a "weapon" for the purposes of you holding something to hit and block with.

Only Weapons, Art of War, Taos, and Magic have "Skill Sets" per level

Divination comes in three ways. Speaking with spirits and commune witht hem, basically weather knowledge so you can predict it accurately (or close enough depending on your rolls) and Feng Shui which is attract auspicious energies when constructing a building and such.

A key difference between Divination and the other mystical ways is that it does not require the diviner to use his own inner force, but merely to perceive, understand and interpret his immediate environment and any signs emerging from it. A character who uses a Divination technique
has no control over what he sees or predicts, since the message is borne and expressed by the stars, the spirits or the universe itself. In other words, the Games Master.

When dealing with a character who pursues the way of Divination, the Games Master’s responsibility is to explain to the character what may, or should, happen. In doing so, however, he should express himself carefully using open-ended language. For the Taoist faith is not
fatalist : nothing is certain, and nothing can be promised.

Divination cannot be used to predict specific events, such as “You will kill your enemy in a duel”, but only to identify more general influences on a life, such as “You are strong, you have trained well, if you fight on the seventh day of the next month with a sword dripping with purity, you have every chance of victory”. Many will rely on
such guidance and await the most auspicious conditions before acting. The hero and the idiot alike will throw caution to the winds and seek to earn his own fortune.

However, if the Games Master wishes, he may approach Divination in a more literal fashion, and attempt to match up his predictions with the events he creates, in order to persuade the players that the power of the diviner is as real and as practically useful as that of the other
Taoist ways of Magic.

Sample level 1 Divination spell

Deadly Omens
Skill : Divination – Apprentice (1)
Preparation time : One minute
Chi cost : 4
The character focuses on a single thought,
such as a birth, a person, the building of a road, or the
death of an animal, in order to open his mind to the
signs that emerge from it.
By performing a successful Test of Wood +
Divination, with an ST of 7, he will notice something unusual
in his immediate environment, such as a tree with a
particular shape, an animal behaving oddly, or an unexpected
noise, that he may interpret as a good or bad omen. The
higher the Success Margin, the clearer the sign and the more
relevant the answer to the diviner’s inner questions.
The technique gets its name from the fact that
bad omens are more frequent than good ones. When a
diviner is concerned about a matter, it is usually because
there is ample reason to expect a negative outcome, and a
bad omen is quick to appear. The absence of an omen is
usually a good sign, for it means that events will flow in
their normal course. A positive omen is rare, and is excellent
news, for it means that the character is likely to
receive an unexpected benefit.

Healing

First aid
Where a character has crossed off his final box
in Fatally Injured Level, he is at death’s door and it becomes
a matter of the utmost urgency to give him first aid
in order to save his life and stabilize his condition.
Normally, only a character with at least
Apprentice Level in Medicine can provide first aid. But
there is an exception to the rule about asterisked Skills,
namely that anyone can attempt first aid on a character
who has suffered an injury.
First aid involves a Test of Wood + Medicine,
with an ST determined by the seriousness of the injury. A
Beginner in Medicine must perform the Test using only
his Wood value.
If the Test is successful, the injured character
immediately regains one Breath of Life box. In a Fatal
Injury context this could be enough to save his life. A
Yin/Yang Balance on the Test gives the injured character
two boxes, while a critical failure aggravates the injury
and causes an extra damage point, which might be
enough to put him out of his suffering.
Once a character has received first aid, the Test
cannot be repeated unless he suffers more damage.

Patient’s condition ST
Normal 3
Bruised 5
Slightly Injured 7
Seriously Injured 9
Fatally Injured 11

First aid can never be used to recover all Breath
of Life boxes : there will always be at least one box crossed
off which will require either natural recovery or the
intervention of a physician before it can be recovered.
Medicine and injuries
A character with the Skill of Medicine can heal
another character’s wounds.
The physician performs a Test of Wood +
Medicine whose ST is determined by the seriousness of
the injury (see table above). If he succeeds, the patient
immediately recovers a number of Breath of Life boxes
equal to the physician’s Success Margin plus one.
If the physician obtains a Yin/Yang Balance, the
patient recovers a number of Breath of Life boxes equal
to double the physician’s Success Margin plus two.
If the physician obtains a critical failure, the patient’s
condition worsens, and he loses a Breath of Life box.
Aphysician can only perform one Medicine Test
per patient per day.

