Roll |
Homeland Region |
Culture Group |
01-05 |
Yu Zhou |
Beifang, Nanfang |
06-07 |
Xu Zhou |
Nanfang, Beifang |
08-12 |
Yang Zhou |
Nanfang |
13-14 |
Qing Zhou |
Beifang, Nanfang |
15-16 |
Yan Zhou |
Beifang |
17-18 |
Jing Zhou |
Nanfang |
19 |
Liang Zhou |
Beifang, Nanfang |
20 |
Other (roll 1D6 1-3 = Ji Zhou, 4-6 = Yong Zhou) |
Beifang |
Within each of the regions, is the character's homeland. I will elaborate more eventually, but in reference to China's modern provinces, Yu Zhou would correspond (roughly) to Henan, the Henan-Hubei borderland, the southwest corner of the Henan-Shandong borderland, and the northwest corner of Anhui; Xu Zhou to Jiangsu and Anhui north of the Huai River, and the Jiangsu-Shandong borderland; Yang Zhou to Anhui and Jiangsu south of the Huai River, a large area of the Hebei-Anhui-Jiangxi borderlands, Zhejiang, Guangdong, Fujian, Hainan and Taiwan; Qing Zhou to Shandong; Yan Zhou to northwest Shandong, coastal Hebei, and the northeastern corner of Henan; Jing Zhou to Hubei, Hunan, large tracts of the Hunan-Jiangxi border region, and Guangxi; Liang Zhou to large regions of the Gansu-Sichuan and Shaanxi-Sichuan borderlands, a section of Hubei where it borders Sichuan and Hunan, Sichuan, Guizhou, and Yunnan; Ji Zhou to Shanxi, Hebei, the Henan-Shanxi borderland, Jilin, Heilongjiang, and Liaoning; Yong Zhou to Gansu, Ningxia, Shaanxi, Xinjiang, and Qinghai.
Anhui |
Guangxi |
Henan |
Jiangxi |
Shandong |
Xizang |
|
Fujian |
Guizhou |
Hubei |
Jilin |
Shanxi |
Yunnan |
|
Gansu |
Hainan |
Hunan |
Qinghai |
Sichuan |
Zhejiang |
|
Guangdong |
Hebei |
Jiangsu |
Shaanxi |
Xinjiang |
Northerners are stereotyped
as tall, rugged and arrogant. They are stoic, and tend to be conservative,
straightforward, and honest. Often these characteristics make them appear
naive. Northerners can be stubborn, and their passive-aggressive truculence
has lead them to be characterized as slothful and mentally dull by Southerners.
Nanfang-ren also see Beifang-ren (aka "Steamed Bread") as large, clumsy,
and ponderous.
The North also includes Dongbei (Northeast) and Xibei (Northwest) sub-regions. Dongbei includes the provinces of Heilongjiang, Jilin and Liaoning. This is the traditional land of the Manchu, and has been settled by Chinese from Shandong and surrounding provinces. Xibei includes northern Henan, Shanxi, Shaanxi and Gansu. The people of these regions are characterized as being inured to hardship and conservative, so that even the prosperous retain simple tastes. |
Northern Girl |
Southern Girl |
Southerners are stereotyped as short, shrewd, crafty, and cunning. They are also known to be industrious and hard-working. Nanfang-ren have a reputation for being aggressive in business, and volatile in temper. They also have conflicting reputations for either being too vulgar, or overly effete and cultured. However, there is common consensus that the gentle maidens of the South are the most beautiful under heaven. Northerners see Nanfang-ren (aka "Southern Monkeys") as devious little pipsqueaks because of their quick wits and small stature. |
Fujianren |
Hebeiren |
Jiangsuren |
Shandongren |
Sichuanren |
Shuisang-ren |
Guangdongren |
Hubeiren |
Jiangxiren |
Shanxiren |
Zhejiangren |
Ke-ren |
Guangxiren |
Hunanren |
The Chinese philosophy regarding religion has been for the gods, and men to follow their own ways. The duty of mankind is to develop sound and proper relations among each other. To have integrity and loyalty, and show due respect without bothering the gods with ceaseless entreaties. In return, the gods grant blessings (e.g. bountiful harvests), and cause no harm to man (e.g. floods, drought). They only ask that the people requite them with fitting sacrifices.
