THE GAUNTLET

The Gauntlet Blog

  • Home
  • Blog
    • Blog Table of Contents
  • Podcasts
    • The Gauntlet Podcast
    • Discern Realities
    • +1 Forward >
      • Belonging Outside Belonging Series
      • Forged in the Dark Series
      • Firebrands Series
    • Fear of a Black Dragon
    • The Farrier's Bellows
    • Trophy Podcast
    • Pocket-Sized Play
    • We Hunt the Keepers!
    • Comic Strip AP
    • Podcast Indexes >
      • Gauntlet Podcast Index
      • Fear of a Black Dragon Index
      • +1 Forward Index
      • Discern Realities Index
      • Trophy Podcast Index
      • The Farrier's Bellows Index
      • Pocket-Sized Play Index
      • Comic Strip AP Index
      • We Hunt the Keepers! Index
  • Publications
    • The Between
    • Brindlewood Bay
    • Codex Magazine >
      • Codex Index
    • Hearts of Wulin
    • Trophy RPG
    • Codex Volume 1 Book
  • Online Gaming
    • Playing Online with The Gauntlet
    • Gauntlet Calendar
    • Gauntlet Community Open Gaming >
      • For GCOG Facilitators
      • For GCOG Players
    • Online Gaming Resources
    • Actual Play
    • Sign Up Best Practices
  • Community Resources
    • Community Code of Conduct
    • Gauntlet Gameway
    • Play Issues and Contact
  • Social and Stores
    • Gauntlet Forums
    • Gauntlet Twitter
    • Gauntlet Facebook Group
    • Gauntlet Videos
    • Merch Store
    • DriveThruRPG Store
  • Brindlewood Bay Writing Contest

9/9/2020

Playing Fantastic Wuxia

0 Comments

Read Now
 
Picture
On the most recent episode of The Gauntlet Podcast Jammi spoke about their experience running the Supernatural/ Fantastic add-on for Hearts of Wulin. I thought today I'd preview some new rules and ideas for that. These try to bring elements from movies and shows like The Untamed, Painted Skin, Bride with White Hair, Magical Nights of the Glorious Tang, and A Chinese Ghost Story. If you want to see our earlier previews of the new Courtly add-on see this post and this one. 

Playing Fantastic Wuxia
The wuxia genre contains many fantastic elements. Within wuxia stories, some skills and talents appear superhuman but actually come from specific training and knowledge. By default, Hearts of Wulin and the classic forms of wuxia accept things like:
  • Incredible forms of movement, often called Lightness, allowing heroes to run up walls, perform great leaps, balance on thin branches.
  • Vulnerable parts of the body which can be attacked to weaken an opponent’s powers or make them vulnerable.
  • Medicine which can perform miracles of restoration and healing.
More exists beyond this short list in wuxia stories. Groups are encouraged to define the level of fantastic within their setting—what typical martial skills can do.

Other wuxia media exist which include more elements of the supernatural: sorcerers, ghosts, shape-shifters, monsters, etc. These elements can be divided into two groups: Supernatural Wuxia, which adds these elements, and Xianxia, which takes that and turns it up to 11.

Supernatural Wuxia
Because Hearts of Wulin abstracts mechanics significantly, most of the supernatural elements can be handled by reframing and recoloring characters and ideas. Players can easily change the scale of what’s possible. Groups can play without distinct mechanics for a higher scale sorcerer. It simply changes how the players have to approach the problem.

That being said, this section provides many options to enhance playing a supernatural game. These  are divided into base mechanics—meaning those players will always likely use—and optional mechanics, which the GM and table will want to decide on together.

New Moves & Mechanics
New Move: Facing the Supernatural
In this genre, the mere act of facing the supernatural can break even the most solid of heroes. 

When you face a new supernatural manifestation alongside the unready, roll. On a 10+ your calm and determination hold them steady. On a 7-9, choose one: bear the brunt and mark an Element (choice), someone panics and spreads chaos, someone panics and causes injuries, or the manifestation claims a victim. On a Miss, the situation goes out of your control and the power of the supernatural foe increases. 

Once the unready have faced such a foe, they’re considered ready. If a PC declares themselves unready, they may mark XP. 

The Study Move & the Supernatural
If players want to enhance the distinctiveness of the supernatural, restrict the Study move.  Only allow characters with an appropriate background or role to ask questions regarding a supernatural manifestation. In this case, or if the GM determines the PC need further help, use this move: 

New Optional Move: Seek Expert
When you ask an expert about a supernatural manifestation you’ve witnessed or seen evidence of, roll. On a 10+ they provide you with answers. You may ask two questions about the manifestation or make one declaration. On a 7-9 they’re cranky or recalcitrant, choose one: ask one question before they drive you away or take the 10+ result if you provide them something idiosyncratic they want (declare their superiority, provide a legendary wine, carry them across a river, etc.). On a Miss, choose: they provide you with misleading information or they’re secretly associated with or responsible for the manifestation.

Scale & the Supernatural
Like more conventional foes, supernatural villains can be of a higher Scale. Unlike conventional foes, supernatural villains don’t fight the heroes the same way. To represent this, GMs should consider their Scale Superior. Heroes cannot deal with a Superior supernatural threat within a scene the first time they face it. They may drive it off or escape. But to gain Scale, the player characters must find a Bane. This is a variation on the New Technique move. 

