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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.