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Saturday, 6 December 2014

Where I play wuxia

I'm planning to run a wuxia marathon soon-ish. And it seems we're going to start with Fate, namely Jadepunk... although I'm planning to borrow mechanics from each game to enrich the others as well, as well as from a few others.
But we're starting with Jadepunk, So here is a pre-generated character, built to specifications.

Sokol of the Ten Virtues
I follow the word of Ehal, and bring the Twelve Virtues to Kausao. For two of them, I've got to teach by word, but people say I'm keeping to the other ten. So they named me Sokol of the Ten Virtues.
Not at all bad even for a priest of Ehal, which I am. By Kausao standards, it makes me nearly a saint. Although that makes me a saint whose name means "falcon", or sometimes "hero", in his native language...
...Such saints might be what Kausao needs. Yet how could any saint stand the current rulers, when the people suffer daily to enrich them?

BTW, Sokol really means "falcon", I modelled him to a great degree on a real person, including the way his Techniques work! Well, except I made him a bit less disciplined than the original.
And here's the thing about the 10 virtues. Imagine the Twelve Virtues of Ehal rated 1-5 Exalted-style, with 2 being the norm.
The guy has 3 to 5 in all of them, making them Major Virtues to him... except Mercy and Chastity, where he's got 1 in each, the equivalent of disadvantage. Hence, Falcon of the Ten Virtues is both a laudable thing, and a reminder there is stuff he fails worse than the ordinary.
Sokol of the Ten Virtues
Aristocrat 3
Fighter 2
Scoundrel 1
Explorer 1
Engineer 0

Portrayal: Unordained priest of Ehal, weak in chastity and mercy
Background: Immigrant would-be priest from a country conquered by the Naramel
Inciting Incident: I had to kill that guard!
Belief: The Light Of Ehal Shall Guide Us
Trouble: People think I'm Naramel, Naramel know I'm not

Technique: We call that just "dancing" at home! (Keyed to Background) Refresh 2
Flexible: Allows to use Aristocrat instead of Scoundrel to Create advantage
Exceptional: When you use an Advantage you created with this technique, each invocation gives you +3 to the roll.
Demanding: requires a Fair Aristocrat roll to dance well enough, if you miss the roll, you've used up your action for the turn
Situational: Only to Create Advantage actions

Ancient fighting techniques (Technique, duh!) Refresh 1 (Keyed to Background aspect)
Exceptional: On a defence, deal shifts of damage equal to your MoS.
Focus, Situational 2: Gain +1 to Fighter rolls, but only to Defend in combat and only when using a free invocation on an aspect
Demanding: A Fair Fighter roll

Undying Valor of Ehal (Keyed to Belief, Refresh 2)
Faith protects the warrior from harm and scatters his enemies
Harmful 3
Demanding: Requires a Fair Aristocrat roll for total confidence in Ehal
Situational: Only with the Attack action
(Yes, it's funny. But then, think about it, Sokol of the Ten Virtues could easily deal damage on defence rolls - so it makes sense for this PC).

The Fire Tongue of Ehal (Keyed to Portrayal) Refresh 1
Focus3, Situational2: Roll Aristocrat with +3 to Create Advantage, but only when talking about the faith - preaching or using ethical arguments to impress your opponent in a dispute.


Now, I'm not really sure why you couldn't have Troubling or Aspects on a Technique. Seems to me I could easily have a Focus Technique: +2 Fighter against people trained in Kaiyumi (or Naramelite, Tuyangian, Aerish, created in modern Kausao, the curriculum taught to the guards) combat techniques. Using them would make the Kaiyumi (or whoever) pay you special attention, logically speaking.
But that's easily fixable by taking the appropriate Aspects, which I did. Yes, I need to Create Advantage first, but that's logical.
Heh, I think it's time for a real Naramel. Or maybe the Kayumi. There are 5 PCs, so I've got a choice.