Medicine, diseases and poisons
When a character is suffering from a disease or
has been poisoned, a physician may examine him, and by
performing a Test of Wood + Medicine, with an ST equal
to the Virulence of the disease or poison, establish a diagnosis
as to what his patient is suffering from.
The physician may use his diagnosis to prescribe
an appropriate treatment, such as massage, acupuncture
or pressure point therapy. For so long as the physician
tends to his patient, whatever Success Margin he obtained
on his Test becomes a bonus for the patient’s Resistance
Tests to recover from his affliction.
The physician completes his work by prescribing
medicine to assist the patient in his fight against the
disease or poison.

Acupuncture
Acupuncture is an age-old technique, whose origins
are lost in the mists of time, and which involves
pricking carefully-chosen parts of the body with metal
needles in order to stimulate or facilitate the flow of the
patient’s life force through his body. Many people rely on
regular acupuncture treatments for chronic pain.
When a character has recourse to this type of
treatment, the acupuncturist performs a Test of Wood +
Medicine with an ST of 9 (which can be adjusted by the
GM according to the situation). If he succeeds, his
Success Margin is automatically added to the natural
recovery rate of the patient, who therefore recovers a
number of Breath of Life boxes equal to the Success
Margin plus one, for as many days as the acupuncturist
has Levels in Medicine.

Pharmaceuticals
The wide range of plants and other substances
used for pharmaceutical purposes in the Zhongguo are
described in many books and plant guides. Both physicians
and pharmacists are qualified to manufacture pills,
potions, ointments and other tried and tested remedies.
Whenever a character suffering from a disease or
the effects of a poison takes an appropriate substance, he
gains a bonus on his Resistance Test which can range from
+1 to +4 depending on the effectiveness of the remedy. This
bonus may be combined with any bonus obtained as a result
of treatment by a physician or acupuncurist.
Some medicines work in a different way. They
may relieve the symptoms of a particular medical condition,
such as headaches, stomach pains or fever, reduce
the Virulence of a disease or poison, work as a direct antidote
to a poison, or even enable a character to recover
Breath of Life points without a Test.

The Exchange

Chu Yi:

Aspect:
Fire=2
Wood=4
Water=2
Metal=4
Earth=2

Archetype: Fanshi

Metal skills:

Jian shu - Apprentice
Art of war - Apprentice
Hand-to-Hand - Apprentice
Gongshu - Competent

Wood skills
Medicine - Apprentice
Herbalism - Apprentice
Calligraphy - Apprentice

Earth skills
Exorcism - Apprentice
Meditation - Apprentice
Legends - Apprentice
Theology - Apprentice

Water skills
Dodging - Apprentice

Tao of the clearmind
Level 1
The sharp mind : The character has an impressive capacity
for concentration on intellectual tasks. The energy of
the Tao gives him a bonus of +2 in any Test involving a
Skill from the mental domain.

Spells

Blessing of Wood
Skill : Exorcism – Apprentice (1)
Preparation time : One small hour
Duration : Until the next sunrise
Effective area : Close combat zone
Chi cost : 4
Improvements : For every 2 extra Chi points that the exorcist
invests in blessing his sword, damage caused by the sword is
increased by 1, up to a maximum equal to his Metal value.
A willow sword is an exorcist’s most valued
possession, his weapon of last resort against supernatural
creatures. By breathing his Yang energy into the wood
and following the proper rite, the exorcist can transform
the sword into a powerful weapon able to injure even
ghosts and formless spirits.
To invest his sword with the power of the Chi,
the exorcist must bless it three times, meditate holding
the sword for a small hour, and spend 4 Chi points. The
result will be a weapon that he can wield with Jianshu
Skill and inflict 2 damage points.
The sacred weapon can cut through the Natural
Armor of any supernatural creature, and injure even those
creatures with the power of Invulnerability.

The Compass of the Spirits
Skill : Exorcism – Apprentice (1)
Preparation time : One action
Duration : One day
Effective area : Indicates the sources of Yin energy located
within a radius of (100 x Earth) yards, plus any additional
distance due to an additional investment of Chi
Chi cost : 3
Improvements : For every extra 2 Chi points spent when using
the compass, the active radius is increased by 10 yards.
The exorcist places an iron needle into a small
circular box and transfers his Yang energy into the needle.
By a process of “spiritual magnetism”, the needle will
point towards the most powerful source of Yin energy in
the area. The source will generally be a ghost, a haunted
place, or the hiding-place of a demon.
To create the compass, the exorcist must transfer
his blood to an iron needle by pricking his fingertip. To
make it active, he must spend 3 Chi points.
Once active, the compass indicates the sources of
Yin energy located within a radius of (100 x Earth) yards,
plus any additional distance earned by an additional investment
of Chi. It remains active for one whole day.

Total Chi = 4 x 2 x 2 = 16
Passive defence = 8
Resistance = 6

2 points unspent thus far (according to my calculations)- can we have unspent points? Also, do you get anything for being
competent in a skill but picked up no special techniques?


You can have unspent points, but you lose them after character creation, so they are pretty much use them or lose them. Are those 2 points in Combat techs, Taos and Magic?

Yes, you can be competent in a skill and have no techniques. You will be kind of that guy that is "naturally skilled" but "no refinement and technique" to the use of his skill which I may assume is a combat one?

The Exchange

Asking for Jian shu skill set since exorcism will be using it.


Swordsmanship :)

Jianshu (fencing)
Level 1 : Direct Hit, Total Block, Trap, Mounted Combat
Level 2 : Double Block, Feint, Charge

Mounted Combat

Spoiler:

When he is on a horse, the character can use his
martial skill to attack, even if his Level of Horsemanship
is inferior to it − he is no longer limited by this rule.
Similarly, the increase of the ST by +1 due to the use of a
Technique does not apply either.

Direct Hit

Spoiler:

It is most often used to find chinks in the armor
of men, in which case the protection given by the armor
is reduced by two points, and can fall to zero. It may also
be used against the natural armor of earthly and unearthly
creatures, by aiming at the eyes or the joints.

Total Block

Spoiler:
The character must state at the very beginning of
a combat round, even before the Initiative Test, that he
wishes to adopt this guard. He then performs a Test of
Metal + relevant martial Skill, with a Success Threshold
of 7. If he succeeds, then he adds his Success Margin to
his result in any Active Defense Test for the rest of the
combat or until he decides to drop the guard.
However, for so long as the character maintains
his Total Block, the same Success Margin is added to the
ST of all of his attacks.

Feint

Spoiler:

The ST for any Active Defense Test by the
character against this particular opponent is increased
by +2 instead of the usual +1. Where he succeeds in
such a Test he may subtract his Success Margin from
his opponent’s Passive Defense score when he next
attacks that opponent.

Double Block

Spoiler:
This Technique enables a character to block two
blows in one Active Defense. So long as the two blows
occur in the same exchange, they may come from different
opponents. The ST of the first Active Defense is
increased by +1 and the ST for the second is increased by
+2 instead of the usual +1.

Charge

Spoiler:

Whenever a character covers a distance in yards
equal to his Water value before launching an attack, the
damages caused by his attack are increased by +1.
However, since time spent charging is time that a target
can spend steeling himself for the collision, the target of
a charge obtains a bonus of +1 on his Active Defense Test
for each action that the character spends charging.

The Exchange

Chu Yi:

Aspect:
Fire=2
Wood=4
Water=2
Metal=4
Earth=2

Archetype: Fanshi

Metal skills:

Jian shu - Apprentice
Art of war - Apprentice
Hand-to-Hand - Apprentice
Gongshu - Competent

Wood skills
Medicine - Apprentice
Herbalism - Apprentice
Calligraphy - Apprentice

Earth skills
Exorcism - Apprentice
Meditation - Apprentice
Legends - Apprentice
Theology - Apprentice

Water skills
Dodging - Apprentice

Combat Techniques
Jianshu - Direct hit
It is most often used to find chinks in the armor
of men, in which case the protection given by the armor
is reduced by two points, and can fall to zero. It may also
be used against the natural armor of earthly and unearthly
creatures, by aiming at the eyes or the joints.

Gongshu
Snapshot
Provided that his weapon is ready, the character
can attempt to fire off a round before his opponents have
a chance to move. He obtains a bonus of +3 in the
Initiative Test for the relevant exchange.