In fact, the word associated with religion in Chinese, is jiao, which actually means teachings. This is because in Chinese belief, all such philosophies have the common aim of teaching men to be good, even though their outward appearances may differ. Thus, proselyting religion is seen as meddling in the affairs of Heaven, and has always been associated with fostering superstition, divisiveness, and the breakdown of morals.
All characters regard themselves as Confucian, though they may also believe in other philosophies or religions.
Religious Virtues Table
Religion Virtues Confucian (Kongjiao) Generous, Honest, Just, Merciful, Modest Buddhist (Fojiao) Chaste, Merciful, Modest, Temperate, Pious Taoist (Daojiao) Lazy, Prudent, Cowardly, Modest, Selfish
Religious Bonus Table
Religion Religious Bonus Confucian Good Fortune +/-3 on one Family roll and one Experience
Check roll in Winter Phase Buddhist Illumination +/-3 on Passion or Trait rolls Taoist Immortality +/-3 on Aging Table
1) Altruism (Generous, Merciful)
2) Justice (Just, Vengeful)
3) Personal Loyalty (Honest, Valorous)
4) Disregard for Wealth (Pious, Indulgent)
5) Fame (Proud, Reckless)
Characters who exhibit a total of 80 points or
more in the sum of one trait from each category receive the +3 Armor of
Virtue bonus.
Statistic |
Hard |
Soft |
STR |
power |
endurance |
CON |
ability to resist |
ability to recover |
SIZ |
mass |
n/a |
DEX |
speed and power |
agility and dexterity |
INT |
intellect |
intuition |
POW |
external skill |
internal skill |
APP |
looks |
personality |
EDU |
formal education |
life experience |
Thus a character will actually have 15 statistics (SIZ does not have a second dimension). I will add a more detailed description later. I will not make any distinction between the two for the time being, as it would only confuse matters.
Derived statistics are the same except as follows:
Replace Damage with Damage Bonus from Runequest.
Cultural Modifiers Table
Culture and Gender Modifiers Beifang Male +2 APP +1 STR Beifang Female +1 STR +2 CON Nanfang Male -1 APP -1 SIZ +3 DEX +2 CON Nanfang Female +3 APP -1 SIZ +1 DEX
Family Characteristics Table
Replace 18 with the following:
Natural affection for writing (+10 Art (Calligraphy))
Luck Benefits Table
Replace denarii with silver yuan, and libra with gold yuan; in addition, replace the following numbers the accompanying descriptions:
08 Family Heirloom: sacred relic. Roll 1D6 (1=scroll,
2=pi-disk, 3-4=holy rice, 5=oracle bone, 6=tripod cauldron).
10 Family Heirloom: magic spear. Add +1 modifier
to spear skill when using this spear until it breaks. Value 25 silver yuan.
14 Family Heirloom: valuable cloak worth 1 gold
yuan from: (roll 1D6 1-2= Persia, 3=Japan, 4-5=Tibet, 6=India).
Add the following skills to the list:
Accounting (see Call of Cthulhu)
Acrobatics (see Tumble from Stormbringer)
Act (see Art from Call of Cthulhu)
Alchemy (a combination of chemistry and pharmacy;
see Potions from Elric!)
Art (see Call of Cthulhu; includes Calligraphy,
Literature, Painting, Poetry)
Astronomy (see Call of Cthulhu)
Bargain (see Call of Cthulhu)
Burglary (see Pick Lock from Call of Cthulhu)
Climb (see Runequest)
Divination (knowledge of the I Ching)
Farming (the skill of tilling the land and growing
crops)
Herding (the skill of animal husbandry)
History (see Call of Cthulhu)
Jump (see Runequest)
Law (see Call of Cthulhu)
Meditation (the skill of clearing one's thoughts
through contemplation)
Navigation (see Call of Cthulhu)
Occult (see Call of Cthulhu)
Philosophy (knowledge of the classical teaching
of Confucius, Lao Tzu, etc.)
Puppetry (the skill of manipulating puppets;
see Art from Call of Cthulhu)
Shiphandling (see Call of Cthulhu)
Stealth (a combination of Hide and Sneak skills
from Runequest)
Thievery (a combination of Conceal and Sleight
from Runequest and Pick Pocket from Call of Cthulhu)
Throw (see Runequest)
1) Declare actions
2) Allocate, then roll dice for martial art technique
3) Determine initiative (highest DEX goes first)
3) Movement and missile attacks (missile attacks
use the "Base Range" system from Call of Cthulhu)
4) Determine attack roll (based on skill)
5) Modify attack roll with opponent's defense
modifier
6) Opponent uses defense skill
7) Roll hit location and determine damage
Critical Hits
A critical results from a roll of 10% or less
than the required percentage to hit. Round down all fractions. A character
succeeding in a critical can choose to inflict double maximum damage, or
ignore his foe's armor for purposes of damage (except for in certain instances).
Special Hits
A special results from a roll of 20% or less
than the required percentage to hit. Round down all fractions. A character
succeeding in a special may either inflict double damage, or direct a blow
to the hit location of his choice.
Damage and Hit Locations
Damage is divided into two major categories as
follows:
Minor Wound
A minor wound is caused any time a character
suffers more than 25% of his hit points in damage in a single blow. Two
minor wounds is equivalent to a major wound.
Major Wound
A major wound is inflicted any time a character
suffers more than 50% of his hit points in damage in a single blow. A character
suffering a major wound is considered to be incapacitated, but can continue
action by making a successful roll against CON each round. Double the minor
damage wound effects for any character who does so.
The effect of each type of wound depends upon the location where the character is hit. Use the hit locations table from Runequest to determine where a character is hit.
Wound Effects Table
Hit Location Minor Wound Major Wound Head -5/-0/-2/-2 unconscious Chest -2/-0/-2/-2 fall Abdomen -2/-1/-2/-2 fall Arm -1/-0/-1/-1 lose use of arm Leg -1/-2/-1/-1 fall
New Combat Skills
Dodge (see Call of Cthulhu; reduces initiative
by -5 on the following round)
Parry (see Call of Cthulhu. However, note that
the attack and defense skills for each weapon is not split into
two different skills)
Feint (reduces initiative by -5, but increases
attack by +5)
Riposte (see Stormbringer; a character can perform
one riposte for every 10 initiative)
Passing Attack (See Runequest; the character
may either attack or defend against each foe that he passes. The foe is
unable to react if the attacker's initiative is greater more than 10 points.
However, for each foe attacked, reduce initiative by three points.)
Martial Arts
This skill allows the character to double his
damage for all the weapon systems used in his martial art, and to triple
damage for specials and criticals. It also allows the character to double
the amount of damage he blocks with a successful parry. In addition, each
martial art has a number of techniques that the practitioner can use in
combat. Each technique is represented as a sequence of four numbers allocated
to each of the following categories: initiative, movement,
attack,
and
defense. The marvel category of CAoRP is not represented
because of the mechanic of special and critical successes.
Each character is assigned a particular number of bonus dice depending upon POW. Dice are used to fill each mandatory allocation point of the technique to be used. A character who does not have enough dice to meet the minimum for a technique can still use the technique, but for each die short, the chance for fumble increases 5% and skill rolls suffer a -3 penalty per die short.
Bonus Points for Martial Arts Techniques
POW/POW Bonus less than 10 1D6 10-12 2D6 13-15 3D6 16-18 4D6 19-21 5D6
Each die allocated to initiative gives
the character one additional action. Each die allocated to movement
increases
MR by one. For
attack, each die allocated from POW bonus
increases damage by one, while each die from POW bonus increases
the chance for a special or critical by 5%. For defense, each die
allocated from
POW bonus increases AP by one, while each die from
POW
bonus increases the chance for a special or critical by 5%.
The maximum number of dice that can be used to
increase one of the four categories is 5 plus the mandatory.
The sum of the die rolls are used for increasing
DEX for the purpose of determining initiative for initiative,
reducing the chance of the character to be hit by the enemy for movement,
or increasing the chance to hit or defend for attack and defense
respectively.
If a character rolls a six on any die,
he may reroll that die, and add the new value rolled to the original total.
This can be done for as many times as sixes are rolled.
Initiative | Movement | Attack |
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Chi Skills
Chi is used to perform Chi skills and is similar
to Runequest's magic points. Chi is recovered by making a successful Meditation
or Martial Arts roll at a rate of 1D3 for each 10 minutes spent in meditation
or practicing forms.
Chi skills are primarily an extension of a character's pre-existing skills, and require minimum scores in both the skill, and POW to perform. In certain instances, a sufficiently skilled adept can perform chi skills with no expenditure of Chi.
Once Upon A Time In China
Wuxia Fiction
Martial Arts
Inventions