Wednesday, 3 December 2014

Palladium's alignment system

I've recently noticed a brief outlook of Palladium's "alignment" system.
Unlike D&D, Palladium has no Neutral Alignment. Here are the available Alignments and BRIEF descriptions of them.

GOOD ALIGNMENTS: Principled & Scrupulous

1. Always keep word
2. Avoids lies
3. Never kill OR attack unarmed foe
4. Never harm an innocent
5. Never torture
6. Never Kill for pleasure
7. Always help others
8. Works well with others
9. Respects authority, laws, self-dicipline and honor
10. Never betray a friend
11. Never break the law UNLESS conditions are desperate.

1. Keep word to any other GOOD person
2. Lie only to people of selfish or evil alignments
3. Never kill OR attack unarmed foe
4. Never harm an innocent
5. Never torture for pleasure, may use muscle to extract info. from criminals or evil people
6. Never Kill for pleasure, will always attempt to bring villains to justice alive even if evil
7. Always help others
8. Attempt to work within the Law whenever possible
9. Bends and occasionally break Laws when necessary.
10. Distrust Authority
11. Work with groups, but dislikes confining laws and Bureacracy (red tape)

SELFISH ALIGNMENTS: Unprincipled & Anarchist

1. High regard for life and freedom
2. Keep word of honor
3. Lie & cheat if necesary (especially to Anarchists or evil persons)
4. Will not kill an unarmed foe (but will take advantage of one)
5. Help those in need
6. Not use torture unless absolutely necessary
7. Work with a group, especially if profitable
8. Never harm an innocent
9. Never kill for pleasure
10. Dislikes authority
11. Never betray a friend

1. May keep word
2. Lie & Cheat if he feels necessary
3. Not likely to kill an unarmed foe, but will certainly knockout, attack, or beat up one
4. Never kill an innocent, but may harm or kidnap
5. Not likely to help someone without ulterior motive
6. Seldom kill for pleasure
7. Use torture to extract info but not likely for pleasure
8. Doesn't work well in groups he will do as he d**n well pleases
9. Have little respect for self-discipline or authority
10. May betray a friend

EVIL ALIGNMENTS: Miscreant, Aberrant & Diabolic

1. Not necessarily keep his word to anyone
2. Lie & Cheat anyone
3. Most definitely attack an unarmed foe, they are the best kind
4. Use or Harm an innocent
5. Use torture for extracting info. and pleasure
6. May kill for sheer pleasure
7. Feels no compulsion to help without somekind of tangible reward
8. Work with others if it will help him attain personal goals
9. Kill an unarmed foe as readily as he would a potential threat or competitor
10. Has no deference to laws or authority, but will work within them if he must
11. Will betray a friend if it serves his needs.

1. Always keeps his word of honor
2. Lie & cheat those not worthy of his respect
3. May or may not kill an unarmed foe
4. Not kill an innocent particularly a child but will harm or kidnap
5. Never kill for pleasure
6. Not resort to inhumane treatment of prisoners, nut torture, although distasteful, is necessary means of extracting info.
7. Never torture for pleasure
8. May or may not help someone in need
9. work with others to attain his goals
10. Respect honor and self-discipline
11. Never betray a friend

1. Rarely keeps word
2. Lie and cheat anyone
3. Most certainly attack or kill an unarmed foe
4. Use, harm and kill an innocent without a second thought for any reason
5. Use torture for pleasure and info.
6. Kill for pleasure
7. Likely to help someone only to kill or rob them
8. Not work well with groups. Consistently disregards orders to do as he pleases
9. Despise honor, authority, and self-discipline
10. Associate mostly with other evil alignments
11. Betray friends at anytime.

The only conclusion I can draw from this is that Kevin S. feels like Anarchists are a worse choice to associate with than Aberrant people. (Also, "nut torture" is totally the best type ever. It should be "but torture". And with one "t", before you ask!)
Source is here: