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Thread: Improbable Quests That Cannot Be Completed Before Tea

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    Improbable Quests That Cannot Be Completed Before Tea

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    This is the scenario thread for Far Eastern Wonderland. It will also house rules as they are developed. The blog http://www.penandpapergames.com/foru...p/6213-Umiushi will provide occasional coverage of rules in progress. This first post will focus on initial mechanics and some character creation rules.

    Rule System Overview
    The main objective is to develop a workable system that captures the essential feel of Gensoukyou's setting with minimum effort. Independent development of original rules is to be minimized, and emphasize placed on utilizing existing game systems wherever we are able to. Concerns of playability and balance are to take the participation of the players into consideration, that is to say, the resulting system doesn't have to be generally playable and balanced, only playable and balanced for this specific group of players. This is a moving target, and as always, I hope for everyone's patience and input as we struggle to get things working during the early sessions.

    The inspirational basis for the rules will be Dungeons and Dragons, fourth edition. I will also incorporate some rules from 13th Age, which is highly compatible with 4e D&D. The two existing English-language tabletop rpgs that already utilize the Gensoukyou setting, Flowery Barrage Adventures and Tales of Phantasmal Land, will be referred to, as they have already gone down the path we are traveling. Numerous other systems, such as Feng Shui, will be utilized as necessary. Player input on the rules is highly important, and I thank you for the feedback already received. It is of course due to player feedback that we are embarking on this project, rather than utilizing, say, Tales of Phantasmal Land.

    Attributes
    These six personal attributes are deemed most relevant to adventures Gensoukyou:

    • Agility (Agi)
    • Aim
    • Charisma (Cha)
    • Cunning (Cng)
    • Learning (Lrn)
    • Perseverance (Psv)


    At presence, there is no need to use the 3-18 scale range for attributes, so all attributes will simply be expressed by the bonus or penalty they carry. Thus, a FEW character with a Charisma of +2 would be equivalent to a D&D character with a Charisma of 14-15.

    Attribute Assignment

    1. Attributes have a base score of +0.
    2. Every player starts with a total of 7 bonuses. Alternatively, a PC may choose a single attribute to be at -1, and begin with 8 bonuses.
    3. The player distributes the bonuses to their attributes, each bonus increasing the attribute modifier by one. The maximum bonus for an attribute is +3, except for one attribute of the player's choice that may be raised to +4.
    4. An example that creates a spread identical to Method 1 in the Player's Handbook would be Agi +3, Aim +2, Cha +1, Cng +1, Lrn +0, and Psv +0.


    Races
    The main categories are:

    • Apparition - You are an innately supernatural being.
    • Divine Being - Whether or not you have a physical origin, your powers stem from people's faith in your divine nature or your enlightened understanding of the cosmic law, i.e. your faith in your own divinity. In Gensoukyou, the inhabitants' faith is structured by their Buddhist, Shinto, or Taoist beliefs, so you are part of one of those pantheons. You are not a major god in whole, because those beings have the majority of their attention directed elsewhere, but you might be a lesser aspect of one.
    • Fairy (Greater) - You are a magical manifestation of an aspect of nature, and among the most powerful of your kind.
    • Human - You are a rare human who has learned to control magic or spiritual power.
    • Lunarian* - You are an alien invader! Sort of. More likely, you are an exile from the Moon who doesn't remember why you are here, due to the mental damage you suffered from using a Lunar Veil.
    • Moon Rabbit* - You are a rabbit who used a Lunar Veil to penetrate the Great Hakurei Barrier, but lost a part of your mind when you did.
    • Rabbit* - Unusually wise and magical, you are a native rabbit on the cusp of becoming an apparition.


    *These are very rare and unusual cases. PCs may be unique, at least for a while.

    All races get a +1 bonus to one or two attributes, a couple of skill bonuses, and an ability that can be used once per encounter. They may also gain some additional abilities. These will detailed later. The +1 bonus can increase an ability beyond the initial maximums, i.e. it can raise an ability to +4 or +5.

    There are countless different apparitions. At one time, the exact number was reported to be 11,520, but who knows if it has gone up since then, as completely new apparitions come into existence. Feel free to make one up, but here are some samples:

    • Beast Apparitions are animals whose wisdom and longevity allowed them to transcend their mortal nature.
    • Celestials are former humans who use divine power, but who are not dependent on the faith of others. Like magician apparitions, their spiritual energy has transformed them into supernatural existences.
    • Chi-users* are an odd type of apparition in that they seem indistinguishable from humans other than their extremely competent use of martial arts, rather like D&D monks. It may be that their control of chi has affected them in a similar way to celestials or magician apparitions, but this is just speculation. The only known example is Hong Meiling, the gatekeeper of the Scarlet Devil Mansion, a remote manor teeming with apparitions.
    • Ghosts are the spirits of the dead who do not acknowledge they have died.
    • Half-apparitions are humans with some apparitions, or apparitions who retain some human nature. There are many types: those who are born from the union of an apparition and a human; those who belong to a family lineage of half-apparitions; those who are transforming into apparitions but have not completed the process; humans who became infused with an apparition nature; apparitions who somehow gained some humanity; and on and on. If the apparition they are based on has some obviously inhuman physical traits, these may be lessened in a half-apparition.
    • Half-phantoms* are extremely rare humans who have a dual existence: a physical body and a spirit manifestation, both of which exist separately. They are exactly like D&D shamans, with a spook-like spirit companion that is always present.
    • Hobgoblins* are European apparitions unknown in Gensoukyou who live with humans and help them with domestic chores, but are exceedingly monstrous in appearance and taciturn.
    • Kappa* are engineering geniuses who dwell near water, and have traits of both amphibians and turtles.
    • Magicians are former humans who are so infused with magic they have turned into apparitions. Humans who practice magic also refer to themselves as magicians, leading to some confusion in terminology.
    • Oni* are immensely strong fiends who have been absent from Gensoukyou for over a century.
    • Phantoms are the spirits of animals, objects, and even ghosts. They have been described as being related to spirits the way fairies are related to nature.
    • Poltergeists are powerful phantoms who may be modeled after humans, but were never human to begin with.
    • Tengu
      • Hakurou tengu are sentinels who guard the secrets of tengu society.
      • Karasu tengu form the tengu's aerial news corps.
      • Other sorts of tengu* are rarely encountered.

    • Tsukumogami are old objects that have spontaneously developed sentience.
    • Vampires* are recent arrivals to Gensoukyou. They are possibly the strongest of all apparitions but possess unusual weaknesses.
    • Were-apparitions are distinct from half-apparitions in that their aspects are separated temporally. Sometimes they are fully human, and sometimes they are fully an apparition, usually a beast apparition. Unlike the legends of savagery surrounding traditional werewolves and the like, were-apparitions do not suffer any change in their mentality when they transform, even when the transformation is involuntary, and they are known for their amiability toward humans.
    • Yamawaro* are nearly identical to kappa save that they don't live near water. They may even be relocated kappa.
    • Zashiki-warashi* are domestic helpers to humans, like hobgoblins, but unlike them, they are native to Gensoukyou. They are actually common in the human village, and appear indistinguishable from humans, taking the form of child servants.


    *These are very rare apparitions. Many apparitions are once-off phenomena but these are rare for other reasons. They may be extinct from Gensoukyou (oni); they may not normally venture from their homes (tengu other than the hakurou and karasu, kappa, yamawaro, and zashiki-warashi); are not normally found in Gensoukyou (hobgoblins and vampires); or are exceedingly odd manifestations (chi-users and half-phantoms).

    This is by no means the extent of the present rules, but due to time and space considerations, the rest will be posted later, over the next few days.

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    First Wondrous Legend, First Session

    The first session of First Wondrous Legend will begin at 4:00 pm PDT on March 29th with game-play to start no later than 4:30 pm. We will meet in P&PG Chat. The platform we will use to conduct the game is still being determined.

    The First Wondrous Legend is a two-part adventure, the first adventure of a preliminary campaign plan entitled Five Improbable Quests. However, each part can serve as a standalone adventure, that is, after completing the first part, it is not necessary to complete the second part unless the players wish to. Each part will be the length of four or five combat encounters, and we will probably spend the first couple of encounters testing out the rules.

    This initial session will mainly consist of rule explanations and character creation. If we are able to include a portion of the adventure in this session, it will begin with the player characters' first meeting between themselves and with the Hakurei shrine maiden.

    Game Information

    • Time
      • Calendar
        • midpoint of the hour of the goat (2 pm, eighth double-hour of the day)
        • fourth day of the month of no gods (October, early autumn, the seventh month of the Gensoukyou calendar)
        • 115th year of the present era (from the formation of the Great Hakurei Barrier)

      • Conditions
        • a slightly warmer than average afternoon
        • a calm, cloudless blue sky


    • Location
      • approaching the Hakurei Jinja
      • a mountainous path in the eastern reaches of Gensoukyou



    First Wondrous Legend Player Character Roster
    • DiscipleofYawgmoth
    • Seadogstyle playing Brandywine Fortnight, a tsukumogami apparition
    • Sobek

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    Oh Em Gee! I feel a plucky reporter coming on!

    Uzuki O'Neil (affectionately known as Shigatsu by her parents or when being teased by her friends, just "Shiga"), intrepid, buck-toothed, human reporter looking to make a name with one of Tengu's news services! Not very talented with magic yet compensated by her charismatic demeanor and wily instincts. Always bumping her knee, head or elbow on something she's a quick study and always asks way too many questions to jot down in her ever present notebook.

    It's like a modern version of Yrisz, but not so dimwitted!
    Last edited by Malk0lm; 03-27-2014 at 11:49 AM. Reason: Forgot an 'o'
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

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    No doubt wearing a horrible yellow jumpsuit all the while. She was planning on doing a freelance investigative piece on four unusual-looking kappa that were spotted skulking near the human village, and has never been seen since. It's nice to see others are following along with the threads.

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    Quote Originally Posted by Umiushi View Post
    No doubt wearing a horrible yellow jumpsuit all the while. She was planning on doing a freelance investigative piece on four unusual-looking kappa that were spotted skulking near the human village, and has never been seen since. It's nice to see others are following along with the threads.
    Yes, please! This would be awesome!
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

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    Rules #2

    "In fact it is not the case that regulating combat under the spell card rules restricts the freedom of the participants. Contrary to the idea that lack of limitations means the exploration of every possibility, such a situation quickly leads to the adoption of the most conspicuous optimum course, and the death of all other considerations." - Kirisame Marisa, The Grimoire of Marisa

    Appearance and Gender

    One common attribute to all PC races is the ability to appear as human. In most cases, this means being human-like enough to pass yourself off as a human with a bit of effort and disguise. In some cases, and of course for humans, this means you have a perfectly human appearance. A few cases, such as hobgoblins, are so obviously non-human that no amount of effort will make you look human, but even then, you have a clearly humanoid form. In fact, hobgoblins are the limit of a monstrous appearance. No race or character presents a truly hideous or terrifying visage: to do so would bring an unwelcome distraction to a naming duel, and the nature of Gensoukyou prevents that.

    Some races have an alternative, completely non-humanoid form. This might be your original or base form, but that's a thing of the past, and you nevertheless spend the majority of your time in your human or humanoid form, especially when dealing with others.

