Chi RPG System
Character Creation
- determine stats by either dividing 65 points or rolling 2d10 GM choice
- choose race
- choose animal/martial art style
- choose philosophy
- choose an element and color
- divide 10 initial advancement points for intial powers
- choose INT skills
- determine combat bonuses
- buy equipment initial funds = Hon x Hon
Stats
Ability Scores
Distribute 65 points between them. They must be at least 2 and no more than 20.
Abbr | Name | Description |
---|---|---|
Str | Strength | adds to damage done and subtracts from damage taken |
Agi | Agility | used to strike/dodge |
End | Endurance | used to determine Chi |
Int | Intelligence | used for all skills |
Hon | Honor | used to influence people |
Derived Stats
- max speed=6str yrds or meters per round or .7str mi/hr
- running leap distance=1/3 meter per point of str
- standing ""=1/3 of running leap distance
- jumping hieght=1/20 of meter per point of str
- throwing range=1 yards*pounds per point of strength
- Max Lift = ??
Stat | Mod |
---|---|
0 | -5 |
1 | -5 |
2 | -4 |
3 | -4 |
4 | -3 |
5 | -3 |
6 | -2 |
7 | -2 |
8 | -1 |
9 | -1 |
10 | 0 |
11 | 0 |
12 | +1 |
13 | +1 |
14 | +2 |
15 | +2 |
16 | +3 |
17 | +3 |
18 | +4 |
19 | +4 |
20 | +5 |
Races
Human
Normal Humans
- Choose any Chi powers (both dark and light)
- Choose powers from an element of choice
- Choose powers from a philosophy of choice
- Choose a fighting style.
Hengoykai/Fey Animals
Superintelligent animals able to take human form. They often have a trickster nature.
- Choose only light or only dark Chi powers
- Cannot choose elemental powers
- Choose powers from a philosophy of choice
- Fighting style must match animal type. With special bonuses in hybrid form.
- Can speak to animals of same type.
- Shape change into 3 forms
Form | Description |
---|---|
Human | As normal human |
Animal | As superintelligent "normal" animal, normal animal abilities |
Hybrid | Looks like humanoid form of animal, double style bonuses, +1 Att |
Kami/Nature Spirits
Still in Development Beings composed of pure Chi and natural elements.
- Choose only light or only dark Chi powers
- Choose powers from the element that matches their type.
- Choose powers from only the Shinto philosophy
- Get the Kami Style bonuses.
- Special Kami only abilities. Intangibility, Cheaper Element abilities.
Attacks | Defense | Hand | Foot | Weapon | Grab | Throw | Powers |
---|---|---|---|---|---|---|---|
2 | +4 | +0 | +0 | +0 | +0 | +0 | Chi Gung, Stomp, Lock, Grab/Punch, Grab/Head Bash |
Animal Alignment/HtH Style
See the section listing all the available styles.
Philosophical Alignment
Philosophy | Power Types |
---|---|
Taoism | Alchemy-understanding of herbal and mineral potions |
Buddism | Meditation-can acieve power through meditation |
Bushido | Stealth-character can disguise or hide very well |
Shintoism | Geomancy-understanding of flow of Chi lines and Kami |
Zen | Concentration-ability to focus one's mind |
Elemental/Chi Alignment
Element | Light Color | Dark Color |
---|---|---|
Water | Blue | Black |
Fire | Red | Gray |
Wood | Green | Brown |
Earth | Gold | Yellow |
Metal | Silver | White |
Power points and advancement
Character starts with 10 Power points.
Additional points come from completing game goals, roleplaying, or defeating opponents.
Power points can either be spent to aquire new abilities or to level up the character.
Power Costs By Level and Type
Power Level | Elemental | Chi | Philosophy |
---|---|---|---|
1 | 1 | 1 | 1 |
2 | 2 | 2 | 3 |
3 | 4 | 4 | 10 |
4 | 8 | 8 | 25 |
5 | 16 | 16 | 75 |
All martial art powers cost 10
Casting/Skill level
Each time a character goes up a level he can add +1 to one of his Martial Art Moves(ie hand, foot, defend, etc)
Points | Level | Bonuses |
---|---|---|
0 | 1 | Chi=Endurance, Choose Int skills |
10 | 2 | +2d6 Chi |
20 | 3 | +2d6 Chi,Choose 2 more skills |
30 | 4 | +2d6 Chi |
50 | 5 | +2d6 Chi |
80 | 6 | +2d6 Chi,Choose 2 more skills |
130 | 7 | +2d6 Chi |
210 | 8 | +2d6 Chi |
340 | 9 | +2d6 Chi,Choose 2 more skills |
550 | 10 | +2d6 Chi |
+500 | +1 | +2d6 Chi |
POWERS
Elemental powers
Protection: 2 Chi for 5 minutes per level Expulsion: 3 Chi per blast Control: 4 Chi per effect Becoming: 10 Chi to transform Summoning: 40 Chi to summon Water: protection(breath water, swimming, ignore drag) expulsion(pillar of water doing 1d4 damage per level and drenching target) control(can freeze, boil, whirlpool, calm or part water) becoming (transmutes to water, immune to physical attacks) summoning (summons water elemental) Fire: protection(takes half damage from energy based attacks) expulsion(fireball doing 1d12 damage per level) control(can extiguish, fuel, wall or part fire) becoming (transmutes to fire, does 1d6 damage to any thing that hits him) summoning (summons fire elemental) Wood: protection(cures target of all diseases and poisons) expulsion(spinters doing 1d6 damage per level double versus undead) control(can animate plants, increase, decrease growth rate and warp wood) becoming(transmutes to wood, double Chi) summoning (summons wood elemental) Earth: protection(detects traps and depth in caves) expulsion(boulder doing 1d8 damage per level) control(cause earthquakes, or create walls) becoming(transmute to earth, can walk through earthen walls) summoning (summons earth elemental) Metal: protection(double resistance) expulsion(metal shards doing 1d10 damage per level) control(can destroy/create weapons at touch range) becoming(transmute to metal, double Str mod) summoning (summons metal elemental)
Chi powers
Light: Sense Chi Absorb Light(doubles chi absorbtion rate) Radiate Light( each point of chi equals 1 torch, 10 equal sunlight) Light Shield( each point of chi in sheild destroys 1d6 incoming dark absorbs 5 points of physical attack duration 10 minutes per level ) Chi Healing(1 chi to cure mental, Chi or phyical diseases) Dark: Invert Chi(takes 2 rounds) Absorb Dark(doubles chi absorbtion rate) Radiate Dark(each point reduces light by one torch, can cause blindness in touched victim for 10 Chi) Dark Blast(each point of chi in blast does 3d6 damage) Inflict Disease
Philosophy Powers
Meditation(Buddaism): Silence Healing(doubles healing rate) Unmoving(charater becomes completely still cannot be moved and has 10 times the stength and endurance) Deflection(+5 to defend incoming attacks) Spirit Walk(character can seperate Chi self from body) Concentration(Zen): Silence Awareness( +4 to notice important details and Initiative ) Healing (doubles healing rate) One mindedness (gets +1 to any combat move for each -1 he takes to all others) Spirit Walk(character can seperate Chi self from body) Alchemy(Taoism): Purification(2 Chi to purify any chemical) Healing(4 Chi to double healing rate for 2 hours) Protection(10 Chi to take half damage from one power type for 1 hour/level) Restoration(40 Chi and lose 1 permenantly can restore life) Spirit Walk(character can seperate Chi self from body) Stealth(Bushido): Hiding(character can hide or sneak around without detection) Disquise(character can convincingly impersonate anyone) Escape(character can escape bonds) Invisibility(1 chi per round per target completely undectable by targets) Intangibility(5 chi per round character phases out of existance treat as spirit walk without having to leave body behind) Geomancy(Shintoism): Sense Chi lines and Kami Bend Chi lines(can double or half the Chi in an area) Commune with Kami(can talk with the spirits in everything) Spirit Walk(character can seperate Chi self from body) Summon Kami, Dragon or Demon(40 Chi summons target)
Skills
A successfull skill check must exceed 20 +/-modifiers. Opposed rolls may also be used when appropriate.
Trained Skill Check = 1d20 + Int mod + Level + 3
Untrained Skill Check = 1d20 + Int mod + Level/2
Only Skills marked with the (U) can be used untrained.
At least one initial trained skill selection must be an Art, Court or Music
Skill List
Skills | ||
---|---|---|
Art | ||
Haiku(Poetry) | Calligraphy | Ikebana(Flower Arranging) |
Origami | Ukio-E(Painting) | Bonzai(Gardening) |
Artisan | ||
Brewer | Jeweler | Silk Maker |
Paper Maker | Seamstress/Tailor | Cooking |
Weaponsmith | Armorer | Black Smith |
Carpenter | Potter | Stone Mason |
Leather Worker | Agriculture | Animal Herding |
Athletic | ||
Climbing(U) | Running(U) | Juggling |
Swimming | Tumbling(U) | |
Court | ||
Etiquette(U) | Heraldry | Go(Gaming) |
Languages(or The Secret Tongue of ..) | ||
Buddaists | Taoists | Kami/Old Gods |
Dragons | Demons | Trade |
Hengoykai | Elementals | |
Bushido | ||
Hong Kai | Fu Shu | He Chih |
An Mi | Wa Bing | Yakuza |
Medical | ||
Acupuncture/Massuer | Herbal medicine | First Aid |
Music | ||
Dance | Chanting | Singing |
Play Instrument | Write Music | |
Pilot | ||
Navigation | Seamanship | Horsemanship |
Charioteering | ||
Rogue | ||
Palming | Begging | Fasting |
Seduction | Intimidation | Gambling |
Science | ||
Civil Engineering | Mathmatics | Read/Write |
History | Mythology | Religion |
Wilderness | ||
Fire building | Snare Building | Hunting/Survival |
Combat
A round it 20 sec.
Initiative
1d20 - Weapon Speed
Highest roll goes first.
Attack Roll
1d20+Agi mod+MA bonus
Defense Roll
1d20+Agi mod+MA bonus-Armor penalty
Ties go to defender. A natural 20 on an attack roll is a critical hit dealing double damage. A critical hit can only be defended with a natural twenty which always defends any attack.
Damage
Weapon+Str mod+MA bonus reduced by Str mod+Armor bonus
Minimum damage is 1 on a successful hit, 2 on a critical hit.
Possession
Before roll each character determines how much chi goes into the roll the 1d20 is rolled for each side whoevers roll+chi spent is higher wins. Tie goes to the defender. A natural 20 can only be stopped with a natural 20. win or lose all chi spent this way is lost.
Social Roll
1d20 + Hon contested rolls.
Used for persuasion, intimidation, etc.
Save Roll
1d20 + End mod vs 20 +/- Situational Modifiers.
A natural 20 always saves. Used to resist nonstandard mental or physical attacks and ailments, such as Poison, Disease, or Mind Control.
Paired Weapons
Grappling
Stealth, Notice, Surprise, Intiative and Off-Guard
Combat Ranges
- Grapple
- Close Melee
- Long Melee
- Close Ranged
- Medium Ranged
- Long Ranged
Equipment:
money=HONxHON
Weapon | Damage | Range | Speed | Cost |
---|---|---|---|---|
Dagger | 1d6 | N/A | 4 | 6 |
S.Sword | 1d8 | N/A | 6 | 12 |
L.Sword | 1d10 | N/A | 8 | 25 |
Two handed sword | 1d12 | N/A | 10 | 50 |
Club/Short staff | 1d6 | N/A | 6 | 5 |
Hammer | 1d8 | N/A | 8 | 10 |
War Mace | 1d10 | N/A | 10 | 20 |
Two Handed Maul | 1d12 | N/A | 12 | 40 |
Hatchet | 1d8 | N/A | 8 | 10 |
Ax | 1d10 | N/A | 10 | 20 |
Two Handed Ax | 1d12 | N/A | 12 | 40 |
Staff | 1d8 | N/A | 8 | 6 |
Sai | 1d6 | N/A | 4 | 6 |
Nunchaku | 1d8 | N/A | 6 | 12 |
Tonfa | 1d8 | N/A | 6 | 12 |
Chain | 1d8 | N/A | 6 | 12 |
Chain and blade | 1d10 | N/A | 7 | 30 |
Spear | 1d10 | N/A | 8 | 25 |
Whip | 1d6 | N/A | 4 | 6 |
Blowgun | 1d4 | 50 m | 4 | 15 |
Bow | 1d6 | 100 m | 6 | 30 |
Crossbow | 1d8 | 200 m | 8 | 60 |
Armor | Defend | Resistance | Cost |
---|---|---|---|
Padded/Leather | -1 | +1 | 5 |
Heavy Hide | -2 | +2 | 10 |
Studded leather | -1 | +2 | 40 |
Scaled leather | -2 | +3 | 200 |
Banded leather | -3 | +4 | 400 |
Chain | -3 | +5 | 1000 |
Samurai | -4 | +6 | 10000 |
adds +3 to honor when trying to impress/intimidate people | |||
Spiked leather | -2 | +2 | 50 |
This armor has lots of little spikes that add +1 to damage in Hand to Hand | |||
Combat, (+2 forearm, elbow, knee & grab) | |||
Demon Wrestler's | -4 | +5 | 1500 |
adds +1 to honor when trying to intimidate people | |||
This armor is full of hooks, blades and spikes, it add +3 to damage of all | |||
hand to hand attacks, (+4 forearm, elbow, knee, head bash & grab) | |||
Silk Ninja Garb | +1 | 0 | 5000 |
This armor is made of the smoothest black silk increase stealth ability | |||
by +2 and allows untrained use of stealth, only availble to Wa Bing's Ninjas. | |||
Yakuza will provide for 5 times the list price. | |||
Sheilds | Defend | Cost | |
-off hand weapon | +1 | -- | |
-sheild | +2 | 10 |
Transport | Cost |
---|---|
Horse | 100 |
Boat | |
-Large Sailing Ship | 10000 |
-Small Row Boat | 50 |
Cart | 30 |
Chariot | 30 |
Food(per day) | Cost |
---|---|
raw | 1 |
Inn | 2 |
rations | 4 |
rice wine | 1 |
Misc | Cost |
---|---|
Paper(per sheet) | 1 |
Pens(per quill) | 1 |
Paints and inks(per cup) | 5 |
Barrels | |
-keg(10 gallon) | 1 |
-cask(50 gallon) | 5 |
-tun(250 gallon) | 10 |
jeweler's tools | 30 |
gardening tools | 10 |
loom | 50 |
tailor's tools | 20 |
Cooking gear | 10 |
Black smith's tools | 60 |
Carpenter's tools | 40 |
Mason's tools | 40 |
GO or other game | 5 |
Acupunture needles | 40 |
Medical kit | 50 |
Wilderness supplies (sleeping bag, tent, etc). | 40 |