### Speacial Thanks
Thanks to **Lieth,** **Brayden,** **Alex,** **Jared,** **Jacob,** **Aubrey,** **Sam,**
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# SECTION 1
##### HOW TO PLAY
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### What you’ll need:
The only things you'll need are dice, which the ones you will need to play are d6, as well as a few pieces of paper and a pencil (or any digital note app). A calculator may also be needed during combat to keep tracks of stamina points6.
### Stats:
In this game there are seven stats that represent core aspects of your character as well as being tied to specific skills, which will be learned about later in this book. Each stat can go up to 30.
#### Strength:
To lift, push, and deal damage.
* You can carry and lift up to 30x your strength stat in Kilos.
#### Agility:
To dip, dive, and dodge.
* For every five points in Agility gain an extra reflex action.
#### Mind:
For big brain characters, those who want to play detectives or professors.
* The maximum number of techniques you may know is double your Mind stat.
#### Speed:
How fast you are at attacking and running circles around your opponent.
* For every five points in Speed gain an extra action point.
* Your speed stat is the amount of movement you may move up to during your turn.
#### Stamina:
How long you can push yourself in a fight.
* A character starts out with 50 + their stamina stat totaled as their starting Stamina pool. When leveling up roll the character's stat dice and add it to your total stamina pool instead.
#### Willpower:
Resisting physical damage.
* you're guard is a combination of your will power die pool die total + your pain tolerance skill rank total.
#### Emotion:
How well you can connect to others and keep your temper.
#### stat dice:
Stat dice are how you resolve of rolls ask by The Shogun. When you roll for checks, your die pool is 1d6 for every 5 points in that stat. To see if you succeed in a challenge set by the Shogun you must roll using the skill chosen by The Shogun then add your skill die to the paired stat’s die pool. The Shogun should consult the table seen below to see the average difficulty level of tasks (DL).
| Stat points
|
d6
|
| 5 stat points
|
1d6
|
| 10 stat points
|
2d6
|
| 15 stat points
|
3d6
|
| 20 stat points
|
4d6
|
| 25 stat points
|
5d6
|
| 30 stat points
|
6d6
|
35 stat points
|
7d6
|
40 stat points
|
8d6
|
45 stat points
|
9d6
|
50 stat points
|
10d6
|
##### Rolling to succeed a skill DL:
Used to determine certain actions outcome when the player declares the wish to do something. Depending on the difficulty of the task the DL to beat goes up. When rolling agasints a DL roll the stat dice paired to the skill being used, adding that skills skill die (more info in section 2). For example; The Shogun asked Victor to roll a tactics check to determine if his character can figure out his opponents plan, with the DL being 16. Victor rolled a 20 making the roll a success.
###### Difficulty table
| 2-10
|
Easy
|
| 11-15
|
Difficult
|
| 16-20
|
Hazardous
|
| 21-26
|
Epic
|
| 26-30
|
Legendary
|
| 31-above
|
Godly
|
### When it's time for combat:
##### Initiative order and rounds:
In order to see who goes first during combat, have each character that is fighting roll for a speed check (roll your speed stat dice), to see who was the quickest for this combat. once done, you then sort from highest to lowest with the highest going first. When Everyone has gone, this is called a round, which then ends and the initiative go back to the top of the list. Rounds represent 2-5 seconds in the secondary world.
###### Actions and action pools:
Actions are things you are allowed to do on your turn from walking and to whatever you can come up with. How many actions you have on your turn is determined by your speed stat. Your action pool is equal to your speed die pool.
###### Movement amount:
Movement amount is equal to your speed stat and is measured in meters. Each space a character can be in is 2 meters.
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###### Occupied space:
The two meters space around a character that no character can enter, unless they wish to grapple the current occupant of that space, in which case both parties would control the space.
###### Ranged attacks:
When Rol1ling for a ranged weapon check, depending on the distance of the target the DL changes, every space between the attacker and target increases the DL by 2. The DL to dodge a ranged attack is the ranged fighting skill of the attacker +5.
###### Attack roll:
When you are in range of the kind of attack you wish to do. You roll your speed stat dice in order to attack and must beat the dodge DL or automatically hit if the opponent guards.
###### Combo die:
A combo is when a fighter performs a succession of successful damage rolls on an opponent during their turn in combat. When you land an attack you gain 1 reroll to your next action if that action is an attack and against the same opponent. You keep this die until you fail to deal damage on that opponent. A special move can only be done once per combo.
###### Assist:
If an ally is 5 meters away from you during your turn you may call them to assist you in battle. This ally can use 2 reflex actions maximum provided they have some left.
#### Special Attacks:
A special attack has a few properties. Rolling for a special attack is like rolling a normal attack unless said otherwise.
* Costs two points of guard to block.
* After a special attack is guarded by an opponent your reflex actions gain +5 when reacting to that opponent.
###### Damage rolls:
When you make a successful attack roll you then roll for your damage. You then roll the damage the attack specifies. All damage taken subtracts the current total in your stamina pool. Spending stamina points on actions does not take away any points if you are only at 1 stamina point.
###### Crushing hit:
A crushing hit occurs when an attack breaks an opponent's guard. Crushing hits do double damage (roll double the dice or double the damage roll’s result is up to the table).
###### Reflex actions:
Any time an opponent moves or attacks in another character's area (2 meters around a character) they may make either a light attack, parry, counter, dodge, forward/backdash, whiff punish, or the footsies action. Your reflex actions are equal to your agility die pool. Reflex actions refresh at the top of every round like actions.
###### Dodge:
A dodge is a way of defending against attacks. To do this roll the stat dice for agility and add the martial arts/unarmed fighting skill if the character has skill ranks in it. The total becomes the DL for the attacker to roll above in order to hit you.
###### Guard:
A guard is the way to block incoming attacks. A guard is composed of combining your pain tolerance skill and your willpower die pool. If your willpower die pool total is 4 die and your pain tolerance skill total is 10, your guard total is 14. Every time you take damage that you guard, 20 for example, you take away 14 points of the damage, your guard then goes down by one, making its 13.
###### Rage:
Keeping your cool in the heat of battle can sometimes be hard, sometimes you gotta tell you opponent who's boss right?
Each time you take full damage from an attack you gain 1 point in rage. Rage increases your FS points by 1 to a max of 12. Each time you take full damage roll 1d6 + the Temper control skill. If you roll above your current rage pool you succeeded. If you fail you cannot guard any attacks until your next turn ends, while in this mode however you gain +12 to damage rolls. Afterward your next turn ends rage goes down to 0.
### Action list:
**Moving**: from walking to running, this takes one action, you can move up to your maximum movement amount.
**Forward/backdash**: you move up to 4 meters, you may choose to do this as you dodge. Costs 2 stamina points. This action/reflex action does not cost a action, however it uses up your total movement and stamina pool.
**High jump/ long jump**: Jumping vertically or horizontally in the air, costs 5 stamina points. Maximum jump height/distance is half your strength score in meters. This action/reflex action does not cost a action, however it uses up your total movement and stamina pool.
**Light attack**: A simple jab or kick. 4d6 is the maximum for damage rolls.
**Medium attack**: -5 to attack roll but add +5 to the damage roll. Costs 2 stamina points 5d6 is the maximum for damage rolls.
**Heavy attack**: -10 to attack +10 to damage roll. Costs 3 stamina points. Can only be done once per combo.
**Grapple**: Grappling someone requires a roll contest for both fighters involved. Each rolls their strength dice then add the grappling skill. If the attacker wins the roll they grapple the loser and is in grapple advantage. This action costs 2 stamina points. On a failed roll nothing happens. The character who has the advantage in a grapple may throw their opponent. A roll contest is made with the person who has advantage rolling with an extra +2 to their roll. If the person who has advantage wins the contest they may throw their opponents. Max throw distance is your strength score in meters. Slamming the opponent to the ground counts as a heavy attack. This costs 5 stamina points. The character being thrown becomes prone once they land on the ground. this costs 2 stamina points. Throwing the opponent does not cost an action. If the throw fails, the grappled opponent may choose to end the grapple if they wish.
**Parry**: When you are attacked you may choose to do this
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instead of a guard or dodge. Roll 1d6 for every 5 points in
your stamina stat, then add your pain tolerance skill if you parried with a limb or weapon fighting skill if you parried with a weapon. Take the total and subtract it from the damage you took. If parrying with a weapon still causes you to receive damage from the parried attack roll 1d6. On a 1 the weapon breaks unless the weapon's stat says otherwise. Costs 5 points of stamina.
**Counter**: If you take no damage from a parried attack you may interrupt your opponent's turn to light attack them by spending another reflex action. They can't dodge this attack; they may only guard it. If you miss this attack you can not defend yourself this round. This costs 3 stamina points.
**Whiff punish**: if you successfully dodge an attack you may interrupt your opponent's turn and attack them once as a reflex action. Costs 5 stamina points.
**Taking a breather**: Your guard goes up by your stamina die pool. This takes 2 actions to do. If you are interrupted (take damage) before the round ends you do not gain any guard back. You may choose to dodge but at a -2 penalty to this roll.
**Footsies**:
If someone moves within 2 meters of you, you may interrupt their turn and attack them or you may dash. If your attack hits the opponent, they must make a willpower/pain tolerance save dc equal to the damage received. On a failed roll they lose their movement for that action. Cost 10 samina points. Can only be done once per round.
### Types of conditions:
**Bleeding**: When attacked with an edge weapon there is a chance that bleeding can accrue. To determine this the opponent rolls 1d6, if they roll a 6 they are now bleeding. While in this state the receiver takes half of the damage roll that caused the bleeding. At the start of the round until you or an ally makes a successful medical check DL is 5+ the weapons damage roll that caused the bleeding, or Until you gain stamina points. Look to the weapons table for more information. This condition can be stacked 3 times.
**Broken limb**: If a character takes 80 points or more of blunt damage (weapon or unarmed) the character taking the damage must make a willpower check of DL 10+ half of the damage taken. In a failed roll the character has a broken limb. Roll 1d6, on a 4 or lower its one the characters legs, 5 and up is one of the characters arms if no specific spot was targeted. Any skill check using this limb is at -20 and the character receives 1d6 damage every attempt. A medical check DL 15 is require to fix the wound. Until you fully recover your stamina pool the arm is not usable.