    It is a misconception to say that everyone in Gensoukyou is female, or even everyone important. Certainly, the news makers of the past few years have nearly all been women or female-appearing apparitions, but there is still no overt explanation for that. People can harbor suspicions, but it may yet prove to be a statistical anomaly given a relatively small population. In game terms, you are not limited to playing a female character.

    Roles
    Defenders and Leaders will need some reworking. The concept of marking targets is useful, but characters can't generally expect to sit around taking hits. Healing and powers geared to aiding companions would be really useful of course, but simply isn't tolerated in naming duels. "If you can spend time looking out for others, shouldn't you be using that time to make flashy attacks by yourself?" is the prevailing attitude. Therefore, at least for now, there will be no defenders or leaders. Once we get the system underway, they might get worked in later.

    That leaves strikers and controllers, both of which seem tailor-made for FEW characters. The two major philosophies of combat are to alter the environment and use the battlefield itself to defeat your opponent, or to fly in with overwhelming attacks.

    So, make sure your character's role is either a striker or a controller.

    Power Sources
    In Gensoukyou, everyone fights with spells. These spells might be magical or powered by spiritual strength. When attackers use weapons, they are bound into spell cards. A person who relies on martial power won't get very far in combat, so no martial character classes.

    The remaining four supported power sources are all fine. Psionic power and arcane power are both considered forms of magic. Similar, divine and primal power are counted as forms of spiritual energy. It's not necessarily a hard rule, but Gensoukyou Buddhists tend to use divine power, beings of Shinto faith go for primal power, and Taoists are often seen wielding both.

    Classes

    This leaves us with non-martial strikers and controllers. That still means there are quite a few classes to choose from. Here's a list:
    • Avengers (Divine Strikers)
    • Barbarians (Primal Strikers)
    • Druids (Primal Controllers)
    • Invokers (Divine Controllers)
    • Monks (Psionic Strikers)
    • Protectors (Primal Controllers)
    • Psions (Psionic Controllers)
    • Seekers (Primal Controllers)
    • Sorcerers (Arcane Strikers)
    • Warlocks (Arcane Strikers)
    • Witches (Arcane Controllers)
    • Wizards (Arcane Controllers)


    That's four more classes than were available when the core rules came out, so it's not bad in terms of quantity. A few of these look obviously problematic, barbarians, for example. We'll discuss some ways to get around that in the next sections.

    Derived and Secondary Attributes
    We're not quite at the actual game mechanics, but at last we're at the point where we can hint at what those primary attributes are good for.

    Defense
    We'll start with only one defense, because the point is to dodge attacks. This defense is effectively Reflexes, but we'll just call it "Defense" since there's nothing to distinguish it from. Your character's Defense is equal to 10 plus either Agility or Cunning, whichever is higher.

    Dodge Points

    Dodge points (dp) are a lot like hit points. When someone takes a shot at you, the shot might not even be close, in which case it's effectively a miss. We call it a "far miss." It might be real close, necessitating your character quickly getting out of the way, which is a hit in D&D terms, and called a "near hit". Near hits cause forced evasion, abbreviated as fev, which is damage to your dodge points. At the start of your character's turn, your dodge points return to their maximum value. You can also gain temporary dodge points that function according to the same rules as temporary hit points. If your character loses all her dodge points from forced evasion, takes a "solid hit" (a critical hit), or suffers a "near hit" when she has no dodge points, she is actually hit by the attack and takes hit point damage.

    Your character's dodge points are equal to your chosen class's hit points plus her Agility.

    Feats
    Your character begins the game with 5 feats, or 6 if your character is human. There are a number of feats very specific to FEW that are still under development, as well as a large number of feats that have become irrelevant, so we will cover this in more detail during the first session. One important rule for now is that no feat which grants your character a bonus to attacks or defense will be allowed.

    Flight Speed
    All player characters can fly at will, as can anyone who is qualified to participate in a naming duel. A character's means of flight may differ, depending on race and class, and this affects how the speed is determined. A natural flight speed is usually 6 + a character's Agility or Perseverance, whichever is higher. That is what governs the flight speed of fairies, for example. Flight speed supplied by a personal magic item may be 6 + Learning, while flight through spiritual power is 6 + Aim.

    Hit Points

    The number of healing surges that your chosen class is allowed is your character's base hit points. This is modified by her Perseverance.

    Initiative
    It's hard to say for sure whether initiative will be important, but we'll use it for now. Your character's initiative bonus is equal to her Cunning.

    Land Speed

    • A lot of beings get around by flying from place to place, but sometimes you want to take a walk.
    • Normal phantom apparitions (not half-phantoms or poltergeists) only move by flying.
    • Most small apparitions (kappa, yamawaro, zashiki-warashi) have a base movement speed of 5.
    • Some beast apparitions may have a base movement speed of 7.
    • Vampires have a base movement speed of 9 at night or in complete darkness, 5 during cloudy days or in the shade, and as little as possible in direct sunlight.
    • For most other creatures, the base movement speed is 6.


    Languages
    Your character is fluent and literate in the common tongue of Gensoukyou, which is only marginally different from contemporary Japanese. It has a slightly stunted technical vocabulary but retains many archaic terms that have fallen out of modern use.

    Melee Attacks
    Naming duels are the antithesis of melees. Your character lacks at-will melee attacks, basic or otherwise. It is simply too easy for highly mobile opponents to dodge out of the way, and even if they can't, a naming duel is not supposed to turn into a brawl, scrimmage, or close combat exhibition. However, an off-guard character is a fair target and your character may gain encounter or daily melee attacks through the use of feats.

    All melee attacks are unarmed. Under no circumstances may your character employ a weapon in a melee attack. If a weapon is going to be used, it must be a ranged attack, whether it's thrown or shot, or it must be bound to a spell card. There is no attribute that affects the attack roll, forced evasion, or damage of a melee attack.

    Milestones and Action Points

    After every good night's rest, your character starts the new day with a single action point. Every time, not every other time, you win a naming duel in which the number of opponents who deployed spell cards was at least equal to the number of characters in your party, you reach a milestone and gain an action point. You may spend as many action points as you want in an encounter, but no more than one per round. In addition to the normal usage, action points may be used outside of your turn to gain an immediate or opportunity action, and they may be used to gain an additional spell card use or ornamentation point.

    Ornamentation
    Ornamentation is your character's ability to make her attacks more interesting on the fly. Your character can employ a number of Ornamentations every day equal to 2 + Charisma or Cunning, whichever is higher. Ornamentation can be used, once per encounter, to deploy an additional, different spell card within a spell sign, or, if the character is fighting under a single sign, to deploy one spell card from a different sign. Ornamentation can also be used in place of a hit point sacrifice to charge or maintain a spell card. Ornamentation can be used in place of psionic points to augment psionic powers. There is no encounter limit on these other uses. Action points can be converted into ornamentations, but the reverse is not true. Further abilities of ornamentation will be discussed in the future.

    Ranged Attacks
    All characters have at least one at-will ranged basic attack. Your ranged attacks are modified by your character's Aim. Aim also modifies the amount of forced evasion such an attack causes.

    Spell Cards
    This is big, but we'll only touch upon it here. Spell cards are the heart of naming duels, and anything of any importance at all in Gensoukyou is decided through naming duels. A spell card is not some magic item card that shoots a spell or summons a monster. Rather, it is an ensorcelled contract that grants your character license to use the most devastating attacks she is capable of employing during a naming duel. These attacks may indeed be spells, yes, but they can also be weapon techniques, artifacts, prayers, or just about any other combat maneuver your character knows. The spell card abstracts the attack in a manner compatible with the naming duel format.

    Your character starts with a number of different spell cards equal to 4 plus her Learning. To create a spell card, choose a daily or encounter power, either an attack or utility, from your character's list of class powers. You can also choose powers from any class that shares your character's power source, even leader or defender classes, as long as your character meets the requirement to be able to employ the power. For instance, if your character is a druid, you are allowed to choose warden powers, but not if the power relies on specific abilities your character doesn't possess, such as Font of Life. Similarly, paragon path powers or epic destiny powers are allowed if they meet the same qualifications.

    You may not choose a power that heals yourself or others, or assists other characters. Your choices may be constrained by the number of spell signs your character knows, which will be discussed below. Turning a power into a spell card will involve a number of changes to the power itself. These will be discussed more completely during the first session and in a later post. For now, note the following changes:
    • A power that must be sustained costs your character 1 hit point each time you sustain the power.
    • A power that lasts until the end of the encounter costs your character 1 hit point at the end of each turn. You may refuse to lost a hit point, at which point the power's effect ends. Also, these powers have a maximum duration equal to 2 + your character's Charisma or Perseverance, whichever is higher.
    • All spell card attacks are always Area or Close attacks, never Melee or Ranged attacks.
    • All spell card attacks are big:
      • Area Blast 5+ within 10+
      • Area Burst 2+ within 10+
      • Close Blast 5+
      • Close Burst 3+
      • Walls of 8+
      • Zones with a total area of 24+ squares

    • Power do not inflict a negative effect "until the end of the encounter"
    • Powers do not inflict the damage listed. Instead, they cause forced evasion (fev) as discussed under dodge points. Forced evasion is usually 1d6 or 1d8 per tier. Forced evasion can be typed, just like damage. Powers with the psychic damage type or keyword are replaced by the spiritual type or keyword.
    • Powers never inflict ongoing damage, though they may inflict ongoing forced evasion.
    • Powers never cause a target to lose consciousness, other than through hit point loss.
    • Powers never cause a target to lose the ability to fly.
    • Powers that cause a target to be dazed, helpless, immobilized, restrained, unable to use move actions, or knocked prone (which must follow the rules for knocking a flying opponent prone) only do so if they cause damage, i.e. they must exhaust the target's dodge points, first.
    • Powers that slow a target reduces their speed by two; they do not reduce their speed to two.
    • Spell cards always target creatures, never just enemies. This applies to all offensive effects the power has. Friendly fire is a big issue.
    • Spell card attacks and forced evasion are always modified by your character's Charisma: the flashier you do it, the more effective the result will be.


    You may choose up to 50 combined levels of powers, plus 20 levels for each point of Learning your character has. You may spell cards in an encounter without penalty a number of times equal to 2 plus half of the total of your character's Cunning and Charisma. You may use one more spell card after reaching this limit, but if you do, you must defeat all your enemies within the duration of the power's effect, or you lose the naming duel.

    Spell cards from daily powers have some additional usage rules. First, the same "daily" spell card may never be used more than once an encounter. If spell cards from encounter powers are effectively multi-use encounter powers, then spell cards from daily powers are now single-use encounter powers. Second, daily spell cards need to charged to be employed, usually at the cost of the character's hit points. Only one hit point per round may be spent in this manner, and some spell cards require more than one hit points to be used.

    Spell Signs

    Spells signs are the divisions your spell cards fall into. All spell cards under a sign are linked by a common theme, such as a keyword. Lacking a theme, spell cards from different classes are divided into different signs. Your must divide your powers between at least 2 spell signs, but if you are entitled to 3 or more, you may voluntarily reduce the number you are allowed.

