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8/6/2019 SavageWuxia
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Wire-Fu Powers for the Savage Worlds Roleplaying game
-Savaged by HawaiianBrian
Most martial arts in the Savage Worldsroleplaying system can be represented with higher
a Fighting Trait die, or by taking the edges fromClint Blacks Modern Martial Arts supplement.
But it doesn't cover more fantastic cinematic
martial arts such as the Wuxia or wire-fustyles shown in movies such as House of Flying
Daggers orOnce Upon a Time in China.
Though at first blush it might make sense totreat Wuxia as an Arcane Background, it is more
expedient to treat such fantastic abilities as Edges.
Wuxia is rapid-fire, without time spent activatingspells, and Arcane Backgrounds require manymore points expended during the advancement
process for a small spread of abilities. But as
Edges, each Wuxia ability becomes a little easierto acquire and use, which might make more sense
in campaigns where it is common.
This document is designed to work closelywith Clint Black's Modern Martial Arts.
Characters interested in becoming Wuxia masters
must first take the Unarmed Warrior Edge from
that document (or a similar Edge which cancelsthe unarmed combatant penalty). Characters
cannot take the Wuxia Master Edge until they
reach Seasoned rank. Until then, they may findthe Style Edges listed at the end of this document
or other Edges from Modern Martial Arts to be
useful ways of advancing their abilities.Many (mostly evil) Wuxia masters also study
sorcery and have the Magic Arcane Background,
incorporating spell casting into their regimen.With some slight modification, the following
rules might also be used for legendary warriorsfrom any fantasy genre. Simply change all
requirements to Legendary rank. But Wuxia is far
more powerful than regular martial arts, so GMsshould think carefully about game balance before
they incorporate it into their games.
Wuxia Master (Professional)
Requirements: Seasoned, Unarmed WarriorYou have special martial arts knowledge thatextends far beyond normal training you have
mastered a way that imbues normal martial
training with mysticism. Where you received this
power is up to you: perhaps you studied thesecrets of the forbidden Wudan text, were chosen
by the gods, or were born with the blood of
dragons. Whatever the source, you have learnedmagical abilities that allow you to control your
body and break the laws of physics.
You may dash and scramble up walls, movingup to your Pace, and even running, on vertical
surfaces, by simply making an Agility roll. You
can even stand or move on weak surfaces, like
branches of trees, your opponent's spear, or eventhe surface of water. This does not allow you to
climb on ceilings, or hang upside-down from any
surface, however the surface must be no morethan 90 degrees.
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This Edge also allows you to make great leaps,such that you appear to be flying. You may travel
up to twice your usual Pace (no running) vertical
or horizontal, or a combination of the two, but
must momentarily "touch down" on a suitablesurface at the end of each round. You can skate
through treetops, touching down momentarily on
thin branches before leaping for your next target,even skim across the surface of a lake. But if
there is nowhere to touch down, you simply fall
and will suffer damage from that fall.
Wuxia EdgesWuxia Edges are often referred to as techniques,
and require the Wuxia Master Edge. Gamemasters
and players are encouraged to come up with other,
more setting-specific names for these Edges; forinstance, Death Touch could be the "Five-Point
Palm Exploding Heart technique."
Bracing
Prerequisites: Seasoned, Strength d10+
You can root yourself to the spot through sheerexertion of will or Chi power. You cannot be
pushed, knocked back, or made prone.
Catch and Throw
Prerequisites:Seasoned, Agility d8+Your skill and reflexes allow you to catch an
incoming missile and fling it back toward the
same opponent, as long as you have not yet actedin this turn. The difficulty depends on the type of
projectile: TN 4 for rocks and sling stones, TN 6
for arrows, and TN 8 for bullets, etc. A criticalfailure results in an raise added to the damage.
Throwing the projectile back (it must be
directed toward the same opponent who fired theprojectile) is limited to short range (3/6/12) and
does normal damage for thrown weapons. You
take a multi-action penalty on your next action.
Chi Strike
Prerequisites: Heroic, Spirit d8+
You may make a ranged attack with your fist or amelee weapon. The range for such an attack is
4/8/16. This attack requires a lot of concentration,
so you may not move and any other actions suffera multi-action penalty.
Death Touch
Prerequisites: Legendary, Spirit d12+
This technique is considered mere rumor by most,
but those who proceed far in their schooling willdiscover it is quite real.
You must make a successful touch attack
against your opponent's unarmored chest rightabove his heart (a -2 penalty for the called shot).
If you succeed, your opponent must make a Vigor
roll opposed by your damage or begin to suffer 1wound every round from internal bleeding. This
blood loss will continue until they die, are
magically healed, or (GM's discretion) make
another Vigor roll. Even if the opponent succeedsin the initial roll, he is still Shaken.
Earthquake
Prerequisites: Veteran, Strength d10+
By punching the ground, smiting it with aweapon, stomping, etc, you cause a focused shock
wave to travel out from you in a 1" wide line at a
distance equal to your Spirit. You must make anattack roll against TN 4. Anything in this line,
living or inanimate, takes 2d4 damage. Living
targets must also make an Agility roll or fallprone. If you roll a critical failure on the attack
roll, you take the damage instead. You may not
move during that round.
Elemental Strike
Prerequisites: Heroic, Spirit d10+
Upon first learning this technique, you must selectone element (fire, stone, etc.) which cannot bechanged. You can infuse your unarmed attacks
with that elemental energy, adding an additional
+1d4 damage of that element. Enemies with theEnvironmental Protection Power active or have
immunity to the element you selected are not
harmed by this extra damage. You may turn this
element on or off at will.
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Entangling
Prerequisites: Seasoned, Agility d8+
By using a scarf, cord, or other similar object, you
can tangle your opponent. You must make a
grapple check as normal (see Grappling, SWEX pg. 68). However, once a grapple has been
established, the opponent is held by the object and
not by you, so you may take other actions.
Flying Defense
Prerequisites: Seasoned, Agility d8+
By soaring away acrobatically, you stop an
attack that otherwise would have hurt you.
You may combine the Defend optionwith a flying move for an extra
+2 to your Parry.
Ghost
Prerequisites: Heroic,Agility d10+
This Edge allows you to
momentarily become incorporeal
just long enough for one attack topass through you, as long as you
have not yet acted this round. This
completely negates one successfulattack made against you, even if
damage has already been calculated. Some
powerful magical weapons, weapon properties,
or spells may still be able to inflict damagedespite this (GM's discretion). You take a multi-
action penalty on your next action.Mighty Blow
Prerequisites: Seasoned, Strength d8+
By staying in one place, you may add so much
strength to your attack that your critical hits alsoknock your opponents away from you. Each
critical hit you land on an opponent sends that
opponent flying directly backward a number of
squares equal to half your damage total. If youropponent strikes any solid object during this
movement, he becomes Shaken. Whether or not
the target takes damage, he must roll an Agilitycheck or end prone.
This technique can also be used in conjunction
with the Sweep and Improved Sweep Edges,allowing you to apply the same knockback roll to
several opponents. Flying opponents (orparticularly light ones, as per the GM's call) are
thrown back a number of squares equal to your
damage. You may not move during this round.
Paralysis
Prerequisites: Seasoned, Spirit d6+You can paralyze an opponent so that their
muscles lock up and they "freeze" in place. With a
successful touch attack against an unarmored spoton your opponent's body, you and the target
make an opposed Spirit roll. If the
target fails, she is completely
paralyzed and cannot act,move, or speak, though she retains
consciousness. Each following round, the
paralyzed victim may make another Spiritroll to break free; this roll is at -2 if
you beat the opponent with a raise.
Sticking
Prerequisites: Seasoned, Agility d8+
By placing your hand on an opponent, you
can sense subtle body motions whichallow you to predict his next move. This
requires a successful touch attack first,
after which you gain +2 Parry against thatopponent for as long as contact is main-
tained. The opponent can attempt to shake
you off with an opposed Agility check.
Whirlwind
Prerequisites: Veteran, Agility d8+With a weapon, your hands, your spinning body,
or some other spinning source, you create a small
whirlwind that is powerful enough to bowl over
your enemies. Make a Strength roll. Anyoneoccupying adjacent squares must make a Strength
roll vs. your own or immediately fall prone, and
are Shaken with a raise. Use of this technique
consumes your attack for that round, so any otherattacks require a multi-action penalty.
Style EdgesAll Wuxia masters are trained in Shaolin kung fu,
but there are a few other styles they may learn. By
selecting one of the following styles, yourcharacter is presumed to have studied that style
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long enough to have mastered it. In the realworld, these styles each have wildly variant skills,
and combinations of kicks, strikes, and stances.
But for purposes of remainingFast! Furious! and
Fun! they only differ measurably in that eachcomes with a single Style Edge, representing the
culmination of years of study.
Animal Style
Prerequisites: Novice, Unarmed Warrior
This Edge represents training in the Tiger, Snake,Dragon, Leopard, or Mantis styles. By focusing
on one strike and not moving more than one
square, you gain +2 to damage on an unarmed or
melee strike.
Sumo
Prerequisites: Novice, Unarmed WarriorThough not a Chinese art, Sumo is unique in that
it uses great force to push back opponents. A
master of Sumo who makes a successful touchattack may make an opposed Strength check
against his opponent. His opponent is pushed
back 1 with a success, plus one more inch per
raise. If the opponent rolled a 1 on his Strengthcheck, he is also prone.
Monkey Style
Prerequisites:Novice, Unarmed Warrior
Though part of the animal family of styles, this
style is distinct for its use of climbing andacrobatics. Monkey masters gain +1 to grapple
checks and climbing rolls.
Wing Chun
Prerequisites:Novice, Unarmed Warrior
This style specializes in very close combat.
Masters of this style may move into theiropponent's space (but not through it) to attack,
reducing their opponent's Fighting rolls by -1.
I hope you enjoy this Netbook. It is distributed freely for use, as long as the contents are not altered.This game references the Savage Worlds system, available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of PinnacleEntertainment Group. Used with permission. Pinnacle makes no representation or warranty as to thequality, viability, or suitability for purpose of this product.
Artwork by Storn Cook, used under Creative Common LicenseThis document is copyright 2010 by Brian Reeves. Version 4.2, March 25, 2010.