**Prone**:
If a character is in this condition they must spend a reflex action in order to get up. You may choose to spend 10 stamina to stand up immediately after being made prone, nullifying the effect.
**Blinded/ deafened**:
-20 to every skill check that requires sight/ hearing.
**Unconscious**: this happens when you go to 0 stamina points. While in this condition you cannot make any actions until you are put back to 1 stamina point. You aren't in any danger in this state unless you are attacked during this or you were in the bleeding state already. If you fall in combat and when you take damage in this state, roll a 1d6. On a 2 or higher your character is stable, on a 1 it's time to think of a name for your next character.
**Recovery**:
After every hour of rest after a character has lost stamina points they regain their stamina dice pool + their stamina stat total.
#### Critical wound table
If your character goes unconscious from a crushing hit during combat roll 1d6 on this table for a battle wound.
| 1
|
scrapes and bruises, nothing to worry about.
|
| 2
|
2d6 bleeding. Medical check DL 10.
|
| 3
|
Broken Bone. medical check DL 12.
|
| 4
|
You loose an arm or leg.
|
| 5
|
You become bed ridden until you recover to your max stamina pool.
|
| 6
|
Death.
|
### Fighting Spirit (FS)
The surge of power called fighting spirit you gain when fight gives benefits the more you gain. The amount of Fs you can gain is 30.
| FS
|
Benefit
|
| 10
|
Spend 10 FS points to replenish half of your reflex actions or actions this turn.
|
| 20
|
Spend 20 FS points to call upon an ally as if an assist, replenishing half of your actions and half of your allies reflex actions. The amount of actions you and your ally can use is the amount gained back.
|
| 30
|
By staying at 30 FS points you gain the ability to do 2 heavy attacks per combo, and special attacks takes away 4 points of guard. If you spend the 30 FS points by preforming a heavy attack you deal +30 points of damage and gain +30 stamina points.
|
### Hitboxes
Hit boxes refer to where an attack range is on the bored as well as where the attack can get it or not. In the example below as well as the other examples you'll see, the red represents the players attacks space where an unlucky opponent eats an attack (an attack box), while the green represents where the user of the attack can get hit (a Hurt box). Some attacks you'll find do not have a hurt box, count those as invincible to any attacks while do that technique.
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### Rivals
From the childhood friend to the to the Leader of a big gang. Everybody in the world has a rival. Someone who makes sure your at you best. A lot of things can cause you to get a rival. Like beating up the wrong person and letting them live, or inspiring a spectator of one of your fights to challenge you themselves.
### Creating a rival
A rival is typically made by the Shogun with back story and general knowledge given to them by the player the rival is linked to. When creating a rival first decide what kind of Rival they are. A character may only have one type of rival at a time.
> ##### Friendly Rival
> A friend or friend out of convenience. Friendly rivals typically help out the player in training and things they wanna accomplish. Friendly Rivals are given another stat called Trust. Trust is the combination of both characters current level + the amount of levels they have been rivals. While these rivals train with each other roll a Trust check (DL 20). They gain level points as if both characters defeated each other in battle when they both roll successfully. Friendly rivals gain access to each others techniques when leveling up regardless of requirements (unless the level requirement doubles their current level).
> ##### Deadly Rival
> A Deadly Rival actively tries to stand in your way. Sometimes a Deadly Rival may join forces with your character's enemies if it means the characters demise. When fighting a Deadly Rival the winner of the encounter gains double the amount of level points if they defeated their rival. Deadly Rivals gain access to the ability to deduct what their rival will do next. They must roll a tactics check and beat a DL of 20 minus the amount of levels each character has been each others rival. If the succeed in the roll the rival must announce what they will do on their next turn.
> ##### Family rival
> These rivals tend to be in the form of a whole family or a martial arts school. These types of rivalries tend to bring a lot of fights in the streets, attacking a group of students on their way to the dojo for example. Each day roll 1d6. On a 6 You encounter some students from your rival school in a combat encounter that day. Look to section 5 for more info.
### Rolling Stats
When rolling stats for a new rival, choose 2-3 of the stats the player character had at the beginning of the campaign. If they knew their rival since then. From there, roll 4d6 and putting each total rolled for the rest of the stats. If they just met their rival, have the rival match the players highest stat while the rest can be determined however you see fit.
### Deciding Skills
A rivals skills should match their, well, rival's. A rival should have points in each of their player character's skills. Though how many ranks in each is up to the shogun. The total points a rival has to spend on each skill is 60. For martial arts, the rival can choose to be in the same or in a different style.
### Deciding Techniques
A rival has a total of 4 of the same techniques as the character's. From then, a rival can choose any technique they wish, treat the player character and the rival as knowing what techniques each will pick.
### Rival Levels
A rival levels up when a player levels up, though they gain different attributes. The stats the player character puts points into are also added to the rivals. Techniques and skills however are up to the Shogun to decide. If the player upgrades an ability that has been giving the rival problems, perhaps the rival will decide to upgrade or gain an ability that counters it.
| Character level
|
Character points/ Rewards
|
| Level 2
|
30 points/+1 skill and technique points
|
| Level 3
|
40 points /+1 skill and technique points
|
| Level 4
|
60 points/+1 skill and technique points
|
| Level 5
|
90 points/+1 skill and technique points
|
| Level 6
|
130 points/+1 skill and technique points
|
| Level 7
|
170 points/+2 skill and technique points
|
| Level 8
|
210 points /+2 skill and technique points
|
| Level 9
|
280 points/+3 skill and technique points
|
| Level 10
|
340 points/+3 skill and technique points
|
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### Showdowns
When facing down 1 or even multiple opponents you can exude an aura of martial prowess. Every opponent that has a lower showdown score than you must make a temper control skill (DL your showdown score). On a failed roll the opponent cracks under pressure and must roll 1d6 from the penalty table below. If you crack under pressure you shake it off by spending an action to reroll the temper control check. **Your showdown score is your level + amount of enemies defeated**.
##### Cracking under pressure effects
|
|
|
| 1
|
You loose confidence in your martial art and take -1d6 to your combat skills (Striking, melee weapon, ranged weapon and grappling) rank minimum of 1 rank.
|
| 2
|
You fly into a fit of rage and rush at your opponent, you gain +10 to your initiative roll but you are only able to use half of your total reflex actions per round.
|
3
|
You become frightened of your opponent and are unable to advance towards them no more than your temper control skill in meters.
|
| 4
|
You begin to over think your next move, causing your mind to race and your wits to dull. You loose 1d6 actions (minimum of 1) until you break this effect. Reflex actions stay the same.
|
5
|
You underestimate your opponent. The first attack from this opponent gains an extra 3d6 to damage. Afterwards the effect wares off.
|
6
|
Your ego gets the best of you, this bozo isn't that tough anyway! Decide what your character would do to let thier opponent get the upper hand while the Shogun decides what the penalty should be.
|
____
> ###### Ego boasting example
> Say Vegio said he can kick Bubs ass without using his hands, so he keeps the crossed around his chest. The Shogun the decides the penalty is -5 to attacks rolls and -5 to their guard score, but made sure to not put them at 0 guard.
### Duels
Duels (combat with only 2 warriors) acts different than with many fighters involved. Each fighter can have a initiative roll off like normal as use the following abilities. Or the warrior's themselves decide who the first in initiative is.
##### The thoughtful path
Through training your body you cleans the mind of worldly doubt. You gain the ability to use your philosophy skill in a battle to give you the edge and find harmony. When a battle starts roll a philosophy check (DL 10) if you succeed you may add your current level to your initiative roll. you also gain the following benefits
* +2 to mind checks
* +1 FS point on successful mind checks mad during battle.
* -1 to speed checks
* -2 to pain tolerance
##### The way of fury
Through a blinding of your emotions over the sense's, you let go of everything and focus on only this battle. Roll a temper control check (DL 15) On a fail you gain the following traits.
* -2 to all mind based rolls.
* -2 to reflex actions.
* +2 to all strength based rolls.
* +2 to guard.
##### The way of the soul
You let you intuition guide you, letting go of reason and calculation, laying into pure instinct.
At the start you may fall into a void, relying only on your instincts. You gain the following benefits.
* +2 reflex actions
* +2 to agility/ reaction time checks
* -2 mind checks aside from Rhetoric, Philosophy, sight, and logic.
* -2 Resist temptation
##### The Way of the beast
A duelist who falls back to their predatory instincts. Fighting till the last breath. While in this stat. You only suffer all bleeding damage until after the current duel is over. At the start of a duel, if chosen, you gain the following.
* +2 pain tolerance
* +2 temper control
* -2 Tactics checks
* -2 Logic checks
### Brawling
Fighting against 2 or more opponents could take a long time. For which we provide an alternate way to solve combat rolls.
#### Successes vs failures rolls
Each time a die check is made during a brawl (attacking, grappling, etc) each roll 4 or higher counts as a success, the goal is to get more successful rolls than the opponent.
#### Brawl skill challenge
Some fights are just too easy to challenge some fighters or two many people are involved. In which case a skill challenge should be made to see how the whole fight goes. Have your players discuss with you how they will fight and aid with each other in battle. If the players give comes to a decision on how they will battle that will sway the tide of battle to their favor, grant each of them a +5 to their roll. They may roll using any stat and skill. look to the table below to see the DL for a brawl skill challenge. Half of the player characters must succeed in their roll for the challenge to be successful. Any failed rolls result in the character loosing 6d10 stamina points.
#### **Brawlling skill challenge**
| 1-5 opponents
|
DL 10
|
| 6-10 opponents
|
DL 12
|
| 11-15 opponents
|
DL 15
|
| 16-20 opponents
|
Dl 17
|
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### Explosive finish!
When knocking out opponents, the style and way you finish them matters. To add more dramatic KOs to your game roll on the table below to see how that opponent goes out.
#### **KO table**
Roll 2d6
| 2
|
The dazed oppoent flies into the air a few meters from the ground, colliding back with the earth moments later.
|
| 3
|
they flail like a rag doll before collapsing.
|
| 4
|
They grunt and wheeze before falling where they stood.
|
| 5
|
The opponent flails their weapon in their last desperate seconds of life before giving way to the everlasting and forceful peace that is death.
|
| 6
|
the opponent flies back a few meters, echoing their cry of defeat.
|
| 7
|
The opponent falls to their knees before slowly tipping over.
|
| 8
|
The opponent begins to fall, but their will refuses to give way. They die on their feet forming a once living statue.
|
| 9
|
The opponent grips their wound before keeling over.
|
| 10
|
The opponent freezes suddenly, the expression they gave moments before unwavering as they fall to the ground.
|
| 11
|
The opponent stands dazed and they shift side to side, letting you strike a fatal blow.
|
| 12
|
The opponent is launched into the X amount of meters (X being the last damage roll dealt to them).
|
### Destructive landscaping
some special moves can cause serious damage to your surroundings. Some warriors train their Fireball techniques to explodes on impact, leaving a giant wound to whatever collides with it. Beams can burrow through a surface doing half their damage, the damage total is how many meters the attack has burrowed. Explosions create a crater, the depth and diameter equal to the damage roll, measured in meters.
#### Prepare yourself for oblivion!
When an opponent falls in battle by something that would cause the surroundings damage roll 1d6, on a 4 or higher they are consumed by the technique and their body turns to dust and cannot be recovered.
### Move data
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# SECTION 2
##### CREATING A CHARACTER
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### stats:
When creating you character, you first assign your stat points. Each stat starts at 5 points, and each player is given 100 points to divide between each stat to a maximum of 30. For a starting out player. Your highest stat should your combat stat (speed or strength) followed by your stamina stat.
### Race:
Each character has an origin that came from giving them special abilities or other traits. Choose one of the following;
##### Ape:
Highly intelligent apes that not only talk like humans, but dress and act like a human does. You may pick from this list of apes to make your new character. Go bananas!
**Gorilla** - choose two of the following skills and add +1 to the skill. Unarmed fighting/martial arts, Grapple, or lifting. You can also lift, push, and pull 2x your normal limit.
###### Gorilla Rush
Your prowess on the battlefield has given you the ability to shrug off more damage. You may spend any FS points you have to reduce damage inflicted on you.
**Orangutan** - choose two of the following skills and add +1 to the skill. climbing, sight, or diplomacy.
###### Deep Knowledge
Your mind is like a computer, able to calculate at high rates. You are able to reroll any checks made with your mind stat pool and take the better result once an hour.
###### Age:
Apes tend to live from 60 to 80 years old.
###### Hight:
An apes hight can range from 1.5 meters (5 feet) and 2 meters (7 feet) tall by adulthood.
##### Asura:
An Asura is a warrior born with four arms, and an insatiable hunger for combat. Many Asura have been known to be wrathful warriors who desire to be above everyone and rule, and many in history have even been known to attempt to reach that. Creating an Asura character gives you the ability to add +3 to your strength or speed stat.
###### Titan prowess
You gain the ability to thrive in the heat of battle above all others. For 1d6 rounds reduce the amount of stamina points you spend on actions by half. This ability can be activated at the start of the round.
###### Age:
An Asura can live up to 300-450 years old.
###### Hight
Asura tend to range from 1.8 meters (6 feet) to 2 meters (7 feet) tall by adulthood
##### Human
Choose two stats to increase by 3 or one stat increased by 6. Choose an extra technique of your choice.
###### Rising Dragon
You gain the ability to unleash the mighty power of the dragons in a rising attack. This technique is invincible to all attacking actions and occupies a 6 meter tall square in front of the user. This attack deals 3d6 damage, if not guarded the opponent goes prone upon taking damage (unless parried). This costs 5 stamina 2 actions to preform. If guarded, the opponent gets +3 to their next attack, so long as it is that character.
###### Age:
Humans can live up to 150-200 years old.
###### Hight
Humans tend to range from 1.8 meters (6 feet) to 2.8 meters (9 feet) tall by adulthood.
##### Oni:
Oni are cunning sorcerers who employ their illusions and other magics on the battlefield. An Oni's skin can range from crimson red, ash black, or even blue and they typically has 2-6 horns. Legend has it the more horns a Oni has, the more powerful they are. By picking an Oni gain +5 in your mind stat. You also gain an additional technique choice at level 1.
###### **Demon Gate**
You create a gate or portal anywhere within 30 meters from you by spending one action, at some point during this round you may spend a reflex action to teleport yourself to that gate.
###### Age:
Oni can live up to 450-500 years old.
###### Hight
Oni tend to range from 1.5 meters (5 feet) to 2 meters (7 feet) tall by adulthood.
##### Combot
A machine made for battle, fully adapting even if its their first fight with an opponent. They were originally made to compensate for the lack of soldiers across the vast land of the Empire. Now that the empire has fallen, many now roam the land seeking a new identity or reverting to their old one. Most Combots made in the empire's era are all but rust now, though some still exist. Most now are made buy wealthy Clans or tinkerers.
###### Robotic thinking
Combots have full autonomy in their thoughts and actions as they were programmed. Though their thoughts or more calculated and sometimes harsh, they mostly think like a person. When using the mind skill you may reroll any 1s rolled on a d6. Taking the next roll, even if it again lands on a 1. Combots are preprogrammed with 2 skills of your choice from the selected below. These skills have 5 ranks unless more points are added.
| Striking/ Grappling
|
|
| Philosophy
|
|
| Logic
|
|
|
|
|
| Temper control
|
|
###### **Stone cold metal**
You gain +2 to your max guard.
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### Fighter archetypes:
After you have chosen a character gimmick you may pick one of these fighting archetypes. At level 5 and 10 the bonus increases by +2 each time. Stance archetype fighters earn the +1 bonus increase at level 5 and 10.
### Zoner:
Gain +2 when attacking 10 meters or more from an opponent.
#### Canon fireball
Your ranged attacks gain the super armor benefit. You may do this ability once per round. Costs 5 stamina points.
#### Double fireball
Unlocked at level 5. By spending 10 FS points your next ranged attacks get treated as if it is two attacks. This cannot be used with auto fire.
### Rush Down:
Gain +2 when attacking 5 meters or less from an opponent
#### Wavedash
You glide across the ground at incredible speed. This technique adds +1 meters for your forward/backdash per 1 point of stamina spend (maximum of 5)
#### advanced footsies
Unlocked at level 5. By spending two reflex actions you can only be thrown/ pushed back half the total amount by making an acrobatics check, DL 10.
### Grappler:
add an extra +2 to grapple checks.
#### Grit
Once per turn you may spend a reflex action in order to take only half the damage dealt.
### Reversal:
Add a +2 to parries and counters.
#### Perfect Parry!
Once per round you may choose to successfully parry one incoming attack of your choosing. This costs 5 points of stamina and two reflex actions.
### Joke:
+5 to your showdown score, as if the opponent lets their guard down when facing you.
#### Relentless Spirit
-10 to all rolls during combat. at level 5 when this character enters the unconscious condition roll 1d6, on a 2 or higher the character stays up with 1 stamina point. The additional stamina they receive is +1d6 at level 10.
\pagebreakNum
### Buying skill ranks and using them:
When you make your character you also choose your character's skills. Each skill rank has a max of 12. When you use a skill you add your skill die (1d6) and your stat dice is attributed to the skill and an amount of points dependent on your rank.
| 2 ranks
|
1d6+1
|
| 4 ranks
|
1d6+2
|
| 6 ranks
|
1d6+3
|
| 8 ranks
|
1d6+4
|
| 10 ranks
|
1d6+5
|
| 12 ranks
|
1d6+6
|
### Combat Skills list:
From these skills you have 12 points to put into any skill you wish to a maximum of 12.
#### Weapon fighting (speed):
Forms of fighting with a weapon. Ranged fighting uses Agility instead of Speed.
#### Striking (Speed):
Forms of fighting that primarily uses striking such as punches, kicks, elbows, and knees.
#### Grappling (Strength):
Forms of fighting the rely on grappling and slamming your opponent.
### Martial arts
Martial arts are a way of life, some would say. With such a way of life comes the inclusion of additional skills learned. when you spend points in either grappling or striking you may choose to put those points in a martial arts that uses such ways of fighting.
### Style Examples
##### Judo:
maximum efficiency, minimum effort. The art of judo. Grappling is your main weapon. Add you martial arts skill to grappling attacks.
| +1 pain tolerance
|
+1 Temper control
|
###### Gorilla Grip:
Requires 5 point in Judo. Reroll any 1s when doing grapple checks.
##### Karate:
The art of the empty hand. Add your martial arts skill to striking attacks, parrying and countering.
| +1 pain tolerance
|
+1 Bodybuilding
|
###### Kabudo:
Requires 5 skill points in karate. You may choose two weapons to add your martial arts skill. The weapons you may choose are staff, nunchaku, sai, tonfa, kama, and knuckle dusters.
##### Weapon styles:
Ah yes swords, nature’s knives. Add weapon fighting to your attacks, parries, and guard pool when using your weapon of choice (you may only choose one weapon at level 1). At level 5 and level 10 you may choose another weapon from the table.
| +1 Tactics
|
+1 Temper control
|
###### Weapon Disarm:
Requires 5 skill points in a weapon style. If you perfect parry with a weapon your weapon you may attempt to disarm your opponent in a strength stat roll contest.
##### Muay thai:
Add martial arts to kicking, punching, elbow, and knees, add half martial art skill to grappling and sweeps.
| +1 pain tolerance
|
+1 Reaction Time
|
###### Viper Knee:
Requires 5 skill points in Muey Thai. Once per round you may counter by delivering a devastating knee attack. this counts as a medium attack for damage.
##### Greco-roman wrestling:
Add martial arts to grapple based moves.
| +1 Bodybuilding
|
+1 Reaction Time
|
###### PowerHouse Slam:
Requires 5 skill points in Greco-Roman Wrestling. When you deal damage with a grapple attack you can add 1d6 per 1 point of extra stamina spent, up to 3.