    If the source of your power is innate, as is the case with apparitions, fairies, and rabbits, your character has 2 spell signs. If the source of your power is based on Learning, as is the case with divine beings, humans, lunarians, and moon rabbits, your character has 2 spell signs plus her Learning.

    In any given duel, a character may only employ a number of different spell cards per spell sign equal to 1 + half her Cunning. Alternatively, your character may choose to fight under a single spell sign. If that is the case, the spell sign must be announced at the start of the duel, and your character may use a number of different spell cards under that sign equal to 1 plus the lowest number of spell cards allotted to any sign the character knows. There are certain universal uses of spell cards that are considered not bound to any particular sign. Such uses do not count against the limits described here.

    Vision

    The base vision of humans, divine beings, fairies, and lunarians is normal vision. Some types of apparitions also have normal vision.
    Rabbits, moon rabbits, and most apparitions have low-light vision.
    A few sorts of apparitions have darkvision.

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    Rules #3

    "Since the dumplings have medicine in them to make the rabbits more excited, the festival will be all the more lively if they sneak some to eat, as I expect they will." Yagokoro Eirin, Cage in Lunatic Runagate, "First Chapter: the Sage's Recollection"

    Skills
    There will be 17 skills, most of which will the same as those in the Player's Handbook
    • Acrobatics (based on Agility)
    • Agriculture (based on Learning) replaces Dungeoneering - This skill represents your general knowledge and proficiency in tasks related to the domestication of nature: brewing, cooking, farming, gardening, raising animals, and so on. It does not include medicine, which is taken care of by the Apothecary skill. Training in this skill means you are capable of a self-sufficient lifestyle and usually don't have to purchase necessities for everyday life. This does not mean that all your needs are always taken care of, especially if you spend long periods of time away from home resolving incidents. Agriculture includes some area knowledge of the settled portions of Gensoukyou.
    • Apothecary (based on Learning) replaces Heal. Apothecary includes some area knowledge of locations to gather medicinal herbs.
    • Arcana (based on Learning) Knowledge checks can be used to identify most types of apparitions.
    • Artifice (based on Charisma) replaces Bluff. Cunning may help you formulate good lies, but Charisma helps you get people to believe them. Artifice lets you pretend you're something that you aren't, such as an apparition pretending to be human, or a moon rabbit pretending to be a native rabbit.
    • Athletics (based on Perseverance)
    • Discernment (based on Cunning) replaces Streetwise. You have a refined eye. You can appreciate the value of art and items, and can sometimes intuit the use of the strange objects from the outside world. You probably know of a couple of places that deal in interesting items, such as Kirisame-ya or Kourindou.
    • Endurance (based on Perseverance)
    • History (based on Learning) An habitual newspaper reader, you are up-to-date on the recent history of Gensoukyou and have some knowledge of its legendary past. You can make knowledge checks to identify well-known people. You can also identify lunarians or tell the difference between moon rabbits and native rabbits, though at a high difficulty. Being trained in history implies that you've been in Gensoukyou long enough to pick some up, at least five years. History includes area knowledge of the most famous locations in Gensoukyou, such as the Hakurei Jinja.
    • Insight (based on Cunning)
    • Intimidate (based on Charisma) Even though the advent of the spell card law prevents you from making good on most of your threats, you can somehow get people to take you seriously when you threaten them.
    • Nature (based on Learning) This skills covers everything wild and untamed, including fishing, foraging, and hunting. You can make Knowledge Checks to identify fairies and some types of apparitions. Nature includes area knowledge of one or more regions of the Gensoukyou wilderness, such as the Forest of Magic.
    • Perception (based on Aim) You have a good eye and heightened senses.
    • Presentment (based on Charisma) replaces Diplomacy. You are good at communicating your desired intentions through manner and speech, and at making an impression. Even if you aren't that powerful, you are considered to be one of the major players in Gensoukyou.
    • Religion (based on Cunning) You are skilled at the acquisition of faith, either for yourself or for the deities you worship. You also read up on the competition. Religion can be used to make knowledge checks to identify divine beings and some types of apparitions. Religion includes area knowledge of various shrines or temples in the land, including the Hakurei Jinja, of course.
    • Stealth (based on Agility) You can't fight a naming duel by surprise, but stealth may let you avoid one in the first place.
    • Thievery (based on Aim) Otherwise known as borrowing with an indefinite return date.

    Here's the same list indexed by attribute:

    • Aim-based Skills: Perception, Thievery
    • Learning-based Skills: Agriculture, Apothecary, Arcana, History, Nature
    • Agility-based Skills: Acrobatics, Stealth
    • Cunning-based Skills: Discernment, Insight, Religion
    • Perseverance-based Skills: Athletics, Endurance
    • Charisma-based Skills: Artifice, Intimidate, Presentment


    Here's the list of replaced skills:


    • Bluff is replaced by Artifice.
    • Diplomacy is replaced by Presentment.
    • Dungeoneering is replaced by Agriculture.
    • Heal is replaced by Apothecary.
    • Streetwise is replaced by Discernment.

    Skills are treated in the usual manner for the most part. When a class allows training in Nature, Agriculture can be substituted for Nature in most cases. The Open Lock and Pick Pocket abilities of Thievery require training. None of the abilities of Arcana require training, because spell card users gain a sensitivity to magic.

  8. #8
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    I don't know if there is a place for feedback about this system and game, so sorry if this is misplaced. One thing I would like to point out (which is probably obvious) is that there is no way to wage a battle as a group. It appears to be mano-a-mano which makes min-maxing an optimal strategy. Is there no optional rules for seconds who would then be able to aid or otherwise help?

    I feel that focusing too much on the single-player aspect looses the group dynamic which makes role-playing with others more enjoyable. Now it's just me vs. the DM except in "social" situations.

    Anyway, just an observation after looking at all this.

    Also, what's the big idea! Coming up with an awesome setting and something I really want to join but then making it a chat game? Any chance you will turn this into a PBP? Please? For me? Pretty please? I will make sure my character does not wear yellow!
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  9. #9
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    I've been accumulating rules without posting them for a number of days, and I feel like I should at least get around to addressing your questions.

    First, this is a good thread for feedback, and so is commenting on my blog. I would prefer it if you continue to stick to this thread or use the blog, as opposed to the Far Eastern Wonderland thread, which I would like to reserve for more formal posts.

    My personal speculation regarding min-maxing is that a character is less likely to do it when they have to hold their own in more tasks, as opposed to being able to fall back on other specialists in the party, but I could be mistaken. I also think that if there's no obvious sink stats or all-important stats then min-maxing will be discouraged, and against I could be mistaken. Mainly, it's only bad when it becomes, as you say, the optimal strategy, as opposed one approach among many.

    The real test is whether a character who has a +4, a +3, and +0 in everything else will consistently outperform characters who have +2 in one attribute, and +1 for the rest. I don't want that to happen, and I don't want the reverse to happen, either. I feel the best way to see if it does happen is to test it out through game-play.

    There will still be ways for PCs to assist each other, and some of them will be described when I write up the post on general actions. I should also clarify that the naming duels aren't one-on-one. They are one side vs. the other side.

    The mechanics of naming duels discourage and make it hard to gang up, but they don't prevent it outright. My main motivation is having it this way is that I want to see if it's possible to promote "dogfights" over the "battleship" approach. By the latter, I mean the situation where the two sides line up, come to a stop, and concentrate all their firepower on one member of the opposing side at a time. I don't mean to say this is a problem I'm seeing right now, because it's not, but while the personalities of the current parties doubtless play a role in that, there are other factors, such as terrain, which would not be as evident in FEW.

    In place of terrain, environment-shifting and mass-attack spell cards, as well as barrage spells, allow single characters to punish multiple opponents at once, and the fact that most spell cards target all creatures instead of selectively targeting enemies means that allies usually want to maintain a safe distance away from each other. It's also the case that no one wants to get between a character and her intended target. I intend to include some examples that I've previously shared in chat about optimal and less-than-optimal ways to duel in a group, in the next post.

    I have a number of qualms about accepting a second pbp game, considering the amount of time I spend handling only the one: it's a greater time investment than both of my chat games, combined. My biggest fear would be that the time spent on the second would eat into time spent on the primary game.

    I might be willing to experimentally start a pbp thread, but it would have to be with the understanding that it wouldn't be maintained with the same schedule as the Unquiet Lands pbp, and as the time position with the least seniority, it would be dropped if the other game formats start to suffer.

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    Rules #4 - Combat

    "She calls it 'youkai extermination' but they're not getting exterminated!" Sunny Milk, Oriental Sacred Place, "Final Chapter: The Odd Flying Shrine Maiden"

    In general, combat follows the information provided in Chapter 9 of the Player's Handbook.

    Area of Effect, Range and Scale
    Bursts and Blasts
    Unless otherwise specified, bursts and blasts are considered to have a three dimensional component that is equal to the burst or blast value.

    Walls and "Rays"
    Some spell cards use rays that follow the rules for "wall-type" powers. Unless otherwise specified, such a power only affects the square it passes through, in terms of elevation.

    Range and Scale
    One square in aerial combat is ten feet, not five feet. When a flight speed is given in squares, it is given in ten foot increments. Areas of effect and ranges also use this scale. All weapons have a reach of 1 square using this scale, regardless of whether or not they are polearms or other long weapons. Spell carded weapon attacks, such as "Taboo: Lavatein," or "Naraka Sword: Two Hundred Yojana in One Slash," have their own specific ranges, just as every other spell card does. If, for whatever reason, tactical movement occurs on the ground, then the standard five foot square scale is retained.

    Combat Sequence
    Positioning
    Most combat takes place in flight. All characters have a fly (hover) speed. For simplicity's sake, positions are abstracted to a 2D grid. Characters may optionally fight above or below the plane of battle, in which case they will have an elevation in squares, measured as a positive or negative number. This elevation is treated as a "minimum range" relative to the plane of battle.
    Surprise
    A party that engages another party in a naming duel by surprise cannot exchange rewards. Sometimes this is done because the attacking side thinks it's so superior to the other side that a normal duel is pointless. In such a case, if the attacked side isn't bowled over after one volley, then there's often a pause to straighten things out and negotiate a proper duel. Another common situation is a fairy ambush, because the bragging rights for a fairy winning a naming duel is usually reward enough.

    Conditions
    Dazed
    Dazed characters can still use the "graze" opportunity action.

    Dying
    No power or action in a naming duel can result in a "dying" condition, unless the target has the "Reviving" trait.

    Falling
    Any situation where a character would be out of control and falling results in that character's immediate defeat. All defeated characters are granted a "feather fall-like" effect that allows them to land safely.
    Petrified
    No power or action in a naming duel can result in a permanent "petrified" condition. Characters who are petrified "until the end of the encounter" have lost the duel, and few if any spell cards have such an effect, even if the base power did.

    Prone
    Characters who are knocked prone do not grant combat advantage or gain a defensive bonus. A prone character descends five squares and does not regenerate dodge points at the start of her turn. If a character remains prone and airborne at the end of her next turn, she loses the naming duel.

    Restrained
    A character cannot be restrained if she has dodge points. Restrained characters have no dodge points and cannot recover any while they are restrained.