Tao of the clearmind
Level 1
The sharp mind : The character has an impressive capacity
for concentration on intellectual tasks. The energy of
the Tao gives him a bonus of +2 in any Test involving a
Skill from the mental domain.

Spells

Blessing of Wood
Skill : Exorcism – Apprentice (1)
Preparation time : One small hour
Duration : Until the next sunrise
Effective area : Close combat zone
Chi cost : 4
Improvements : For every 2 extra Chi points that the exorcist
invests in blessing his sword, damage caused by the sword is
increased by 1, up to a maximum equal to his Metal value.
A willow sword is an exorcist’s most valued
possession, his weapon of last resort against supernatural
creatures. By breathing his Yang energy into the wood
and following the proper rite, the exorcist can transform
the sword into a powerful weapon able to injure even
ghosts and formless spirits.
To invest his sword with the power of the Chi,
the exorcist must bless it three times, meditate holding
the sword for a small hour, and spend 4 Chi points. The
result will be a weapon that he can wield with Jianshu
Skill and inflict 2 damage points.
The sacred weapon can cut through the Natural
Armor of any supernatural creature, and injure even those
creatures with the power of Invulnerability.

The Compass of the Spirits
Skill : Exorcism – Apprentice (1)
Preparation time : One action
Duration : One day
Effective area : Indicates the sources of Yin energy located
within a radius of (100 x Earth) yards, plus any additional
distance due to an additional investment of Chi
Chi cost : 3
Improvements : For every extra 2 Chi points spent when using
the compass, the active radius is increased by 10 yards.
The exorcist places an iron needle into a small
circular box and transfers his Yang energy into the needle.
By a process of “spiritual magnetism”, the needle will
point towards the most powerful source of Yin energy in
the area. The source will generally be a ghost, a haunted
place, or the hiding-place of a demon.
To create the compass, the exorcist must transfer
his blood to an iron needle by pricking his fingertip. To
make it active, he must spend 3 Chi points.
Once active, the compass indicates the sources of
Yin energy located within a radius of (100 x Earth) yards,
plus any additional distance earned by an additional investment
of Chi. It remains active for one whole day.

Total Chi = 4 x 2 x 2 = 16
Passive defence = 8
Resistance = 6

And done. How is Chi replenished, how does meditation work?


Natural Chi replenishment
Chi is replenished normally by sleeping. Every hour of sleep = 1 Chi regained.

Meditation
The character performs a Test of Earth + Meditation, with an ST of 7. If he succeeds, he regains a number of Chi points equal to his Success Margin. If the character obtains a Yin/Yang Balance on this Test, he regains all the Chi points he has spent, and returns to his maximum level.
Meditation takes an hour.

Yin/Yang Balance
Finally, remember that if any character obtains a Yin/Yang Balance on any Test, he automatically regains a number of Chi points equal to the result on the dice, without going over his maximum.

The game uses 2d10 dice to play (Ying Dice and Yang Dice)

The 10 in a d10 is considered a 0, so results are always from 0 to 9. You score a Ying/Yang Balance whenever you roll a pair (1,1;2,2; etc...). You get a critical error if you ever roll 0,0. You are unbalanced, forsaken by the Gods at that moment an destined to fail whatever you were doing in a horrible way. Ying/Yang Blances means you succeed the roll automatically (at the marginal level, as in you barely passed it).

The Exchange

Backstory:

Chu Yi has always followed her father, a travelling Fangshi. In fact, he's even taught her a few tricks of the trade. One day, her father took a job to help his cilent get rid of a rat demon. Her father knew that this rat demon was more powerful then anything he had ever fought before and sent Chu Yi to the mountains to gather herbs, so that she would not witness his end, if it came to that. Chu Yi came back to find the house empty and asked the villagers where her father was, where they told her he was battling a demon. Angry with her father for not asking for her help and worried for his safety, she rushed over, only to see the rat demon slay her father. The rat demon taunted her, "Catch me if you can" before dissappearing (in truth, the rat demon was injured in that confrontation and did not want to fight another battle that day). Chu Yi has sworn vengeance against the rat demon and has roamed the lands ever since, taking up her father's sword to avenge his death.

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