##### Boxing:
Add your martial arts to hand strikes, parries and dodging.
| +1 Temper Control
|
+1 Reaction Time
|
###### Bringing in the Bread:
Requires 5 skill points in Boxing. You use the momentum of your dash to send a devastating blow. when you finish a dash you may spend an extra 5 points to use a medium attack from where you ended the dash. At level 5 your dash becomes impervious to ranged based attacks reflex actions.
##### Kung Fu:
Add the martial art skill to hand, and foot strikes. And half to parries and throws.
Skill Bonus
| +1 Temper Control
|
+1 Pain tolerance
|
###### heightened Qigong
Requires 5 skill points in Kung Fu. When you go down to half Stamina points you gain a temporary boost in your Fighting spirit by 1d6 at the start of the round. at level 5 this increases by 2d6.
\pagebreakNum
### Worldly Skills
You gain 30 points to put into any worldly skill of your choice. You can also spend technique points on skill techniques so long as you meet the requirements.
##### Stealth (Agility):
How good you are at hiding or maybe sneaking unnoticed in a crowd.
##### acrobatics (Agility):
How well you are at flips, spins and keeping your balance while in the air.
##### Tech - mechanical (mind):
Repairing and building machinery and using tools.
##### Tech - Digital (mind):
from coding to installing a printer.
##### Bodybuilding (strength):
From lifting, pushing, and crushing anything you can get your grubby hands on.
##### Medical (mind):
How well you are at patching people up. The DL on a medical roll is the damage that caused the wound.
##### Musical Instruments (mind):
For every 5 points in mind you may know one more instrument and you use your dexterity stat and this skill when playing.
##### Rhetoric (Mind):
You speak with as much fire as a martial artist fights. great for debating.
##### Philosophy (mind):
To think of the world around you critically as well as understand the people around you.
##### Creation (Mind):
To craft objects for everyday use.
##### Cooking (Mind):
how well you are at cooking up fantastic dishes. Add your skill rank to the total stamina gained for whoever eats a dish you make.
##### Reaction Time
Measures how quick your character is in a split second. When rolling for initiative, you may roll this if the character is surprised.
##### Temper control (Emotion):
How well you can keep your cool in the heat of the moment or resisting temptation.
##### Pain tolerance (Willpower):
You've trained your body to withstand great amounts of pain. Each rank adds half a point to your guard. When you guard an attack you may roll 1d6 to give yourself additional guard for that round once per day. This costs a reflex action.
##### Sleight of hand (Dexterity):
Their wallets are pretty heavy, why don't we give them a hand.
##### Free running (Dexterity):
From climbing buildings to escaping from your opponent.
##### Performance (emotion)
From dancing to reciting a sonnet.
##### Tactics (Mind):
To maneuver in combat. Best used to prepare for a fight.
##### Sight (Mind):
Used when looking for hidden or obscured things.
### Gaining new worldly skills
You can gain worldly skills by preforming a successful skill roll that has been ask by the Shogun, and in which you don't have ranks in a total 10 times through out your adventure. Once that skill has 10 successful rolls they gain 1 skill rank. From there in order to gain ranks the character must spend skill points when they levels up.
### Character History:
All fighters start somewhere, and the skills that come with that help you along the way. From the categories below choose a origin for your character to be shape through.
##### Noble
Born in an aristocratic household, you grew up knowing a life of easy living. Choose from 3 of the following skills.
___
>
>
>**Skills:** +2 Rhetoric, +2 musical instrument, +2 lore, +2 logic
>
>
>
>
>
>
>
____
##### **Farmer**
Born to a simple life, you learn the harsh way that the with raving bands of ronin, That the only ones that can protect you are yourself, or a bag full of cash.
___
>
>
>**Skills:** +2 cooking, +2 musical instrument, +2 Tech digital/mechanical, +2 Medical.
>
>
>
>
>
>
>
____
##### **Street gang**
Born to a life in the slums, you scrape your way up by your fingernails to get a glimpse at the sun.
___
>
>
>**Skills:** +2 bodybuilding, +2 Free Running, +2 Tech digital/mechanical, +2 Cooking.
>
>
>
>
>
>
>
____
\pagebreakNum
##### **Artisan**
A creator leaving their tools to form a whole new set of skills.
___
>
>
>**Skills:** +2 Creation, +2 performance, +2 Lore, +2 Rhetoric.
>
>
>
>
>
>
>
____
##### **Stoic**
You spoke, questioned, and lectured to whoever would hear. You don't mind cities, living in them tho is a different story.
___
>
>
>**Skills:** +2 Cooking, +2 Logic, +2 Rhetoric, +2 Philosophy.
>
>
>
>
>
>
>
____
##### **Clan Bureaucrat**
You work for a local clan. Handling all that was past your way.
___
>
>
>**Skills:** +2 Logic, +2 performance, +2 Tactics, +2 Rhetoric.
>
>
>
>
>
>
>
____
##### **Scientist**
Weather in the lab or on the field you take your work everywhere you go
___
>
>
>**Skills:** +2 Creation, Tech- Digital/ Mechanical, +2 Logic, +2 Rhetoric.
>
>
>
>
>
>
>
____
### Character Path
No matter where you were born you set on a journey that'll will test your body and soul. Perhaps you left your history behind, only taking the skills it gave you.
##### Wondering warrior
You search the land for worthy opponents you may test you might against, or you seek enlightenment through combat. With this origin you gain a rival.
___
>
>
>**Skills:** +1 to any combat skill of your choice. Choose 3 of the following, adding +2 to the chosen skills; cooking, tactics, temper control, musical instrument, or Philosophy.
>
>**starting equipment:** Cooking supplies, a musical instrument, a few books, and a non exotic weapon of the players choice.
>
>**Starting money:** 1d6 x10 Caishen
>
>
>
____
**Path Goals 1d3 (roll 1d6 and half the result)**
| 1
|
I wish to test my skills against mighty opponents
|
| 2
|
My father was killed by a rival swordsmen, I plan to avenge him. (Gain 1 Rival)
|
| 3
|
I wish to open my own dojo or be employed by a ruler as a sword instructor.
|
##### Prize Fighter
You're the people's champ, they root for you, and your victories are theirs. With this origin you gain a rival.
___
>
>
>**Skills:** +1 to any combat skill of your choice. Choose 3 of the following, adding +2 to the chosen skills; cooking, tactics, temper control, Body Building, or performance.
>
>**starting equipment:** Cooking supplies, a musical instrument, a few books, and a non exotic weapon of the players choice.
>
>**Starting money:** 3d6 x10 Caishen
>
>
>
____
**Path Goals 1d3 (roll 1d6 and half the result)**
| 1
|
I wanna make enough money to live lavishly.
|
| 2
|
I wanna be just like my childhood hero.
|
| 3
|
I wanna be at the top of my league. (Gain 1 Rival)
|
##### travaling Cook
You wonder the land looking for the perfect ingredients to add to your dish, sometimes fighting the main course.
___
>
>
>**Skills:** +1 to any combat skill of your choice. Choose 3 of the following, adding +2 to the chosen skills; cooking, creation, temper control, Body Building, or performance.
>
>**starting equipment:** Cooking supplies, a pack of cooking supplies, A note book containing recipes, and a non exotic weapon of the players choice.
>
>**Starting money:** 2d6 x10 Caishen
>
>
>
____
**Path Goals 1d3 (roll 1d6 and half the result)**
| 1
|
I wish to run my very own restaurant.
|
| 2
|
I wish to create a new dish from an exotic ingredient.
|
| 3
|
I want to have the best food cart in my area. (Gain 1 Rival)
|
### languages:
Each character starts out with
A total of one language +1 for each die in their mind pool. These languages are the most spoken within the old empire and the world of Eden. The national language of Dou Zhi is Shi, but Khan and many other languages are present.
###### **languages table**
|
|
Shi - spoken most commonly through put the known world.
|
|
|
Khan - A battle language developed during the age of the empire. Used to give large sums of information in such a small amount of time.
|
|
|
Buu - mostly a dead language now. Buu was used by the first peoples of Dao Zhi, before the Empire.
|
|
|
\pagebreak
# SECTION 3
##### Character progression
\pagebreakNum
### Leveling up!
completing certain tasks such as Training, fighting, perfecting themselves they can gain level points. these points determine when you level up, and can be gained by defeating an opponent. Each opponent counts a 1 point + their opponents mind stat.
The Shogun can also reward you with points as the game goes on based on good role playing, creative teamwork or just because you look damn cool. Each time you level up your character gains more stamina points to add to their maximum. To know the amount given each level, roll the character's stamina die, then add their stamina stat and add the roll to the max Stamina.
###### Skill and Technique points
These points are used to upgrade skills (in which you currently have ranks in), and technique points that can be used to buy new techniques or improve already known techniques. You may also spend these Technique points on stats.
| Character level
|
Character points Requirement/ Reward
|
| Level 2
|
30 points/+1 skill and technique points
|
| Level 3
|
40 points /+1 skill and technique points
|
| Level 4
|
60 points/+1 skill and technique points
|
| Level 5
|
90 points/+2 skill and technique points
|
| Level 6
|
130 points/+2 skill and technique points
|
| Level 7
|
170 points/+2 skill and technique points
|
| Level 8
|
210 points /+2 skill and technique points
|
| Level 9
|
280 points/+3 skill and technique points
|
| Level 10
|
340 points/+3 skill and technique points
|
```
A fighter has to train daily in order to be at peak condition, but no one said you can't have fun.
- Baron Flex Colt
```
### Training
When you train for a consecutive amount of days you gain a training bonus, that bonus being that you can reroll any unwanted roll using the skills trained in for a certain amount of times a day. Training a certain amount of days can give you additional bonus's as well. When you choose to train, roll using the skill the activity is linked to. The DL is equal to your skill rank. If the DL is beaten you gain the benefits of training for that day. It takes at least one hour to receive the benefits of training. You may train up to 3 activities per day.
| Days of training
|
Training bonus
|
| 1-5
|
+1 rerolls per day
|
| 6-10
|
+2 rerolls per day
|
| 11-15
|
+3 rerolls per day + Bonus
|
16-20
|
+4 rerolls per day
|
21-25
|
+5 rerolls per day
|
26-30
|
+6 rerolls per day + Bonus
|
\columnbreak
#### Training activity table
___
> ___
> ### Volley Ball:
> Through teamwork and determination you can destroy the opponents on the court. When training for 11 or more days you gain the following benefits.
> * Your jump gains 2 meters of movement regardless of how much movement you have left for the round.
> * If its the shaped and size of a volley ball, you can treat it like a volley ball.
> - **Bounce Counter (Ranged Fighting)** It takes a lot of dedication to be the king of the court and a lot of team work as well. If you perfect parry a ranged attack you may spend your counter by passing it to a ally up to 10 meters away. They may spend a reaction by rolling a ranged attack against an opponent.
______
> ### Hockey:
> The cold rink in the morning, hot coffee in your hand. what a great way to start the day. When training for 11 or more days you gain the following benefits.
> * You may add your grapple ranks to damage when striking while grappled.
> * moving on ice has no effect on you.
> - **Goon (Grappling)** You spend more time in the box than the ice eh? When you grapple someone all your non grapple attacks counts as medium attacks for damage.
___
> ### Foot Ball:
> That victory dance will send your opponents scared out of their boots. When training for 11 or more days you gain the following benefits.
> * When someone attempts to grapple you, you may spend a reflex action to dash making their attack roll have a -2 penalty.
> * Your total throwing distance is increased by +4 meters.
> - **Go long! (Ranged Fighting)**
> On the field or not your ready for action. when you have something in your hands that can be thrown, your range is doubled for throwing and damage is increased by half your level (rounded up).
_____
____
\pagebreakNum
_____
> ### Dodge Ball:
> You know the feeling of your red hot blood pumping as soon as you step on the court and you live for it.
> * When dodging ranged weapons you can choose to dash up to 4 meters as you do so.
> * When using a ranged weapon that is thrown, add half of the throw distance on top of its max distance.
> - **Cobra King's kiss (Ranged Fighting)**
> Unlocked on 30 days of training. If you can dodge a fist, you can dodge a ball. As you dodge an attack you may spend this action to use a ranged attack as well.
___
> ### Climbing:
> There isn't a rock you cannot climb in all of Eden, and the view looks great from the top.
> * when you fail a roll to climb something, you may spend any Fs points you may have to add a d6 to the roll. 1 point for 1d6.
> * If you spend 1 minute resting as you climb, you gain +1 to your next climbing roll.
> - **Advanced Ascent (Bodybuilding)**
> You gain extra movement distance equal to your climbing skill and character level (rounded up).
____
> ___
> ### Karaoke:
> Express the inner machinations of your soul as a band of one voice, or with friends.
> - **24 hour Funk** (Performance) Doesn't matter if your at the club or on the streets, you bring your A game no matter where you go. When using performance in combat, roll an extra 1d6 after doing damage to an opponent. On a 6 you gain back the stamina spent equal to your performance rank. Can be used once per round.
>
_____
> ___
> ### physical training:
> From running, lifting, fighting, and anything in between. The bread and butter to all martial artists, the cultivation of the body.
> * You may reroll any die for a body building check and take the second roll.
> * You may add half your Bodybuilding skill rank to to willpower checks resisting physical effects.
> - **Push it to the limit** (Bodybuilding) Unlocked on 30 days of training. Your ability to go beyond you limits increase. You gain the ability to lift x50 rather than x30. You may also lift 50Kg more for every 6 rolled
on the check
_____
> ___
> ### Spirit cultivation:
> You look inward and outward as you question the world around, seeing the forms as they are in of themselves brings clarity to a clouded mind to some. Critiquing the manifestations of ethics, logic, and ideals thrills those who think that conversation and battle is one in the same.
> - **Dialogue (Phlosophy)** When making Rhetoric or philosophy checks you may gain Fighting spirit points by successfully rolling checks. You may use them in this exchange of ideas. You may spend up to 10 FS points to force your target to roll a rhetoric or philosophy check (DV your rhetoric rank + roll your philosophy skill die). On a failed roll you present an argument your target has trouble countering and thus they are put in a state of deep thought. For 1 hour they have a -2 to all mind based skill checks. This can stop early if the target has come to a acceptable conclusion.
\pagebreakNum
### Technique trees:
Each Technique counts as a special ability when in combat.
The amount of techniques a character can know is equal to your mind's stat pool x2. At Level 1 you start with 1 technique.
### Wordly Technique list:
> ###### Advanced clamber: (Free Running/ Climbing)
> When using the free running/ climbing skill, reroll any 1s and take whatever is rolled. if more technique points are added to this skill (up to three) ups the reroll value by one. Maximum reroll any 4s or under. When training you can instruct others who can gain this ability for the day.
> ###### Fall damage reduction: (Free running/ climbing)
> 6 points in the free running skill or more required.
You learn to move with the flow of gravity rather than against it when falling. Reduce any fall damage equal to your skill's rank.
> ###### High Flying: (Acrobatics)
> 6 points in the Acrobatics skill or more required.
You use of momentum enhances your jump hight and distance by +6 meters when you have a running start of 4 meters.
> ###### Nimble Escape: (Stealth)
> 6 points in the Stealth skill or more required. With a drop of a hat you were gone, and your job was done. When you fail a stealth roll that results in you being spotted, you can reroll once per day.
> ###### Quick Build: (Tech Mechanical)
> 6 points in the Acrobatics skill or more required. You are able to build simple objects twice as fast as the normal time it takes to make them.
> ###### Quick Build: (Tech Digital)
> 6 points in the Acrobatics skill or more required. You are able to build simple digital objects (viruses, hacking tools, etc) twice as fast as the normal time it takes to make them.
> ###### Meditation: (Philosophy)
> You preform an action for up to two hours. This could be traditional meditation or doing an task that calms your mind. Doing so you roll a Philosophy check DL your philosophy skill rank +10. When you successfully do so you gain +1 to all mind checks for the day and 1d6 Fs points at the beginning of your next combat encounter.
> ###### Simple calculation: (Logic)
> You preform an action, quickly coming up with a solution on the fly. Preform a logic check DL 15. On a successful roll you gain a +5 all checks regarding that task for 1 hour.
> ###### Gourmet Cooking: (cooking)
> The art of cooking comes to you as easily as breath comes to your lungs. When you create dishes you may add your cooking skill ranks to the stamina roll the dish provides.
\pagebreakNum
### Combat Techniques
Each Technique counts as a special ability when in combat.
The amount of techniques a character can know is equal to your mind's stat pool + their martial arts skill rank. At Level 1 you start with 1 technique.
###### Technique types
###### **Buff:**
Buff techniques only effect the user of the technique. You can spend another Technique point on the Technique in order to effect +1 character. You may do this up to 2 times.
###### **Boost:**
Boosts effect combative techniques by giving them an added bonus while performing it. each combative technique you know can have up to 1 boost.
###### **Combative**
Combative techniques are attacks and other damaging effects.
### Fighting:
##### Warmed up (Buff):
Requires 1 or more points in any unarmed combat skill. Unlocked at level 1.
By spending one action you can warm up (stretching, warm-up, exercises). You gain a +5 to attack rolls for 1 round. Costs 5 stamina points.
###### Weakness:
If you are interrupted doing this action you do not gain this benefit.
##### Iron strike (Buff):
Requires 1 or more points in any unarmed combat skill and unlocked at level 1.
By spending an action you rev up your intensity in battle (cracking your knuckles, a loud “Kya!”). On damage rolls, you may add +5 for 1 round. Costs 3 stamina points.
###### Weakness:
If you are interrupted doing this action you do not gain this benefit.
##### Explosive strike (Combative):
Requires 1 or more points in any unarmed combat skill and unlocked at level 2. You have a sudden surge in power causing you to roll an extra 2d6 on your next medium or heavy attack damage roll. Costs 10 stamina points. By adding extra technique points to this gain additional 1d6 (maximum 3 technique points).
###### Weakness:
If the opponent guards this attack they gain a +2 to their next reflex action.
###### Hitbox
##### Guard breaker (Combative)
Requires 1 or more points in any unarmed combat skill and unlocked at level 3. Your next heavy attack if guarded gains massive power. On a successful hit, your opponent must roll a Willpower check (DL your attack’s damage). On a failed roll the opponent loses guard points equal to half your damage roll. Costs 10 stamina points.
###### Hit box
###### Weakness:
If the willpower check is successful they gain a +2 the next time this technique is done to them in this battle.
##### Lariat (Combative):
Requires 1 or more points in any unarmed combat skill and unlocked at level 3. You use the momentum of a front dash into your attack. Add +4 to the attack’s damage or attack roll if at the end of your dash your within melee range of the opponent. Costs 5 stamina points.
###### Weakness:
If you are interrupted doing this action you do not gain this benefit.
###### Hit box
\pagebreakNum
##### Conversion (Combative):
Requires 5 or more points in any unarmed combat skill, unlocked at level 5. If you successfully hit using a reflex attack you may continue so long as you don’t lose your combo die and have enough reflex points. Costs an extra 3 stamina per attack roll.
###### Ex:
By spending 5 FS points you can use a reflex action without spending a reflex point.
#### Grappler:
##### Safe Fall (Buff):
Requires 1 or more points in unarmed combat skill and level 1. You know the safest ways to fall when being thrown, you take away damage equal to your martial arts skill die when taking throw damage.
##### Dunk (Combative):
Requires 1 or more points in any unarmed combat skill and level 1. If you Grapple Throw an opponent into the air you may choose to jump and grab them as one action. This costs 1 action to do and costs 2 stamina points.
###### Weakness:
If you fail to successfully do this action the next attack done to you gains +5 and you cannot do any reflex actions (other than guard) until the next turn is finished.
###### Hit box
##### Command Grab (Combative):
Requires 1 or more points in an unarmed combat skill and level 2. You may spend one action to grapple then grapple throw. Costs 5 stamina points.
###### Hit box
##### sweep attack (Combative):
Requires 1 or more points in an unarmed combat skill and level 2.You may spend an attack to attempt to sweep the opponent. when you successfully attack an opponent who is unguarded that opponent must make an acrobatics skill check or be knocked prone
##### Tightened grip (Buff):
Requires 1 or more points in an unarmed combat skill and level 3. If you are grappling you may spend an action add 1-3 points to your next grapple attack. Costa 1-3 stamina points.