    Slowed
    Instead of a slowed character's speed becoming 2, a slowed character suffers a -2 penalty to their flight speed. Different slowed effects stack, so a character can be "slowed x2" with a -4 penalty to flight speed, for example. Regardless of how slowed a character is, she retains a minimum flight speed of 2.

    Creature Size and Space
    The following applies to naming duel scales. Ground-based size and space requirements follow the standard rules. Usually one character occupies a square at any given time. Strictly for the ease of combat abstraction, it is a good idea to refrain from stacking multiple characters in the same square even when they are at different elevations. When creatures are tightly packed in, 64 tiny, 27 small, 8 medium, and 1 large creature can fit in a square. Otherwise, 1 tiny, small, medium, or large creature fits in a square. Huge and gargantuan creatures take up more than one square.

    Durations
    Some effects have a specific duration given in rounds. I feel this is not an ideal situation and am considering various changes.

    Healing
    Defeated Characters
    Characters who lose a naming duel but have hit points left recover at a rate of 1 hit point every five minutes. In addition, once per day, a character can recover half their maximum hit points.

    Extended Rests
    A character regains all hit points after an extended rest, as per the standard rules.

    No Hit Points

    Characters who have lost all their hit points in a naming card duel are knocked unconscious. The length of time before they regain consciousness is measured as follows:
    • Negative hit points less than half of total hit points - regain consciousness after a short rest
    • Negative hit points from half of total hit points to total hit points - regain consciousness after an extended rest
    • Negative hit points in excess of total hit points - regain consciousness after 12 hours
    • At the DM's option, recover takes 12 hours for each multiple of a character's total hit points.


    After a short rest, characters are restored at 1 hit point, and regain 1 hit point every hour until they regain their maximum hit point value.

    Most losers of a naming duel are at 0 hit points or close to it, so will recover after a short rest. A few bloody-minded individuals like to "exterminate" losers to knock them out of action for the better part of a day, especially if they know the recipients are likely to request another challenge. There are rumors of an unfortunate rabbit getting knocked out for the better part of a week, though some versions state that this didn't involve a naming duel.

    Undefeated Characters
    Sometimes the results of a duel are inconclusive or the victory is marginal. In such a case, the character regains half of her total hit points, and then recovers further hit points at a rate of 1 hit point every five minutes.

    Victorious Characters
    A character who reaches a milestone after a naming duel, i.e. she defeats an equal or greater number of spell-card users relative to her side, regains all her hit points after a short rest.

  11. #11
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    Rules #5 - Actions

    "There are no buses in Gensoukyou!" - Cirno the Ice Fairy, Cirno's Perfect Math Class

    "Reisen goes to school by bus!" - Inaba Tewi, Third Touhou M-1 Grand Prix, "Finals: Tewi-Kourin"

    There are some stylistic differences between a naming duel and normal D&D combat. The naming duel I'm trying to model with FEW rules is more mobile, individualistic, and fought at a distance, while still providing opportunities for cooperation. One of the major benefits of using an established setting is that there are numerous examples to draw from. With that in mind, I did some research and found some examples of user-generated content that capture at least 80% of my conception of combat. These are independent videos sharing the same setting of Gensoukyou, but with no direct relationship to FEW.

    While there are a lot of examples that can be modeled by FEW in a straightforward manner, there are also many points of FEW, such as the idea that some spell cards needs to be charged or maintained with hit points or the frequency of Supernatural Boundaries, that are based on different or original interpretations of the source material than the interpretations in these videos. I have already shared them with the current players, but I will repost them here for reference, as well as some notes and a brief analysis from the point of view of the gaming mechanics. Note that none of these videos have recorded voice dialogue.

    Example of a Naming Duel: https://www.youtube.com/watch?v=unRPhNH-YWo
    Notes
    • This is an encounter between Kirisame Marisa and Flandre Scarlet, and is chronologically the earliest of all the videos, but still a good ways in the future for the FEW scenario.
    • Kirisame Marisa is a human magician. In game terms, I would model her as a human (using the half-elf template) arcane striker with relatively high all-around attributes, concentrated on Aim, Charisma, and Cunning.
    • Flandre Scarlet is an apparition. In game terms, I might consider the tiefling template for her, and she would be an arcane controller with high Charisma and Perseverance.
    • Spell cards that would be given the "Environment Shift" trait in FEW (all of Flandre's and none of Marisa's) are depicted in this video as high-firepower, but don't really change the environment.
    • This would be a "high-level" combat, probably out of reach of the current party. Flandre uses about nine spell cards, and most of them are really powerful. She also has a "swarm dispersion" stance that effectively nullifies spell card attacks against her. Once that becomes evident, Marisa is forced to use her spell cards purely for defense.
    • Relatively early in the fight, Flandre uses "Taboo: Lavatein," which is an example of a spell card representation of a martial weapon attack. This was described in the original source material as a "weapon demonstration with an ancient wand."


    Example of Group Attacks: https://www.youtube.com/watch?v=H8ROf8ZOA1Y
    Notes
    • This is the only video in this group that has a script with explicit dialogue, even if it's not recorded voices. The CC button will provide Close Captioned subtitles in English.
    • This is a contest between Hakurei Reimu, Kirisame Marisa, and Izayoi Sakuya on one side, and Yakumo Yukari (later joined by Yakumo Ran) on the other.
    • Reimu is a human. She would be a divine striker in FEW, possibly with some primal elements. She has great Agility and formidable Aim. She may have low Cunning and Learning, but that could be a lie.
    • Sakuya is also a human. She would be a psionic with a lot of martial or weapon keyed powers, and at home with controller or striker aspects. Her Aim is top-notch. Like Reimu, her Cunning and Learning may be low, but also like Reimu, it's difficult to tell: characters with high Cunning can represent themselves as characters with low Cunning when they want to, and characters with high Learning don't always have to show it.
    • Yukari is an apparition, and would be epic-tier if that was integrated into FEW. She is pretty much an arcane controller. If she has a sink stat, it's probably Perseverance, but her base hit points are going to be through the roof.
    • Ran is another apparition, essentially Yukari's familiar, or "shikigami."
    • Over the course of the encounter, the ability of the human characters to work together improves, but it's basically too little, too late.
    • Yukari and Ran's group attack is much better thought-out, but the fact that Ran sacrificed herself to give Yukari a tactical advantage underlines the overall importance of the presence of friendly fire in combat.
    • Unlike the naming duel convention in FEW, the characters do not announce the names of the spell cards, leaving it up to guesswork and experience to identify them. Marisa's famous "Love Sign: Master Spark," which is about as powerful as non-Environment Shift spell cards get, makes an early appearance in this video and the previous one. I would probably use some level 27 encounter spell as the basis for it.
    • Sakuya's spell cards primarily involve the manipulation of the flow of time. In other words, her teleports are actually time stops.
    • Reimu actually does teleport, and she has a teleporting melee attack, sometimes called Dimensional Rift, which is possibly more of a feature than a spell card.
    • In the context of FEW, Yukari's reference to the "invincibility spell card" would be interpreted as referring to the Supernatural Boundary effect.
    • Sakuya's unsuccessful melee attack against Yukari and Reimu's later successful one are both examples of the importance of combat advantage.


    Example of Cooperation: https://www.youtube.com/watch?v=LTT8VyXCiMA
    Notes
    • Although they were on the same side in the previous video, this is a depiction of a confrontation between Marisa and Reimu that occurs a short while later. This is the farthest advanced of all the videos in terms of chronology.
    • This starts as a regular naming duel, but Reimu and Marisa both call in reinforcements.
    • Reimu's partner is Yukari from the previous video, shown here with paler hair.
    • Marisa's is Alice Margatroid, an apparition magician who specializes in puppetry, another arcane controller to my mind.
    • This is the one video where someone is shown literally pulling out and using a spell card, but this is more of a visual gag than anything else. Also, many of the attacks in the video would and should be counted as spell card attacks, not just the one.
    • Unlike the previous video, this one provides more consistent examples of successful cooperation in partnerships.
    • Alice's puppets might be one of the few spell cards that could have a "targets enemies" designation. Even so, she and Marisa stay well clear of each other's way during the battle when they can help it.
    • Out of all of the videos, this one has the most explicit depiction of spell cards that significantly alter the environment and would be counted as "Environment Shift" cards in FEW. Even so, it still probably doesn't go as far as FEW envisions things.
    • Reimu employs her Dimensional Rift attack again in this video, while Marisa revisits the tactic of having her miniature Eight Trigram Generator attached to the end of her broomstick. Both of these may be more like features, utility powers, or other non-Spell Card abilities.


    Bonus - Example of Sequential Combat: https://www.youtube.com/watch?v=57Zwrx9a9Lo
    Notes
    • This is a series of three encounters involving Hakurei Reimu facing a swarm of weak spirits, Konpaku Youmu, and Saigyouji Yuyuko in that order. The events depicted here occur chronologically between the first and second videos listed previously.
    • The initial enemies Reimu faces would be minions or swarms of minions that don't have spell card use.
    • Youmu is a half-human apparition. I would model her as a human, half-elf, or maybe a kalashtar shaman with some divine and martial spell cards for good measure. Based on this video, she is a controller, but I would personally want to include a strong striker element for her.
    • Saigyouji Yuyuko is an apparition. I would consider modeling her using a shardmind template and as a primal controller.
    • Youmu uses one spell card in this video: "Six Paths Sword: Ageless Obsession," an environment shift that probably has divine and weapon keys.
    • In FEW terms, Yuyuko attacks exclusively with Environment Shift spell cards, while none of Reimu's spell cards use Environment Shift.
    • Although it may be the prettiest of them all, the primary reason I'm including this video is that Yuyuko's final spell card "Counter-Soul Butterfly: Incomplete Reflowering" provides an example of Last Spell, the kind you don't want to be facing.




    Index of Modified and FEW-specific Actions and Conditions.
    Any Time
    • Focused (see Focus)
    • Supernatural Boundary

    Free Actions
    • Convert an Action Point (see Action Points)
    • Focus
    • Spend an Action Point as an Immediate or Opportunity Action (see Action Points)
    • Unfocus (see Focus)

    Opportunity Actions (see Opportunity Actions)
    • Counter Shot
    • Graze
    • Punishment Shot

    Immediate Actions (see Immediate Actions)
    • Counter Spell
    • Enchanting Koan (see Ornamentation)
    • Final Answer (see Last Spell)
    • Last Spell
    • On the Border of Life and Death (see Border of Life and Death)

    Start of Turn
    • Evasion Recovery

    Minor Actions (Once Per Round)
    • Pay Attention (see Evasion Enhancement)
    • Take a Deep Breath (see Evasion Enhancement)
    • Touch the Border of Spiritual Power (see Border of Spiritual Power)

    Minor Actions
    • Focus Shot (see Spell Shot)
    • Focused and Powered Shot (see Spell Shot)
    • Powered Spell Shot (see Spell Shot)
    • Spell Shot

    Move Actions (Limited)
    • Dash

    Move Actions
    • Danmaku (see Curtain Fire)
    • Fly
    • Focused Flying (see Fly)
    • Haul Opponent (see Grab)
    • Raining Hell (see Curtain Fire)

    Standard Actions (Turn-Ending)

    • Dashing Charge (see Charge; see also Dash)
    • Bull Rush Charge (see Charge)
    • Take it Easy

    Standard Actions
    • Barrage
    • Bewitching Question (see Ornamentation)
    • Burst Border (see Border Burst)
    • Cast a Spell Card (see Spell Card)
    • Power Barrage (see Barrage)
    • Push Away (see Bull Rush)
    • Second Wind


    Actions Points
    To reiterate, everyone starts with one action point at the beginning of a day, regardless of the amount possessed earlier. Additional action points are gained with every milestone.