New Move: Uncover Bane
When you seek out a Bane by study, practice, or consultation, roll. On a 10+ you discover a Bane. It doesn’t claim another victim in the meantime. Choose one: it can only be used once, it is costly/rare, it is forbidden, a rival controls access, it harms you, or it damages something important. Describe what it is. On a 7-9, choose two and it claims another victim while you work. On a Miss, despite your belief in it, the Bane fails. Alternatively, the GM may decide it succeeds but there’s a horrific cost. 

New Variant: Options for Monsters/Supernatural Foes
Corrupting: This foe is dangerous to engage. You must mark an Element (choice) when Dueling them. Nastier versions require you to mark a specific Element associated with the being (or Wounded if that’s already marked).
Insidious: When you Duel this creature, roll +Bonds spent instead of an Element. If you cannot or will not spend Bonds, roll +0 and as if the foe is a higher Scale. 
Undying: The foe is the same Scale, but when defeated it dissipates or vanishes. The “show mercy” option is removed for Duel. The “at a cost” choice for the 7-9 result is changed to “Mark an Element, reveal a secret, or embarrass yourself.” This foe can return in a later scene. This cycle can be broken by discovering a Bane to remove this power.
Venomous: If you mark an Element as a result of a Duel, it cannot be cleared without expert knowledge about the supernatural.
Vindictive: This foe hurts innocents nearby. When facing a Superior Scale foe, this happens on all but a 10+ result. For a Same Scale foe, a 7-9 result only has two options: lose and mark XP or win at a cost (innocents or allies harmed).
Vital Points: As a cost or GM move in a Duel, this foe can lock down one your moves, your choice. You cannot use that ability until you have a scene with someone who has supernatural expertise who can assist you. A particularly powerful foe might have this as a cost to even engage them. (Note: this ability is meta and so choices don’t have to logically sync up).

New Move: Use Found Magic
If your characters come across magical talismans, wands, supernatural scrolls, or the like, they may want to use them. The first step is to Study an item. They can then use the move Use Found Magic. If a character cannot or chooses not to Study, they roll Use Found Magic at +0. 

Use Found Magic
When you attempt to use an item of supernatural power which you have found, roll. On a Hit, it works. Choose one: it must be recharged to use it again; mark an Element, while you bear the item, you can only use that Element to roll to use the item; it vanishes back whence it came after use. On a 7-9, choose one: the item does not do what you thought or there is a significant cost to using the item (harm someone dear, alienate one of the NPCs named in your Entanglements, destroy something of value, or gain a permanent mark upon your body). On a Miss, you lose control of the powers in the worst way. 

If you missed the Kickstarter, you can pre-order Hearts of Wulin here. ​

Share

0 Comments

Your comment will be posted after it is approved.


Leave a Reply.

Details

    Categories

    All
    Actual Play
    Adventure Starters
    Age Of Ravens
    Community Hacks
    Design Diaries
    Dungeon World
    Events
    FitD
    G+ Archives
    GMing Advice
    Monsterhearts
    PbtA
    Photo Galleries
    Podcast Transcripts
    Session Report
    Signal Boost
    Slack Chats
    Slack Spotlights
    Urban Shadows
    Video Roundup
    WoDu

    Archives

    August 2022
    July 2022
    June 2022
    May 2022
    April 2022
    March 2022
    February 2022
    January 2022
    December 2021
    November 2021
    October 2021
    September 2021
    August 2021
    July 2021
    June 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    December 2020
    November 2020
    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019
    December 2018
    November 2018
    October 2018
    September 2018
    August 2018
    July 2018

    RSS Feed

Proudly powered by Weebly
  • Home
  • Blog
    • Blog Table of Contents
  • Podcasts
    • The Gauntlet Podcast
    • Discern Realities
    • +1 Forward >
      • Belonging Outside Belonging Series
      • Forged in the Dark Series
      • Firebrands Series
    • Fear of a Black Dragon
    • The Farrier's Bellows
    • Trophy Podcast
    • Pocket-Sized Play
    • We Hunt the Keepers!
    • Comic Strip AP
    • Podcast Indexes >
      • Gauntlet Podcast Index
      • Fear of a Black Dragon Index
      • +1 Forward Index
      • Discern Realities Index
      • Trophy Podcast Index
      • The Farrier's Bellows Index
      • Pocket-Sized Play Index
      • Comic Strip AP Index
      • We Hunt the Keepers! Index
  • Publications
    • The Between
    • Brindlewood Bay
    • Codex Magazine >
      • Codex Index
    • Hearts of Wulin
    • Trophy RPG
    • Codex Volume 1 Book
  • Online Gaming
    • Playing Online with The Gauntlet
    • Gauntlet Calendar
    • Gauntlet Community Open Gaming >
      • For GCOG Facilitators
      • For GCOG Players
    • Online Gaming Resources
    • Actual Play
    • Sign Up Best Practices
  • Community Resources
    • Community Code of Conduct
    • Gauntlet Gameway
    • Play Issues and Contact
  • Social and Stores
    • Gauntlet Forums
    • Gauntlet Twitter
    • Gauntlet Facebook Group
    • Gauntlet Videos
    • Merch Store
    • DriveThruRPG Store
  • Brindlewood Bay Writing Contest