##### Counter grab (Combative):
Requires 1 or more points in an unarmed combat skill and level 3. If you successfully counter someone you may attempt to grapple and throw them as one reflex action.
##### Maximum efficiency:
Requires 5 or more points in an unarmed combat skill and level 5. you may spend 3 stamina points points to attempt to grapple attack an opponent even if you aren't in the grapple advantage.
###### Ex:
By spending 5 Fs points you may roll an extra 2d6 on the damage roll.
### Advanced Tactics
##### Give into fear
Unlocked at level 7. When you inflict a showdown roll on others, a failure also inflicts the a -5 to all temper control checks made against you for 1d6 rounds. Until you are out of sight to the opponent they cannot gain their composure.
##### Soul crushing advance
Unlocked at level 5. When enemies would dash away from you, you may advance 2 meters closer to them next time you dash this round.
\pagebreakNum
#### Advanced techniques:
##### Korean backdash (Buff):
Character level 1 required.
When you backdash you may spend 2 extra stamina points to move 8 meters instead of 4 meters.
##### Sliding Knockdown (Boost):
Requires 5 or more points in any unarmed combat skill and Level 5.
you are able to put someone in a prone condition after attacking them. They must succeed in an acrobatics check DL= damage received. On a failed roll they are prone until their next turn. You may choose to also move the opponent 10 meters away from you. This costs 10 stamina points.
##### Crumple (Combative):
Character level 2 required. Your next successful heavy attack has the potential to stun your opponent. On a successful heavy attack the opponent must roll a willpower check with the DL= the damage taken. On a failed roll the opponent can’t use a reflex action or guard the next action taken. If the opponent is not interrupted during this turn and after this attack then they fall prone. Costs 10 stamina points.
##### Throw invincible (Buff):
Requires character level 2. Your next reflex attack is invincible to grapple attacks. This costs 5 stamina points.
##### Super armor (Boost):
Requires character level 3. Medium or heavy attacks when fighting spirit is added require 2 attacks/ parries to be made before the attack fails.
##### Directional influence (Buff):
Requires character level 4. Your experience in grapple fighting as made you adept to throws. If you are thrown into the air your opponent can only use half their throw distance.
##### Ground bounce (Combative):
Requires character level 5. If you make an opponent go into the prone condition during a combo you may spend 10 stamina points for your that attack to cause your opponent to bounce off the ground. During this state the opponent cannot act for one action not matter if they are attacked or not. Once that action is spent the next action must be an attack for the combo to continue. For Example;
Chad hit his opponent causing the ground bounce technique to come into effect. He spends his next action to Use the Warmed Up ability and uses the +5 to his advantage as his next action is to attack his opponent.
#### Ranged weapon fighting:
##### Quick reload (Combative):
Requires 1 or more points in any ranged combat skill and character level 1. You ignore the first reload of your weapon during your turn. At character level 5 you gain an extra quick reload. Costs 1 stamina points to use.
##### Cover fire (Combative):
Requires 1 or more points in any ranged combat skill and character level 2. You gain a +5 on attack rolls when an ally is 2 meters away from an opponent when using a ranged weapon. Costs 2 stamina points to use this ability.
##### Sniper:
Requires 1 or more points in any ranged combat skill and character level 2.
Gain a +3 when attacking at max distance.
##### Close and personal:
Requires 1 or more points in any ranged combat skill and unlocked character level 3. Gain a +3 when attacking with a ranged weapon at 6 meters or less.
##### Eagle Eye:
Requires 1 or more points in any ranged combat skill and character level 3.
Gain an extra 6 meters to ranged weapons max range.
##### On the move:
Requires 5 or more points in any ranged combat skill and character level 5.
After successfully damaging an opponent you are allowed to move half your movement speed. If you have moved your full speed before choosing to do this you can only move half of your movement. Costs 5 stamina points.
#### Mind games:
##### Frame Trap (Combative):
Requires 15 or more in the mind stat skill and character level 3. You leave yourself open for a brief moment to goad your opponent to attack. If they do so they must successfully roll above your speed stat. On a failed roll you may counter for free.
##### Mental stack (Combative):
Requires 15 or more in the mind stat skill and character level 5. After preforming two or more actions against an opponent you may spend 5 stamina points with your next light, medium, or heavy attack. the opponent must make a tactics roll DL your mind stat. On a failed roll they cannot guard this attack.
### Tag Fighting
##### Tag:
Requires 1 or more points in any unarmed combat skill and character level 3.
Like an assist, If you spend 1 action and are 4 meters or less away from an ally (who must spend a reflex) action you may choose to move and switch locations.
##### Tag Super:
Requires 1 or more points in any unarmed combat skill and character level 5.
Choose up to two allies that have 2 reflex points available, they may use them on your turn to aide you in battle. Costs 10 stamina points to use this ability.
\pagebreakNum
### Unarmed Fighting
##### Okizeme (Combative):
Requires 1 or more points in any unarmed combat skill and character level 1.
When an opponent is knocked to the ground you may spend 2 Stamina points to attack as they get up so long as you are two meters away from them. The opponent may only guard or dodge this attack.
##### Plus on block (Combative):
Requires 1 or more points in any unarmed combat skill and character level 1.
If an opponent guards your next attack you may spend 3 stamina points to move without triggering the guarding opponents reflex actions.
##### Charge attack (Boost):
Requires 1 or more points in any unarmed combat skill and character level 2.
You spend 1 action to charge a technique attack. If the attack hits add 2d6 to the damage.
##### Wall bounce (Combative):
Requires 1 or more points in any unarmed combat skill and character level 3.
When you knock an opponent prone and they are within 2 meters of a wall
(boxing ring ropes, trees, and so on can count as a wall) you may choose to have them bounce off the wall up to 6 meters (your choice). This technique costs 4 stamina points.
### Gun Fu
##### Gun Kata (Combative):
Requires 1 or more points in any ranged combat/martial arts skill and character level 1. Your Martial arts becomes one with your ranged fighting style. You may use a firearm to light attack as a reflex action while 2 meters away from an opponent. While 4 meters away or more you may use your ranged weapon skill or martial arts when dodging projectiles.
##### Acrobatic gunslinger (Combative):
Requires 1 or more points in any ranged combat/martial arts skill and character level 1. On your turn you may spend an action to roll a acrobatics check, with the result being the DL to hit you. once you are hit you are knocked out of this ability until your next turn. while preforming this ability you may move as if dodging, however if you roll a 1 on any ranged attacks you may reroll then take the higher roll. costs 2 stamina points.
##### One With the Gun (Combative):
Requires 1 or more points in any ranged combat skill and unlocked character level 2. When you use a Technique you may choose to attack with a ranged weapon by spending a reflex action attack with the firearm alongside the technique.
### Melee Weapon fighting:
##### Quick draw:
Requires 1 or more points in any armed combat skill and character level 1. On round 1 you may add your martial arts die to determine initiative when fighting with a melee weapon. This costs 3 stamina points.
##### fierce slash:
Requires 1 or more points in any armed combat skill and character level 1. On an attack hit with a melee weapon add half of your strength to the damage. You may choose one stat now and you can switch each time you level up. Costs 5 stamina points.
##### Brutal strike:
Requires 1 or more points in any armed combat skill and character level 2. Costs 3 stamina points. Add +3 to damage with melee weapons. You may spend more stamina to add to the +3 (maximum +12).
##### Critical strike:
Requires 1 or more points in any armed combat skill and Unlocked at character level 2.
You may use the heavy attack as a attack when countering with melee weapons.
##### Delayed strike:
Requires 1 or more points in any armed combat skill and character level 3. Declare you are doing this at the beginning of an attack roll. you have +10 to the attack roll, on a hit the damage does not happen till 2 actions later and any effects would also take place then. Costs 2 stamina points to do.
##### Grounded slash:
Requires 1 or more points in any armed combat skill and character level 3. Add a +5 to all attack and parry rolls if you have not moved your last turn. Costs 5 stamina points to activate.
##### Mash slash:
Requires 5 or more points in any armed combat skill and character level 5. You are able to attack 3 extra times regardless of how many actions you have, but -10 for each extra attack roll. Costs 5 stamina points.
###### Ex:
By spending 5 FS points you may attack up to 2 extra times.
#### stamina:
##### Extra boost:
Unlocks at character level 1. Add 1d6 to your stamina pool when rolling for stamina pool maximum.
##### Fired Up:
Unlocks at character level 5. You can spend 2d6 and add the result to your stamina pool when an encounter begins.
\pagebreakNum
### Mystic ability
###### Mystic power:
Through your own ability your own body your produces an energy. A user's power is determined When you choose a mystic technique that does damage choose or roll 1d6 on the enhancement table and 1d6 on the drawback table shown below.
| 1d6 roll | Enhancements |
|:---:|:-------------:|
| 1 | this technique takes away an extra +1 point of guard to an opponent |
| 2 | this technique can go an extra +4 meters directly in front of the user |
| 3 | roll 1d6 extra when rolling damage, on a 6 count the die with the rest of the damage roll, anything lower ignore the roll. |
| 4 | This technique is under the super armor technique ability when used. |
| 5 | +1 fs point when using the technique |
| 6 | This attack pushes the opponent by 4 meters back when rolling damage |
| 1d6 roll | Drawback |
|:---:|:-------------:|
| 1 | Your technique costs double the stamina points to use. |
| 2 | This technique costs an extra action. |
| 3 | Your technique only allows you to guard incoming attack until your next action |
| 4 | Until your next action your are not allowed to guard any incoming attacks |
| 5 | this attacks causes the bleeding condition to you. Damage is 1d6 halved |
| 6 | This technique can bring you down to 0 stamina points rather than staying at 1 stamina point. When you use this ability do you the following. Roll your stamina die, If your total is above your stamina stat you you succeed the roll, if you roll below you go Unconscious. |
###### Mystic aura
A aura much like fire licking off the users body irrupts as they prepare an attack. Aura's come in a variety of colours. An aura is activated when a technique is about to be used or by spending an action to do so. Doing so a few things take an effect which last until you fall in battle. such as;
* You don't go under 1 guard point so long as the aura is up.