    Free Action: Convert an Action Point

    • You may only do this on your own turn.
    • This counts against as spending an action point for the round.
    • You trade one action point for either one additional spell card use, or one additional ornamentation point.


    Free Action: Spend an Action Point

    • You may spend an action point at any time you are allowed to take a free action, i.e. you cannot do this at the Start or End of a turn.
    • If you spend an action point on your turn, you gain an additional minor, move, or standard action.
    • If you performed an action that would normally end your turn, such as making a charge attack, you may circumvent this with an action point provided you are allowed to spend a free action.
    • If you spend an action point outside of your turn, you gain an additional immediate or opportunity action. For purposes of timing, the free action has the same trigger as the immediate or opportunity action it copies, and replaces the trigger of such an action.
    • You may not use the same triggering condition to trigger multiple immediate or opportunity actions, even with an action point.
    • You may spend a maximum of one action point per round, but you may spend as many action points in a naming duel as you possess.


    Aid Another
    Aid Another is handled as written in the Rules Update.

    Barrage (FEW Action)
    Sometimes you need to hold off a lot of enemies between spell card uses. This action blankets the sky in front of you with your spell shots.

    Standard Action: Barrage
    • Barrage (at-will requirement - must be focused) Close Blast 10 targeting all creatures in blast; Aim +2 vs. Defense against enemies; 1d20 vs. Defense against all other targets; 1d8 fev; Hit: 1 dmg


    Standard Action: Power Barrage
    • Power Barrage (at-will requirement - must be focused; must have earned at least one milestone for the day and must not have suffered a defeat since then) Close Blast 10 targeting all creatures in blast; Aim +2 vs. Defense against enemies; 1d20 vs. Defense against all other targets; 2d8 fev; Hit: 1 dmg


    Basic Attack
    Characters do not normally have a melee basic attack, but they do have several ranged basic attacks. See the Spell Shot entry for more details.

    Border Burst (FEW Action)
    Getting partially trapped within a Supernatural Border (see Supernatural Boundary entry) is almost always beneficial to the character involved, but once in a blue moon it's desirable to cancel the effect. In particular, a character can benefit from the ensuing release of spiritual energy.

    Standard Action: Burst Border

    • Burst Border (at-will trigger - must be under the Supernatural Boundary condition and have at least one spell card use remaining) At the cost of one spell card use, the Supernatural Boundary ends.
    • Gain either one ornamentation point, one action point, or a milestone.
    • If you gain a milestone, you do not get the action point normally associated with this.
    • The wisdom of trading a spell card use (and a Supernatural Boundary) for an ornamentation or an action point is fairly questionable. A milestone will at least let you empower your spell shots if you weren't able to do so earlier.


    Border of Life and Death (FEW Action)
    The opposite of taking it easy, this is a character's desperate effort to stay in the game.

    Immediate Action: On the Border of Life and Death
    • On the Border of Life and Death (encounter interrupt trigger - character is about to take damage equal to or greater than her remaining hit points; requirement - character must have at least one spell card use remaining and must not have expended Second Wind) If the damage is related to an attack, the attack against the character is canceled.
    • The character is affected by a Supernatural Boundary (see entry) until the end of her next turn.
    • The character regains hit points equal to 1 or Perseverance, whichever is greater.
    • This action expends a spell card usage. It's handier than Counter Spell, because you don't need to have a spell card ready to go.


    Border of Spiritual Power (FEW Action)
    The most powerful spell cards alter reality itself, temporarily transforming the environment of the battlefield. However, these can only be employed at a cost.

    Minor Action: Touch the Border of Spiritual Power
    • Border of Spiritual Power (at-will; once per round) Lose 1 hit point or 1 ornamentation point. One of your spell cards with the Charge trait gains one charge.
    • You cannot perform this action while any of your spell cards is taking effect.
    • Hit point loss cannot be prevented except with a Supernatural Boundary, but note the above limitation.
    • Only one of your spell cards may hold a charge at any time.
    • Unless otherwise noted, a spell card cannot be charged above its maximum.
    • A spell card that has already been used in this encounter cannot be charged.


    Bull Rush
    Bull rushes are more effective, but have greater limitations. Once in a while, you might want to push an opponent into an ally's range of attack. It's usually a far greater challenge to get this close to an opponent, though.

    Standard Action: Push Away

    • Push Away (at-will requirement - character must have combat advantage over the target) Melee Basic Perseverance vs. Defense; Perseverance fev; Hit: push 1
    • Melee Accuracy - Your ability to hit the target is much higher.
      • Natural 1 - far miss
      • Attack Result Under Defense - near hit, fev cannot be less than 0
      • Attack Result Equal to or Greater Than Defense - solid hit, no fev
      • Natural 20 - Push 1 or Push Perseverance, whichever is higher, or knock the target prone

    • Size Restriction - You cannot target a creature more than one size category larger than you.


    Charge
    Since there are no melee basic attacks, a charge must rely on a melee-based power that is usable with a charge. Elevation is included in the ranging calculation to determine whether a potential charge is legal. A charge is normally combined with the Fly action, but can be combined with a Dash. (See Dash.)

    Standard Action: Bull Rush (Charge)

    • Bull Rush Charge (at-will requirement - character must have combat advantage over the target, and the target must be valid for a charge attack) Fly or Dash. Melee Basic Perseverance +1 vs. Defense; Perseverance fev; Hit: push up to Perseverance + squares moved, and the attacker may follow (move into each vacated square) for up to Perseverance + half squares moved, or knock the target prone and the attacker may follow
    • Melee Accuracy - Your ability to hit the target is much higher.
      • Natural 1 - far miss
      • Attack Result Under Defense - near hit, fev cannot be less than 0
      • Attack Result Equal to or Greater Than Defense - solid hit, no fev
      • Natural 20 - push indicated amount, knock the target prone, and do 1 dmg; the attacker may follow without limitation

    • Size Restriction - You cannot target a creature more than one size category larger than you.


    Standard Action: Dashing Charge
    • Make a valid charge attack, but instead of using a normal Fly action, use a Dash instead.


    Counter Shot (FEW Action)
    Spell shots are necessary to wear down opponents, but no one is a sitting duck for them.

    Opportunity Action: Counter Shot
    • Counter Shot (at-will interrupt trigger - targeted by a ranged attack originating from an opponent) Aim vs. Attack Result; opponent takes fev equal to the difference in results; Hit: opponent takes 1 dmg; Miss: you take the effects of the attack's Near Miss plus fev equal to the difference in results and you lose fev even if the opponent scores a Solid Hit


    Counter Spell (FEW Action)
    Most spell cards can be cast in response to an attack.

    Immediate Action: Counter Spell

    • Counter Spell (at-will interrupt trigger - targeted by an attack; requirements - allowed spell card must have the Counter Spell quality and you must have available spell card uses remaining) You activate an allowed spell card that has the Counter Spell quality at the cost of one spell card use.
    • You take no effects from the Near Hit or Solid Hit of the triggering attack, including fev or damage.


    Coup de Grace

    The only time someone's not going to do this is if they get too carried away with gloating. It is unseemly to repeat a coup de grace more than one round after a duel has ended, but sometimes people who are really mad at you forget themselves.

    Standard Action: Coup de Grace
    • The target must be helpless.
    • Range Limit - The target must be within 5 squares of you.
    • Use any valid attack power against the target, as long as it is not an immediate or opportunity action.
    • Multiple Attack - If your selected attack power is a free action or a minor action, you may sacrifice one of your additional actions per turn to repeat the attack.
    • Any attack result other than a Far Miss is a Solid Hit.
    • This is usually how "exterminations" are carried out.


    Crawl
    You might as well surrender at this point.

    Move Action: Crawl

    • Remember that naming duel scale is ten feet per square, so crawling movement is effectively one quarter a character's ground speed.
    • Crawling characters don't provoke opportunity attacks, but grant combat advantage to all attacks. (This is sometimes canceled out by the ranged defensive bonus from being prone on the ground, but leaves the character open to any additional conditions pursuant to granting combat advantage.)
    • Crawling characters cannot make any Charisma-based attack.


    Curtain Fire (FEW Action)
    This is a strafing spell shot attack. You get to shoot a lot, so it's very flashy, and it adds the defensive bonuses of flying.

    Move Action: Danmaku

    • Danmaku (at-will requirement - cannot be slowed; must be able to take a legal fly action) No creature may be targeted more than once by this attack. Take a Fly action. Make the following attack for each square that you move. Ranged 10/20 Aim -2 vs. Defense; 1d6 fev; Hit: 1 dmg.
    • You gain the resistances and vulnerabilities for this Fly action as normal.


    Move Action: Raining Hell
    • Raining Hell (at-will requirement - cannot be slowed; must be able to take a legal fly action; must have earned at least one milestone for the day and must not have suffered a defeat since then) No creature may be targeted more than once by this attack. Take a Fly action. Make the following attack for each square that you move. Ranged 10/20 Aim -2 vs. Defense; 2d6 fev; Hit: 1 dmg.
    • You gain the resistances and vulnerabilities for this Fly action as normal.


    Dash (FEW Action)

    A dash is a run action using flying movement. It can be combined with a charge. (A "dashing charge," see Charge entry.)

    Move Action: Dash
    • Dash (at-will) You can dash up to your flight speed +2.
    • You cannot dash if you are slowed. As a corollary, you cannot dash while focused.
    • All normal effects of flying, i.e. resistance and vulnerabilities, apply.
    • You take a -5 penalty to attacks until the start of your next turn.
    • You grant combat advantage from the end of your current turn to the start of your next turn.
    • You can combine a dash with a charge. If you do, you do not take the -5 attack penalty for the charge.
    • If you dash, the only further actions you can take are a second dash or a dashing charge. Otherwise, it ends your turn, just like a charge does.


    Delay
    as written

    Escape
    Make an Acrobatics Check vs. Defense or an Athletics Check vs. 10 + Perseverance. You only shift on an escape if the target is in the same square that you occupy.

    Evasion Enhancement (FEW Action)
    Sometimes you really need to concentrate on dodging.

    Minor Action: Pay Attention

    • Pay Attention (at-will requirement: focused; once per round) Regain 5 + Agility or 5 + Cunning dodge points, whichever is higher.
    • It's a good idea to note this number down in advance.


    Minor Action: Take a Deep Breath
    • Take a Deep Breath (at-will; once per round) At the start of your next turn, instead of regenerate 5 dodge, you regenerate dodge points equal to your maximum hit point total.


    Evasion Recovery (FEW Condition)
    It takes a lot of effort to constantly dodge attacks, but you can always do it.

    Universal Trait: Evasion Recovery

    • Regenerate 5 Dodge
    • At the start of each of your turns, you regain 5 dodge points.


    Fly (FEW Action)
    This is the fundamental movement action in a spell card duel.

    Move Action: Fly
    • Fly (at-will) Move up to your current flight speed.
    • You have fly (hover).
    • You gain Resistance to Ranged Forced Evasion equal to the number of squares distant you moved from your position at the start of your turn or when you changed focus state, until the start of your next turn or until you become Focused.
    • You gain Vulnerability to Area, Close, and Zone Forced Evasion equal to the number of squares distant you moved from your position at the start of your current turn until the start of your next turn.
    • Resistance and Vulnerability stack. Move a lot, and you're a blinding streak in the sky until you run head-long into someone's spell card effect.


    Move Action: Focused Flying
    • Focused Flying (at-will requirement: must be focused) You are slowed. Move up to your current flight speed.
    • You have fly (hover).
    • The slowed effect gives you a -2 penalty to your flight speed.
    • Slowed effects stack, but your minimum flight speed is always 2.
    • Gain Resistance to Area, Close, and Zone Forced Evasion equal to the number of squares distant you moved from your position at the start of your turn or when you gained focus until the start of your next turn or until you lose Focus. You're avoiding hazardous surroundings but you're not as hard to track.


    Focus (FEW Action; FEW Condition)

    Focus is more like a mode. A character is either focused on their surroundings, or they're not. Focused characters are a little more deliberative in their actions. This opens up the possibility of different actions, but also prevents certain other ones.

    Free Action: Focus
    • Focus (at-will) If you are not focused, you become focused.
    • Focused characters are slowed; this is usually noted in the appropriate move action.
    • Resistance you gained from unfocused flight ends, though vulnerability does not.
    • If you are hit by an attack other than the hit you take for making a punishment shot, then you lose focus and cannot regain it until the end of your next turn.
    • [Formerly: Any Solid Hit does +5 fev to you due to decision paralysis, even if the attack doesn't normally provoke forced evasion. However, you do not take a point of damage or suffer further effects from the attack if it reduces your dodge points to 0.]


    Free Action: Unfocus
    • Unfocus (at-will) You are no longer focused.
    • You are no longer slowed due to focus.
    • Resistance you gained from focused flight ends.


    Grab
    This is about the only melee-type attack that uses normal attacking rules. As result, it's almost impossible to grab a target that still has dodge points.

    Move Action: Haul Opponent
    • Haul (at-will requirement - you are grabbing the target) Perseverance vs. Defense; Perseverance fev; Hit: move up to half your flight speed and pull the target after you
    • Melee Accuracy - Your ability to affect the target is much higher.
      • Natural 1 - near hit, no fev
      • Attack Result Under Defense - near hit, fev cannot be less than 0
      • Attack Result Equal to or Greater Than Defense - solid hit, no fev
      • Natural 20 - move up to your flight speed and pull the target after you

    • This is a move action. The original dragging a grabbed opponent was a standard action.


    Standard Action: Grab

    • Grab (at-will) Perseverance vs. Defense; Perseverance fev; Hit: target is immobilized
    • Size Restriction - You cannot target a creature more than one size category larger than you.


    Graze (FEW Action)
    Grazing is a gambit to avoid subsequent shots by letting a weak one go through.

    Opportunity Action: Graze
    • Graze (at-will interrupt trigger - an attack results in a Near Hit or Solid Hit, or causes forced evasion) Lose one hit point or ornamentation and cancel the attack roll. Gain dodge points or temporary dodge points as described below.
    • Hit point loss cannot be canceled or redirected, except from a Supernatural Boundary.
    • Note that only the specific attack roll targeting the grazing creature is canceled. Other attack rolls are not canceled.
    • If you Graze an attack within a Supernatural Boundary, you do not lose a hit point, but the Supernatural Boundary effect ends.
    • You do not suffer forced evasion, lose further hit points, or take any other effect from the canceled attack.
    • If your dodge points were below your maximum, restore your dodge points to their maximum value.
    • If your dodge points were already at the maximum value, gain temporary dodge points equal to half your maximum hit points.


    Immediate Actions
    Characters have a lot of choices when it comes to immediate actions. Please remember the following details:
    • You cannot take an immediate action on your own turn.
    • You only take one immediate action per round, not one per turn.
    • You may take an immediate action and an opportunity action on the same turn, but not in response to the same trigger.


    Last Spell (FEW Action)
    There are times when you need to go all-in.

    Immediate Action: Last Spell
    • Last Spell (encounter interrupt trigger - character is about to take damage equal to or greater than her remaining hit points; requirements - allowed spell card must have the Counter Spell quality and you must have at least two spell card uses remaining) You lose two spell card uses and you have 1 hit point. You may spend further spell card uses to charge a card. Activate an allowable spell card and enhance its effects. Aftereffect: if you haven't won the duel by the end of the spell card's duration, you are defeated.
    • You have 1 hit point, and you cannot heal.
    • If you wish to activate a spell card that lacks sufficient charge, you may spend additional spell card uses or ornamentation to charge it, but you cannot spend hit points in this manner.
    • Increase the range of close or area effects from the spell card by +5, to a maximum range of 30.
    • All fev is increased by an additional die.
    • All damage is increased by +1.
    • All attacks are increased by +2.
    • You do not have to spend hit points to maintain the spell card effect, if there is a duration cost.
    • In order to win the duel, all your enemies must be defeated, flee, or surrender.


    Immediate Action: Final Answer
    • Final Answer (encounter interrupt trigger - character is about to take damage equal to or greater than her remaining hit points; requirements - allowed spell card must have the Counter Spell quality and you must have at least two spell card uses and one ornamentation point remaining) You lose two spell card uses, one ornamentation point, and you have 1 hit point. You may spend further spell card uses to charge a card. Activate an allowable spell card, regardless of spell sign limitations, and enhance its effects. Aftereffect: if you haven't won the duel by the end of the spell card's duration, you are defeated.
    • You have 1 hit point, and you cannot heal.
    • If you wish to activate a spell card that lacks sufficient charge, you may spend additional spell card uses or ornamentation to charge it, but you cannot spend hit points in this manner.
    • You are not required to follow spell sign limitations in selecting this spell card.
    • Increase the range of close or area effects from the spell card by +5, to a maximum range of 30.
    • All fev is increased by an additional die.
    • All damage is increased by +1.
    • All attacks are increased by +2.
    • You do not have to spend hit points to maintain the spell card effect, if there is a duration cost.
    • In order to win the duel, all your enemies must be defeated, flee, or surrender.


    Opportunity Actions
    There are a lot of opportunity actions in FEW, so it's good to reiterate details concerning these actions:
    • You cannot take an opportunity action on your own turn.
    • You only take one opportunity action per turn.
    • You can take as many opportunity actions as you want per round, within the above limitations.
    • You may take an immediate action and an opportunity action on the same turn, but not in response to the same trigger.


    Opportunity Attack
    The opportunity attack in the Player's Handbook is unavailable to characters. Instead, there are a number of opportunity actions characters may take that are described elsewhere in this post.

    Ornamentation (FEW Action)
    The naming duels are supposed to encourage "beautiful" fights. With enough panache, you can bend the rules a little bit in your favor. (See also the Border of Spiritual Power entry.)

    Immediate Action: Enchanting Koan
    • Enchanting Koan (encounter interrupt trigger - targeted by an attack; requirements - allowed spell card must have the Counter Spell quality; you must have available spell card uses remaining; you must have at least one ornamentation point; you must not have previously used Bewitching Question this encounter) Spend one ornamentation. You activate a spell card that has the Counter Spell quality at the cost of one spell card use.
    • This spell card does not count against your character's Spell Sign limitations.
    • You take no effects from the Near Hit or Solid Hit of the triggering attack, including fev or damage.
    • Only one of Bewitching Question or Enchanting Koan can be used per encounter.


    Standard Action: Bewitching Question
    • Bewitching Question (encounter requirements - you must have available spell card uses remaining; you must have at least one ornamentation point; you must not have previously used Enchanting Koan this encounter) Spend one ornamentation. You activate a spell card.
    • This spell card does not count against your character's Spell Sign limitations.
    • Only one of Bewitching Question or Enchanting Koan can be used per encounter.


    Punishment Shot
    (FEW Action)
    You take one on the chin to deliver appropriate retaliation. A double knock-out is within the realm of possibility.

    Opportunity Action: Punishment Shot
    • Punishment Shot (at-will interrupt trigger - you are targeted by a ranged attack originating from a creature) The attack becomes a Solid Hit and does at least 1 hit point of damage. Make a focused, ranged basic attack at +5 to hit and +5 fev against the triggering attacker.
    • "At least 1 hit point of damage" means that if the attack's Solid Hit normally does not do any damage, lose a hit point. This can be prevented or redirected normally.
    • This is an interrupt, so your attack goes off even if the effects of a Solid Hit would normally prevent it. However, your opponent's attack cannot be canceled, regardless of the results of this attack.
    • You are considered to be focused for the duration of the attack. Then your status reverts to what it was before your action.


    Ready an Action
    as written

    Run
    Running on the ground is as written. Remember that squares are ten feet across on a naming duel map. For the equivalent flying action, see Dash.

    Second Wind
    I have a feeling this is getting tweaked, but let's go with it for now.

    Standard Action: Second Wind

    • Second Wind (encounter) Regain hit points equal to the greater of 1 + Perseverance or 3, and gain +2 to your Defense until the start of your next turn.


    Shift
    Characters can still shift, even with the new scale, but without defenders or opportunity attacks, the usefulness of this action is limited.

    Spell Card (FEW Action)

    Not everyone in a naming duel can use spell cards, but anyone who hopes to win one must be able to. Spell cards are the origin, basis, and high point of these duels.

    Standard Action: Cast a Spell Card

    • Use Spell Card (at-will) At the cost of one spell card use, activate an available spell card.
    • The spell card must be one that can be selected from the character's spell signs. (See also Ornamentation entry, and see Spell Signs in the Rules #2 post.)
    • If the spell card has the Charging trait, the spell card must be fully charged. (See also Border of Spiritual Power entry.)
    • A character cannot activate a spell card if they are currently using another spell card, unless one or both spell cards have the "overlapping" quality.
    • No spell card with an Environmental Shift trait may be activated if its Area or Close range intersects the Area or Close range of another Environmental Shift spell card.
    • If a character casts a spell card and does not have any spell card uses remaining, if she hasn't won the duel by the time the spell card's effects end, she is defeated.
    • In order to win the duel, all your enemies must be defeated, flee, or surrender.


    Spell Shot (FEW Action)
    These are the common, basic attacks that anyone who participates in a naming duel needs to be able to perform.

    Minor Action: Spell Shot

    • Spell Shot (at-will requirement - character is not focused) Ranged 10/20 Basic Aim vs. Defense; 1d6+Aim fev; Hit: 1 dmg
    • This is the default, non-spell card, magic attack that just about any character can use. In truth, most characters have more powerful versions of this, based on their feats and features.


    Minor Action: Powered Spell Shot

    • Powered Spell Shot (at-will requirement - character is not focused; character must have earned at least one milestone for the day and must not have suffered a defeat since then) Ranged 10/20 Basic Aim vs. Defense; 2d6+Aim fev; Hit: 1 dmg
    • This is simply a spell shot after a character has had a chance to "warm up" a bit, usually in the midst of resolving an incident. Usually, this is also replaced with a better version.


    Minor Action: Focus Shot

    • Focus Shot (at-will requirement - character is focused) Ranged 10/20 Basic Aim +2 vs. Defense; 1d8+Aim fev; Hit: 1 dmg
    • Focused characters are better shots. Again, this can be upgraded.


    Minor Action: Focused and Powered Shot

    • Focus and Powered Shot (at-will requirement - character is focused and must meet the requirement for a Powered Spell Shot) Ranged 10/20 Basic Aim +2 vs. Defense; 2d8+Aim fev; Hit: 1 dmg
    • Now she means serious business.


    Squeeze
    As written when applied to land movement. In flight, as written, except that you can "squeeze" through a square at full flight speed.

    Stand Up
    As written, used to recover from being "prone."

    Supernatural Boundary (FEW Condition)
    Spell cards and spell shots generate large amounts of magic. It's common throughout a naming duel for the combatants to partially transition themselves to different layers of reality. The Supernatural Boundary is one of the more frequent results, making it temporarily impossible to physically or magically affect someone under its influence.

    Condition: Supernatural Boundary

    • While within a Supernatural Boundary, you cannot lose hit points or dodge points except from effects that cannot be redirected or canceled.
    • With the exception of time-based or border-based attacks, effects that occur on a Far Miss, Near Hit, or Solid Hit from attacks that target you are canceled.
    • Multiple Supernatural Boundary effects do not stack; the effect ends when the longest-lasting Supernatural Boundary expires.


    Take It Easy (FEW Action)
    This is sort of like pleading "No Contest."

    Standard Action: Take It Easy

    • Take It Easy (encounter) You lose the duel. Any further hit point damage that would normally accrue to you is canceled.
    • Any effects that can be dismissed by you end immediately.
    • All your spell card effects end.
    • You cannot be further targeted by attacks within the context of a duel other than Bursts or Blasts that target "all creatures" and Zones.
    • You cannot take further actions related to the duel except to move yourself out of the combat area.
    • You cannot be "exterminated" as a result of losing this duel. (See Coup de Grace; also see Healing from the previous post: Rules #4.)


    Total Defense
    as written
    Last edited by Umiushi; 06-03-2014 at 06:41 AM.

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    First Wondrous Legend, Second Session

    The second session of First Wondrous Legend will begin at 4:00 pm PDT on April 12th with game-play to start no later than 4:30 pm. We will meet in P&PG Chat. The platform we will use to conduct the game is still being determined.

    We will continue with character creation, and start the adventure if there is time remaining.

    Game Information

    • Time
      • Calendar
        • midpoint of the hour of the goat (2 pm, eighth double-hour of the day)
        • fourth day of the month of no gods (October, early autumn, the seventh month of the Gensoukyou calendar)
        • 115th year of the present era (from the formation of the Great Hakurei Barrier)

      • Conditions
        • a slightly warmer than average afternoon
        • a calm, cloudless blue sky

    • Location
      • approaching the Hakurei Jinja
      • a mountainous path in the eastern reaches of Gensoukyou



    First Wondrous Legend Player Character Roster

    • DiscipleofYawgmoth playing a lunarian magician.
    • Seadogstyle playing Brandywine Fortnight, a tsukumogami apparition
    • Sobek playing Susuri Inaba, a rabbit

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    Rules #6 - Spell Signs, Spell Shots, and Spell Cards

    "I'm not letting you give up, even if the difference in our power brings you despair," Remilia Scarlet, Silent Sinner in Blue, "Chapter 16: A Map From an Old Friend"

    Spell Signs
    A spell's "sign" corresponds to the style of magic it represents. While just about any maneuver can be encoded into a spell card, characters are limited in the spell cards they can use based on their learned abilities and innate power. This is represented by a character's spell signs. A character has at least one spell sign. Most characters have two, but magicians, sages, and other characters with great magical learning usually have several.

    From a mechanics point of view, spell signs serve as a way of controlling the large amount of options players consider in combat. A character uses spell shots based on one of their signs, and deploys either a limited number of spell cards from each of their signs, or a possibly greater variety of spell cards from the same sign they use for their spell shots. The latter option is referred to, in the context of FEW, as "fighting under one sign."

    In the setting, the spell sign should serve as a unifying theme for the spell cards and spell shots associated with it. Signs often have names that represent only one aspect of the theme. Having a sufficiently similar sign to another character has benefits and drawbacks. It allows you and your opponent to take and use spell cards from each other, if you have the required amount of Learning. The powers of a spell card can't be traded freely; they must be won in duels. A character's spell cards do not necessarily have to duplicate the exact name of their spell sign.

    Spell Shots
    Basic spell shots were described in Rules #5. Player characters often have slightly more powerful versions. A PC can enhance some of their spell signs. This is done by choosing a level 1 at-will attack power and/or a level 1 encounter attack power. These powers must be selected from the same power source as the character's, but may be from any class which uses that power source. At-will attack powers modify regular spell shots while encounter may be used to replace powered spell shots. Particularly powerful attacks may be limited to focused shots or focused and powered shots.

    No more than two at-will attack powers and two encounter attack powers may be selected. Any spell sign may not have more than one at-will power and one encounter power.

    When a character begins combat, if that character is fighting under a single sign, then the spell shots used are the same as that sign. Otherwise, the character must pick one sign's spell shots and stick with it.

    Ornamentation points may be spent to switch spell shot types. If a character is fighting under a single sign, by spending an ornamentation as a free action, the spell shot type may be switched to any other sign's spell shots until the end of the character's next turn. If the character is fighting under multiple signs, then a character may spend an ornamentation as a minor action, and switch the character's spell shot type to a different sign until the end of the encounter.

    Spell Cards
    Encounter, utility, and daily powers may be adapted into spell cards. The type of power influences the nature of the spell card created.

    Daily powers create long-lasting, powerful spell cards, but they are costly and have a number of limitations. Most of these spell cards create an "environment shift" that changes the nature of the local volume space and prevents other spell cards with the "environment shift" quality from being used nearby. They are also "singular," meaning that only one spell card of that name may be deployed by a character per encounter, without exception. The means daily powers create spell cards with an encounter frequency. It is generally the case that these spell cards require hit points to charge and maintain.

    Encounter powers create spell cards whose effects are short-lived, but have the advantage of being usable during an "environment shift." They are generally not singular, meaning that the identical spell card may be deployed with each spell card use. Encounter power spell cards rarely require charging.

    Utility powers are usually also usable during an "environment shift." As "non-attacking" spell cards, they may be activated with ornamentation points instead of spell card uses. Some utility spell cards may be cast quickly, with a minor action instead of a standard action. Some may also be "stances" which do not have limited durations, other than the hit point cost to maintain them.

    Actions

    Spell cards may usually be played as a standard action (see Rules #5 - Spellcard) or an immediate interrupt (Rules #5 - Counter Spell).

    Area of Effect

    Spell cards are almost always bursts or blasts. Utility spell cards may have personal areas of effect. Spell cards are categorized by half-tiers, one for every five levels, inclusive. For example, a level 3 spell card has one half-tier, and a level 29 spell card has six half-tiers.

    • Short Range - 3 + 1 per half-tier
    • Medium Range - 11 + 1 per half-tier
    • Long Range - 19 + 1 per half-tier


    Spell card attacks often do one die of forced evasion per half-tier, but this is not a hard and fast rule. As with most other attacks, a spell card attack that hits rarely does more than one hit point of damage.

    Charge X
    You must spend a number of hit points equal to X to be able to cast this spell card. This damage may be substituted (such as with Ornamentation) but otherwise cannot be prevented or redirected. Temporary hit points are always lost before regular hit points. To charge a spell card, you must spend the minor action Touch the Border of Supernatural Power (Rules #5 - Border of Supernatural Power) and take one hit point of damage. You can only do this once per turn. You cannot charge a spell card while another one of your spell cards is taking effect.

    Duration X
    When this spell card would normally expire, you may choose to lose 1 hit point. If you do so, the spell card persists until the end of your next turn. Otherwise, the spell card ends along with all its effects. You cannot spend more hit points than X in this manner. You may choose to substitute an ornamentation point for a hit point, but this still counts against the duration limit. If you are affected by a Supernatural Boundary, you do not need to spend hit points to maintain this spell card. Other than substitution with ornamentation points or preventing the damage with a Supernatural Boundary, this hit point loss cannot be prevented or redirected. Temporary hit points are always lost before regular hit points.

    Environment Shift
    Only one Environment Shift spell card may be in effect at any one time. You cannot use this spell card while another Environment Shift spell card is in effect. While this spell card is in effect, no one can use another Environment Shift spell card if any of that spell card's areas of effect overlap with any of this spell card's areas of effect.

    If a character using an Environment Shift spell card moves such that any of their spell card's effects overlaps the effects of another Environment Shift, the spell card of the character with the fewest hit points ends immediately, along with all of its effects, including a Supernatural Boundary. If both characters have the same number of hit points, both spell cards end immediately.

    Focus
    While this spell card is in effect, you are focused and cannot unfocus. (Rules #5 - Focus)

    Fragile
    While this spell card is in effect, if you take 1 or more hit points of damage from any source other than hit points you sacrifice as part of your own abilities, the spell card's effects immediately expire.

    Non-Attacking
    You may activate this spell card by spending an Ornamentation instead of a Spell Card Use.

    Ornamental Augmentation
    An ornamentation may be spent when this spell card is activated. Doing so will change the spell card's properties.

    Overlapping
    This spell card may be activated while another one of your spell cards is in effect, and you may activate another spell card while this spell card is in effect. This does not exempt this or other spell cards from other limitations, such as Environment Shift.

    Quick
    This spell card may be cast with a minor action instead of a standard action. (Rules #5 - Spell Card)

    Repeating
    While the spell card is in effect, repeat this attack at the end of each of your turns. If your spell card expires on the current turn, this attack occurs before the spell card's duration ends.

    Singular
    Without exception, you cannot use this spell card more than once per naming duel.

    Singular Ornamentation
    Without exception, you cannot use the ornamented version of this spell card more than once per naming duel.

    Stance
    When this spell card would normally expire, you may choose to lose 1 hit point. If you do so, the spell card persists until the end of your next turn. Otherwise, the spell card ends along with all its effects. You may choose to substitute an ornamentation point for a hit point, but this still counts against the duration limit. If you are affected by a Supernatural Boundary, you do not need to spend hit points to maintain this spell card. Other than substitution with ornamentation points or preventing the damage with a Supernatural Boundary, this hit point loss cannot be prevented or redirected. Temporary hit points are always lost before regular hit points.

    Supernatural Boundary
    When this spell card is activated, you are affected by a Supernatural Boundary until the end of your next turn. (Rules #6 - Supernatural Boundary)
    Last edited by Umiushi; 05-02-2014 at 11:28 PM.

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    Rules #7 - Alignment and Background

    "Yamame, the tsuchigumo I just mentioned, said her reason for joining was 'because the human supplicants who come to the temple look delicious' and Orin said, 'because the temple has so many graves, it's a paradise of corpses.' I had no choice but to refuse them, right?" Hijiri Byakuren, Symposium of Post-Mysticism, "Part 3: On the Past and Present of Apparitions, and Wholly New Apparitions."