### Mystic Techniques
###### Clothing repair
Unlocked at level 1. Your hand surges with energy until it reaches the tip of your index finger, being shot out in a blind ray of yellow. You may repair any simple clothing (clothing and armor with guard points 3 or less). You may also replace the clothes someone is wearing for a copy of the clothing your wearing.
###### FireBaLL
Unlocked at level 2. An eruption of energy flows in your hand and you release it from your hands in an explosion. This technique has a range equal to 2x your stamina stat in meters in a straight line, causing half your stamina stats die pool in damage. Roll Ranged attack or martial arts when using this. Costs 5 stamina points and 1 action point.
###### Fireball knockback
Unlocked at level 5. You spend 1 reflex action to attack an oncoming projectile. The projectile and you must make a damage roll off. If you roll above the fireball's damage you successfully knock back the projectile to the caster where it will treat them as an opponent and potentially damaging them.
###### Fist of the five warriors
Unlocked at level 10. Did you just whacked in the the head, cause it looks like you're seeing 5 of them now. You spend 1 action per copy you wish to create. By splitting yourself like this you divide your remaining stamina pool by how many copies, counting you, are made. Once a copy is defeated it dissolves and fades away, if a copy is called back you gain back the remaining stamina. A copy lasts for 1 hour. Costs 10 stamina points per copy.
###### Flight
unlocked at level 5. Up! Up! And UUUUUUUUUP! You are able to fly up to double your natural running speed. While flying, Every hour you spend 1 point of stamina. You can spend 5 and hour stamina to double your speed a second time. This takes 1 action point.
###### Ki absorption
Unlocked at level 10. Like a vampire, you suck the energy out of living things. If your opponent has a strength stat, you must first grapple them to absorb their energy. By spending an action while in a grapple you absorb the opponent's energy equal to 2d6 stamina points. You add the stamina points taken as temporary.
###### Ki Kiai
Unlocked at level 7. A surge of energy flows through your body as the ground quakes below you. By spending 1 reflex action you gain a temporary boost to your FS points equal 2d6 roll. This move costs 2x your die roll worth of stamina points. The boost last until your next turn ends.
###### Telekinesis
Unlocked at level 1. The apple floats as if being taken by a gust of wind. You are able to lift something withing 30 meters from you that isn't being held and is no more than Xkg (X being your mind stat). If you wish to lift something the resists a grapple check must be made (use the mind stat instead)
###### Healing
You may give a number of D6 to a living thing equal to your stamina die pool. This ability costs the total rolled to heal.
###### Charge!
By spending an action you may concentrate your energy to create Fs points by 1d3 (roll 1d6 and take half the result). By spending more actions (up to 3) you may increase the Fs points eared by +1.
\pagebreakNum
###### Spirit Manifestation
A manifestation of your spirit appears before. It can look like however the user wishes from a knight in shining armor, or a monk with robes dancing around it in the air. The manifestation can only move up to 6 meters away from you. While active the spirit shares your mental stats (Mind, Emotion, and willpower) the other stats will be must be decided by rolling 2d6 for each and adding the totals to the stats however the user sees fit. When the manifestation gets attacked, the damage is taken from the user's stamina pool. The manifestation appears when you gain 1 Fs point costing a reflex action to produce. It fades away a round later once the user goes under 1 Fs point.
The manifestation can know and do 2 techniques the user knows. Each time the user levels up after this technique is chosen the spirit manifestation can be given a technique instead of the user, letting the manifestation to do the technique for the user.
###### Produce Food and Drink
Requires a cooking skill of 12 and user must be level 2. You produce food and drink for up to 5 people in a flash of light from just your knowledge of the dish itself. You may produce what ever you like, each dish contains xd6 (X being your stamina stat).
###### Energy Wave
A beam of Light scorches the earth under it, charging toward the opponent like a high speed train. An energy way goes in a straight line up to your stamina stat in meters that is 2 meters wide. Each living object within that line must make an agility check DL the amount of stamina spent on this action. On a failed roll they take 5d6 damage. This technique costs 10 stamina, by spending 5 more points (up to your stamina stat in total) you gain 1d6 extra to the damage roll.
###### Transformation
Unlocked at level 5. You unlock hidden potential inside you, awakening the power from within. By spending a reflex action you transform. the transformation can look however the user likes. This state gives the user the ability to roll their stamina stat die pool and add the total rolled to any stat they wish while in this state. This technique costs 50 stamina points a round so long as this transformation is kept up. By adding 50 more points tot the costs another 4d6 may be rolled, each evenly added to the stats previously picked (rounded down). This can be done up to 200 stamina points. If the cost is not met the transformation fades away the start of the next round.
###### Energy Sense
The user can sense the others energy, able to tell how strong the person in front of them is. by spending an action the user to tell if the user is weaker or stronger then them. The degree of which sense can tell is ambiguous. Only feelings of greater power of significant lack of power can be plainly present. This does not gain a drawback or enhancement.
\pagebreakNum
# SECTION 4
##### World rules
\pagebreakNum
### The basics of the second world.
While playing with the rules of brawl, many instances of things that may need a quick ruling.
### Falling
falling from a great hight (15 meters or higher) results in 2d6 damage done to the character falling, and a character falls 5 meters a round. A character may roll a Pain tolerance check to negate some damage taken. 89
### Resting
A character needs to rest a certain amount of time dependent on their stamina stat. Half of the resting time the character must be sleeping, the other half the character can do task that require minimal effort such as cooking and some forms of training.
| Stamina Stat
|
Rest requirement
|
| 5-10
|
5 hours
|
|
|
| 10-15
|
6
|
|
|
| Sakai-Defense Combat Gi body armor
|
1
|
2 guard points
|
80$ for a full suit of armor
|
| Combat Muscle suit
|
2
|
12 guard points +5 to strength
|
2000$
|
| Ballistic gel suit
|
2
|
4 guard points.
|
250$ for a full suit of armor.
|
\pagebreakNum
# SECTION 5
##### CURRENCY/ EQUIPMENT
\pagebreakNum
Eden has only a few forms of currencies. In Dou Zhi the main currency is called Caishen.
#### Weapons:
When attacking with a weapon add the weapons damage dice to the damage roll.
##### Edge Weapons:
Swords, knives, and arrows all count as edge weapons and cause bleeding.
##### Unconventional Weapons:
From chairs, tables, and whatever you can find in the kitchen. The damage of the weapon is the points put into the skill (minimum 1)
##### Club:
Hammers, Staffs, and sticks you found outside all count as club weapons and cause the broken limb condition. Unarmed strikes count as club weapons.
##### Grapple:
allow 1 reroll per round to grapple techniques when using this type of weapon.
##### Ranged weapons:
When fighting with ranged weapons a ranged weapon DL must be made to see if you can hit the target at the chosen distance. The DL is equal to the distance between the attacker and their opponent (each square on a battle map counts as 2 meters). Range Weapons also have special actions seen below.
###### FIRE!
By spending 1 action you fire your ranged weapon. If the attack hits the opponent they take damage equal to the weapons damage modifier.
###### Reload:
When the amount of ammunition in your weapon runs out or you choose to you must spend and action to reload.
###### Zoning:
By spending two actions you may attack an opponent within range of your weapon. If the opponent gets hit by this attack even if guarded they are pushed back 4 meters. Can only be done once per turn.
###### Auto fire:
Any weapon with this ability rolls xd6 equal to the damage it deals. Any d6 that rolls a 6 represents another bullet connecting with the targeted opponent, which deals an additional damage equal to the weapon's. Can only be done once per turn.
##### Exotic:
When attacking with a exotic weapon when the opponent is not wearing armor add another d6 to the damage roll. A weapon fighting skill of any kind of 10 or more is required in order to fully use an exotic weapon. If a character with lower skill is using an exotic weapon all damage rolls are halved.
##### Throwables:
Something that can be thrown with ease. It can be thrown a total of 10+ your strength stat in meters. If a weapon does not have this category they may only throw it a total of half its max throw distance.
#### Weapons table
| Name | Type | Damage | Ability | Price |
|:----:|:----:|:---:|:---------:|:------:|
| Sword | Edge | 7 | Bleeding | 100 - 150 |
| Knife | Edge | 3 | Bleeding, throwable. | 20 - 100 |
| Bō / Bokken | club | 7 | Broken bone | 5 - 30 |
| Kunai / shuriken | Edge | 3 | Bleeding, throwable. | 5 - 10 |
| Boxing gloves / shin - guards (10, 14, 16 oz) | Club | - | Remove all damage die rolls under 4 to the total roll. | |
| Boxing gloves / shin - guards (20 oz) | Club | - | Remove all damage die rolls under 5 to the total roll. | |
| Knuckle duster | Club | 3 | Broken bone | 5 - 10 |
| Sai | Club | 7 | Grapple | 10 - 15 |
| Tanfa | Club | 7 | Broken bone | 10 - 15 |
| Nunchaku | Club | 7 | Broken bone | 5 - 10 |
| Axe | Edge | 7 | Bleeding, throwable. | 40 - 50 |
| Battle axe | Edge | 11 | Bleeding | 80 - 100 |
| Greatsword | Edge | 11 | Bleeding | 200 - 250 |
| Mace | Club | 7 | Broken bone | 100 - 120 |
| Name | Type | Damage | Ability | Price |
| Hammer | Club | 7 | Broken bone | 60 - 100 |
| Battle Hammer | Club | 11 | Broken bone | 200 - 300 |
| Dadao | Edge | 11 | Bleeding | 100 - 150 |
| Short sword | Edge | 5 | Bleeding | 60 - 100 |
| Sabre | Edge | 7 | Bleeding | 70 - 120 |
\pagebreakNum
| Name | Type | Damage | Ability | Price |
|:----:|:----:|:---:|:---------:|:------:|
| Bow | Ranged (200ft maximum ) | +8 | Bleeding | 150 - 200 |
| Crossbow | Ranged (500 ft maximum) | +12 | Bleeding | 200 - 300 |
| Mono Blade | Edge. Exotic | +15 | Bleeding. Treat the opponents guard pool as if it is halved. | 900 - 1000 |
| Detonation Gloves | Edge. Exotic | +10 | when dealing damage to an opponent a small explosive sets off in the gloves gives the user and opponent bleeding. | 2000 - 2100 |
#### Firearms table
| Name | Type | Ability | Damage | Price |
|:----:|:----:|:---:|:---------:|:------:|
| Paladin Arms Kage-9 handgun | 45 meters, 20 round Magazine | Causes automatic bleeding, Auto Fire | +7 | 200 CS
| Paladin Arms BHG-11 submachine gun | 200 meters, 25 round Magazine | Causes automatic bleeding, Auto Fire | +10 | 400 CS |
| Tang Arms 10mm handgun | 90 meters, 10 round Magazine | Causes automatic bleeding | +10 | 450 CS |
| Tang Arms Anti material-66 | 300 meters, 5 round Magazine | Causes automatic bleeding. +15 to damage against vehicles. -10 to attacks if user has moved this round. | +20 | 600 CS|
#### Armor:
Armor acts like the guard ability but does not require you to guard. Each armor material has a different guard amount. The armor guard goes down like a normal guard would but it will need a mechanics check (DL = the armor's max guard.) in order to fix it.
Armor grade determines how much armor you can put on in layers, you can not go past grade 3 in terms of armor. For example; You can stack three grade 1 armor pieces or one grade 2 and a grade 1. The piece of armor that is above the other layers takes damage first in terms of combat.
| Armor Name
|
Grade
|
Stats
|
Cost
|
| Plate Mail
|
3
|
10 guard points.
|
2000$ for a full suit of armor
|
| Leather
|
2
|
4 guard pool.
|
200$ for a full suit of armor
|
| Sakai-Defense Combat Gi body armor
|
1
|
2 guard points
|
80$ for a full suit of armor
|
| Combat Muscle suit
|
2
|
12 guard points +5 to strength
|
2000$
|
| Ballistic gel suit
|
2
|
4 guard points.
|
250$ for a full suit of armor.
|
\pagebreakNum
### **Food and cooking:**
While you are kicking ass and taking names in Brawl you can also cook and prepare meals in your down time. This is the primary use of the cooking skill. Each meal can be consumed whenever the party is not in combat. Each meal also has a time it takes to prepare as well as ingredients. Each meal also has a difficulty level (DL) a player must roll to cook the food properly, as well as time it takes to prepare the meal. Any meal a character consumes with a cooking difficulty 10 or more can only benefit from one meal's special benefits (not counting stamina points). Most ingredients can be found in any market. To get the ingredients for a meal would cost twice the meals cooking difficulty.
##### Meals
Each Meal comprises of a drink and food and a number of meals should be eaten a day which is tracked by the amount of d6 rolled per meal. look to the table below for more information.
| Stamina stat
|
daily intake
|
| 5
|
5d6
|
|
|
| 10
|
10d6
|
|
|
| 15
|
12d6
|
|
|
| 20
|
14d6
|
|
|
| 25
|
16d6
|
|
|
| 30
|
18d6
|
|
|
#### Creating Dishes
When creating Dishes you first combine the ingredients as necessary. The amount of ingredients present increases the difficulty level of the dish. A dish can have a total of 6 main ingredients.
| Ingredient amount
|
Difficulty Level
|
| 1
|
10
|
|
|
| 2
|
12
|
|
|
| 3
|
14
|
|
|
| 4
|
16
|
|
|
| 5
|
18
|
|
|
| 6
|
20
|
|
|
##### Ingredient types
###### Protein
Coming from animals, vegetables, nuts, and shakes. When adding protein to a dish gain +3d6 to the dish as well as +1 on strength checks for 1 hour.
###### Fruit/ Vegetable
A great way to ad sweetness or zing to your dish. When added to a dish ad either +1 to speed checks or +1 to mind checks and +2d6 to the dish.
###### Carbs
Great for adding in extra energy to a dish. Adding carbs to a dish gives +5d6.
###### Sugar
Adding sugar to a meal adds +2 to speed checks until the next meal is had.
###### Spice
Turn up the heat for any dish! Adding this to a dish gives +1d6 and all fire damage taken is halved until next dish is consumed.
###### Dairy
When added to a dish, dairy products give a +2d6 to the dish.
###### Supplements
From pills, powders, and even genetically enhanced food. When added to a dish you can increase the strength or speed stat by 1d6 for 1 hour.
###### Alcohol
Adding this to a dish increase the emotion stat by 1d6 for 1 hour as well as giving the user +1d6 stamina and -5 to performance checks.
###### Caffeine
Something to pep up your step. Adding this to a meal gives the consumer +1d6 stamina and is able to stay awake for an extra hour before sleep is required.
#### Under eating
By under eating and not rolling half of the required meal dice needed for the day you suffer -10 to all rolls under you eat at least two consecutive
\pagebreakNum
### Equipment list
###### Kinetic Battery Charger:
A kinetic battery charger that can be attached to vehicle batteries and a person. The person can then charge the battery with their movement, the most common way to do this is shadow boxing. A martial arts roll (DL 20) full charges the battery after doing so for an hour, costs 20 stamina points.
200.00$
###### CellPhone:
Depending on how good it is, a phone can cost 300-1000.00$ up front or a plan costing 45-90.00$ for two years every month.
###### Arrows/ bolts
Crossbow bolts and arrows cost 3.00$
###### First aid kit
First aid kits allow an extra 1d6 when rolling medical checks. Costs 50.00$
###### Water Jug
A jug that can fill 1 liter of liquid. Costs 10.00$
###### Cooking supplies
Pots, pans, and an assortment of spices. Costs 100.00$
###### Travelers bag
A bag of many fits and sizes. can typically carry 20 kgs (around 45 pounds). Costs 15.00$
###### Clothing
Coats, trousers, belts and an assortment of other items to show off your personel style. A typical outfit (Shirt, pants, 3-4 other items) start at 100.00$
###### Traveler's kit.
includes 20 meters of rope, fishing net, flashlight, sleeping bag, cooking supplies and 1 water jug. 150.00$
###### Training kit
Gloves, kick guards, helmet, and mouth guard. Costs 100.00$
###### Writer's kit
comes with 1 note book, a pen or pencil, 1 book of the character's choice. Costs 50.00$
\pagebreakNum
# SECTION 5
##### ADVENTUREs
\pagebreakNum
### How to run an adventure.
Adventures can take place between one or multiple sessions with one or more players. Below you will find a campaign giving the players a chance to strut their stuff in the game.
##### Don't forget!
As with many tabletop games, the point is for the game to be a fun and an engaging narrative between the players and game master as well as great fights. As a game master, one of the most important duties you have is making the game feel fun and alive to your players.
###### Music
Music sets a great tone for the game, using a specific song for a rival can get the players excited or fearful whenever they hear it. Try sticking to a specific genre of music to keep the tone feeling complete while making you game unique. Using the sub genres of the chosen genre to match the feel of whats going on. This 'rule' can also be applied to specific npcs in the game world.
##### Running the game
The world of Brawl is a dark world, featuring a tower of challenge with every level. No matter where you come from one thing is certain; Combat reins supreme. While in combat playing music thats from fighting games (Dragon Ball FighterZ has a good soundtrack) is a good way to get your players in the mood to kick some ass. When running the game present the players the map of the world. Along the map should be quest tokens in the form of rumors, jobs, or locations of value (a long lost dojo teaching an ancient art for example). From there your players can decide which adventure they wish to go on.
###### Traveling
When Traveling either by foot, car, or air it takes time. Below is a table showing the travel time of each way of transportation.
_____
> **Travel Distance per day**
>
> **foot/ animal Mount** 50km a day
>
> **Vehicle** 600 km a day
\pagebreakNum
#### Enemies
When enemies are mentions they will show up in **bold** which should let you know to get ready and pull those stat blocks out.
##### Rivals
There are many rivals the players can encounter who plot their own goals that could either align with the players, or inpead them. They should begin to show up when the characters are becoming more known around the area. When a rival would show up in the campaign, the **rival** will be in bold.
###### Sinister team ups
The more you foil their plans, the more they want to get rid of you. Around 5th level or so, roll a d6 for each Nemesis rival the party has. When a 5 or higher is rolled that Nemesis teams up with any other that rolls a 5 or higher. They then will try to thwart the characters in a way that aligns with their way of fighting.
### Mortal Energy
In the world of Brawl there is an energy that lives inside all living things, through training one can seek to control such power.
When someone is driven to kill in cold blood, or someone who meditates and strengthens the soul, their soul changes in some way, either being corrupted or blessed.
#### The corruption
When a character has murder someone in cold blood that roll a Emotion check DL 10 +2 for every other person they have killed in cold blood. When they fail the gain 1 point of corruption. The points track how down the path of corruption the character is and what abilities they gain.
###### 1st phase corruption
When 1 point of corruption is gained roll from the table below. within 24 hours the changes to your body should take effect. for every phase of corruption gained roll once more on the corruption table.
###### 2nd phase corruption
**Murderous Intent:** Unlocked at 15 Corruption points. Gain a +2 to damage to opponents that the corrupted wishes to kill.
###### 3rd phase Corruption
**Blood Moon** unlocked at 25 Corruption points. Your intent on killing turns into a crazed blood lust. Each day you must kill one thing. If your blood lust is not satisfied you go into a rage by midnight, seeking out and killing the first living thing you see.
| Corruption
|
| 1 - Horns
|
|
The character grows horns up to 1d6 inches in length. If the character already has horns and 1d6 Inches in length. These horns become lethal weapons dealing +4 damage.
|
|
| 2- Claws
|
|
The character gain claws 1d6 inches long that deal +4 damage
|
|
| 3 - Eye colour shift
|
|
The character's eyes shift into a dark crimson red or black. A ring of Yellow, red, or purple around their ires.
|
|
| 4 - Sharp fangs
|
|
Sharp fangs that grow 1d6 inches in length that can do +4 damage
|
|
| 5 - Mystic Aura Shift
|
|
The colour of the character's aura shifts from its natural colour to either black, red, or orange.
|
|
6 - Unique Change
|
|
Talk with the Shogun about what change you would like your character to have. If the effect may change they way they move (wings for example), the amount of movement they have is equal to the movement the character currently posses.
|
|