    Alignment
    Characters' alignment will be treated differently in Far Eastern Wonderland than it is in our D&D games. Going back to the original meaning of the term, the focus will partially shift from a character's behavior to a character's interests and associations. This leads to the possibility that more alignments may be added later on, but for now, we have nine categorizations. I will briefly describe the alignment and include which character types commonly fall in that category.
    • Aggressive - attacks without provocation; aggressive individuals fight naming duels for the sake of personal advancement or reputation. (lesser fairies, some apparitions)
    • Benevolent - generally supportive of other sentient beings in Gensoukyou; benevolent characters act in ways they believe will improve the general welfare of the land and its inhabitants. At the time of the present adventure, the famous benevolent characters of Gensoukyou have yet to make their appearance. (some divine spirits)
    • Chaotic - intervenes for idiosyncratic, non-hostile purposes; tengu journalists and fairy pranksters are infamous examples of this alignment. (crow tengu, greater fairies)
    • Humanist - protective of humans, hostile to apparitions, treats fairies as nuisances; the Hakurei shrine maiden is the official champion of this alignment, but there are rumored to be extremists who seek to wipe out supernatural creatures in their entirety. Since the easiest way to accomplish this is to erase the land's magical nature, and humans in Gensoukyou have come to rely on magic, only a handful of the humanist alignment are willing to go this far. (most humans)
    • Lawful - follows a publicly known code of behavior or takes orders from an identifiable leader; Hong Meiling, the ever-present gate guard of the mansion known as Koumakan, is a well-known example of a lawful being. (most divine spirits)
    • Malevolent - generally at cross-purposes to other sentient beings in Gensoukyou; the most recent trouble with malevolent entities occurred one year earlier, with the incursion of vampires into the land. By recklessly endangering the existence of the entire human population, vampires threatened to deprive other apparitions of their source of fear. This incident directly led to the establishment of the naming duel law. (demons, vampires)
    • Phantasmal - hostile to humans, on good terms with other apparitions, treats fairies as servants or nuisances; phantasmal characters represent the other end of the spectrum to humanist characters. (most apparitions)
    • Retiring - does not willingly intervene in the affairs of others; retiring characters prefer to be left to mind their own business. This is not a recommended alignment for player characters. (kappa, rabbits, most non-crow tengu)
    • Unaligned - does not act on or possess alignment; though one can make assumptions that apparitions are phantasmal, humans are humanist, and so on, the truth of the matter is that alignment only comes about as a result of a character's actions. (phantoms, poltergeists)


    The default assumption for all player characters is that they are unaligned. Alignment is as much about reputation as it is about a character's personal beliefs, so characters maintain a public alignment based on their known actions. Also, alignment is not an either-or proposition, nor does it require a constant conformity in behavior. Because player characters are assumed to be motivated enough to be involved in the public events of Gensoukyou to some extent, the retiring alignment is currently reserved for NPCs.

    Background
    Player characters gain a background benefit as described in the Player's Handbook 2. There are three possible background benefits.
    • Gain +2 in any chosen skill.
    • Add one skill to the list of your class's trainable skills. This does not increase your total number of trained skills, however.
    • Gain fluency in one language. This is not recommended, but for players who desire it, here is a list of possibilities:
      • fluency in contemporary technical Japanese in one area of science or engineering (The character must be originally from the outside world.)
      • one language of the outside world other than Japanese (The character must be a dedicated scholar or originally from the outside world.)
      • ability to read ancient Japanese
      • ability to partially decipher one of the ancient scripts of apparitions, such as that of the tengu


  15. #15
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    Character Creation Rules Summary

    "The worm-eaten problems are the work of a word-eating worm!" Motoori Kosuzu and Hieda no Akyuu, Forbidden Scrollery, "Chapter 2: December Youkai Extermination, First Part"

    It's time to summarize all the rules related to character creation in one place. You may notice that information on feats are missing. The feat rules are nearing completion, but probably won't be ready by Saturday. So, instead of starting with a certain number of feats, your characters will gain a feat (and a retraining opportunity) after every session where you earned one or more milestones.

    I. Determine your character type.

    A. First, determine your character's main category:
    • Apparition
    • Divine Being
    • Fairy
    • Human
    • Lunarian
    • Moon Rabbit
    • Rabbit


    B. Next, determine your specific type, if necessary.
    • If you are a human, choose whether you are a regular human (human template) or a polymath (half-elf template).
    • If you are an apparition, divine being, or fairy, consult the GM for a specific type.


    C. Receive your character type's specific package of features and modifiers from the GM. This will include most or all of the following:
    • Encounter Power
    • Flight Type
    • Land Speed
    • Magic Nature
    • Primary Attribute Bonuses
    • Skill Bonuses
    • Traits
    • Vision Type


    II. Determine your character's role and power source.
    A. A few character types, such as half-phantom or chi-user, define your character's role and power source. Otherwise, choose from the following list:
    • Arcane Controller (based on the Witch class or the Wizard class)
    • Arcane Striker (based on the Sorcerer class or the Warlock class)
    • Divine Controller (based on the Invoker class)
    • Divine Striker (based on the Avenger class)
    • Primal Controller (based on the Druid class, the Protector class, or the Seeker class)
    • Primal Striker (based on the Barbarian class)
    • Psionic Controller (based on the Psion class)
    • Psionic Striker (based on the Monk class)


    B. Receive your character class's specific package of features and modifiers from the GM. This will include most or all of the following:
    • Base Dodge Points
    • Base Hit Points
    • Class Features
    • Flight Type
    • Number of Trained Skills
    • Skills Eligible for Training
    • Specific Trained Skills


    III. Determine your primary attributes.
    A. There are six primary attibutes:
    • Agility
    • Aim
    • Charisma
    • Cunning
    • Learning
    • Perseverance


    Either divide 7 points among the six attributes or assign -1 to one attribute and divide 8 points among the remaining five. No attribute may have 5 or more points assigned to it, and only one attribute may have 4 points assigned to it.

    B. Your character type will give you a +1 bonus to one or two attributes. Apply them now. The previous limitations concerning maximum attribute levels no longer apply.

    IV. Determine your secondary attributes and action values
    A. Initiative = Cunning

    B. Defense = 10 + the higher of Agility or Cunning

    C. Dodge Points = Base Dodge Points + Agility

    D. Evasion Enhancement - Pay Attention: Regained Dodge Points = 5 + the higher of Agility or Cunning

    E. Hit Points = Base Hit Points + Perseverance

    F. Border of Life and Death: Regained Hit Points = the higher of 3 or 1 + Perseverance

    G. Second Wind: Regained Hit Points = 5 + Perseverance

    H. Flight Speed
    • If you have natural or innate flight, Flight Speed = 6 + the higher of Agility or Perseverance
    • If you have magic item-based flight, Flight Speed = 6 + Learning
    • If you have spiritual flight, Flight Speed = 6 + Aim


    I. Land Speed is as noted for your character's specific type.

    J. Magic Nature is as noted for your character's specific type. Generally it's either "Innate" or "Learned."

    K. Vision is as noted for your character's specific type.

    L. Ornamentation Points = 2 + higher of Charisma or Cunning

    M. Spell Signs = 2 unless your Magic Nature is Learned, in which case 2 + Learning

    N. Spell Card Uses per Spell Sign = 1 + half Cunning

    O. Single Spell Sign Uses = calculate after spell card selection

    P. Total Number of Spell Cards = 4 + Learning

    Q. Total Spell Card Uses = 2 + half of the total of Charisma and Cunning

    V. Background Benefit
    Apply a background benefit
    • +2 to one skill
    • Add one skill to your class's list of trainable skills.
    • Language fluency, as discussed in Rules #6


    VI. Skills
    A. Choose your character's trained skills based on your character's class, as normal.

    B. Determine your character's modifiers for all skills based on Rules #3.

    VII. Spell Cards
    A. Optionally, start by selecting provisional spells signs to categorize your spell cards under.

    B. Total Spell Card Power = 50 levels + 20 levels per Learning bonus

    C. Select spell cards up to your Total Number of Spell Cards by selecting character powers with the following limitations
    • Combined levels of powers selected cannot exceed the Total Spell Card Power for your character.
    • Spell cards must be adapted from encounter attacks, daily attacks, or utility powers. They cannot be at-will attack powers.
    • Spell cards must selected only from your character's Power Source (Arcane, Divine, Primal, Psionic) but they may be from any roll within that power source.
    • Spell card abilities cannot help allies.
    • Spell card abilities cannot heal hit points.


    D. The GM will provide spell cards based on the powers selected. Daily attack powers will have the Singular quality, and usually have all or most of the following qualities: Environment Shift, Fragile, Supernatural Boundary, Charge, Duration. Encounter attack powers lack the Singular quality and are less likely to possess the qualities of Environment Shift, Fragile, Supernatural Boundary, Charge, or Duration, but still usually have the Supernatural Boundary quality. Utility powers generally have the Non-Attacking quality and lack the Supernatural Boundary quality. Other changes are noted in Spell Cards section of Rules #2.

    VIII. Spell Signs

    A. Now that you know your spell cards, it's time to finalize your spell sign selections. Your spell signs may change the nature of your spell cards, such as changing damage type.

    B. It's time to revisit the number of different spell cards you can cast if you fight a duel under a single sign: Single Spell Sign Uses = 1 + lowest number of spell cards allotted to a spell sign

    IX. Spell Sign Tactics

    It's time to determine your spell shots and other attacks for each of your spell signs. You are allowed to modify your attacks in the following ways:
    • You may optionally choose a level 1 at-will attack from your character's power source. This affects your spell shots. Particularly powerful attacks may be limited to focused or powered spell shots.
    • You may optionally choose a level 1 encounter attack in addition to or instead of your level 1 at-will attack. This replaces your at-will attack modifier for your focused-and-powered spell shots. Weaker encounter powers may be used to modify powered spell shots as well.
    • You may not choose more than two level 1at-will attack powers and two level 1 encounter attack powers in total for your character.
    • Any single spell sign may not be modified by more than one at-will attack and one encounter attack.


    The GM will inform you of the results of the tactics you have selected.

    X. Actions

    Calculate your character's bonuses and modifiers to actions based on Rules #5. If the action isn't specifically modified by a spell sign tactic, use the basic information given in the Rules #5 post. Remember to calculate the actions affected by each different spell sign tactic separately.
    • Barrages
      • Barrage
      • Power Barrage

    • Bull Rush - Push Away
    • Charges
      • Bull Rush (Charge)
      • Dashing Charge

    • Counter Shot
    • Curtain Fire
      • Danmaku
      • Raining Hell

    • Grab
      • Haul Opponent
      • Grab

    • Last Spell - It's a good idea to calculate the modifiers in advance for spell cards you think you'll use for Last Spell and Final Answer.
    • Punishment Shot
    • Spell Shots
      • Spell Shot
      • Powered Spell Shot
      • Focus Shot
      • Focused and Powered Shot


    XI. Character Details
    A. Name your character.

    B. Character appearance and manner of dress.

    C. Character background summary.

    D. Character personality notes.

    E. Character's possessions and precious things.

    F. Character's home.

    G. Character alignment, or your character is Unaligned.

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