Ch'i
One-pager. Ch'i is the essence of being and life. Every living thing has some; a few have a great deal, and fewer still can consciously direct the Ch'i within and around them. Where magic is a careful, generative craft, Ch'i is fast, physical and cinematic — the wire-work fantasy of Big Trouble in Little China and the Hong Kong films of the eighties and nineties.
Ch'i replaces magic; it does not join it. A setting can have one or the other, and a character operates in one framework, never both. Ch'i is so useful that it dominates any setting featuring it — that's by design, not an oversight, so a GM turning it on should mean it. (Its low cost is likewise deliberate: price it higher and players simply cripple themselves to buy it anyway.)
The skill and the two paths
Ch'i is a single skill, and every practitioner picks a path — a source of inner strength — when they take it. The choice is permanent.
| Path | Formula | Recovers at |
|---|---|---|
| Bright (Yin) | (ST + IN) / 2 | sunrise |
| Reflective (Yang) | (PC + WP) / 2 | moonrise |
BEF 4 · Limit 1 (2 if talented). Neither path is better; they differ in what comes easily, especially in controlled use — a Bright adept strikes at a distance, a Reflective one turns a blow aside for someone else.
Ported from 2004: the Reflective path was (EM + WP)/2. EM folded into PC in this edition, so it reads (PC + WP)/2 — see Creating Characters.
Spending Ch'i is exhaustion, not a pool
The original tracked a reserve of points equal to three times your Ch'i score. This edition doesn't track pools: Ch'i is an Exhaustion track, exactly as mana is. Effort meters itself.
- Reaching for Ch'i is a roll, and the size of what you're attempting is a modifier on that roll, not a separate accounting step.
- Push hard and you take an exhaustion level; push hard when you're already spent and it costs more. Levels penalise Ch'i work fully and everything else at half.
- The path sets your recovery rhythm: Bright recovers at sunrise, Reflective at moonrise. It's pure flavour that costs nothing mechanically, and it's worth keeping — a Reflective adept husbanding their strength through a long day is a character beat.
Three ways to use it
1 · Unconscious — you don't die easily. Ch'i keeps its bearer alive without being asked.
- Wounded: when a blow raises your wound level, roll Ch'i. On QR3 or better you recover that level as soon as you can rest for a few seconds. You can never profit from being wounded — at best you break even.
- Dying: when a blow would kill or incapacitate you, roll Ch'i at EF 4 for a respite — QR1 five minutes, QR2 one minute, QR3 thirty seconds, QR4 fifteen. During it you ignore (7 − QR) wound levels. Either way you get to whisper last words and crawl. One respite only; there is no second reprieve when it ends.
- Second chance: a failed roll the GM judges vital may be attempted again, the QR of the Ch'i roll setting the bonus. A failed Ch'i roll never grants one, and neither does a failed second chance — the game has to move.
2 · Focussed — Ch'i through a skill. For each level of Ch'i you take, choose a skill; you may choose the same skill twice.
- Chosen once (the inner way): before you roll that skill, spend effort for +1, or harder effort for +2.
- Chosen twice (the outer way): you can attempt that skill's extraordinary feat — rolled on the lower of your Ch'i and the skill. Failure spends the effort anyway; a fumble goes wrong, or at least publicly wrong.
This is the layer that produces the genre: Lightning Limbs (a ten-second spin, attacking at +2 DC and defending at +2), Feather Feet (100 m in three seconds, part of it up a wall or across water), Sky Somersaults, Water Bug, the Bright path's distant strike and the Reflective path's umbrella parry — a blow intercepted for someone standing metres away.
3 · Weaving — gather, form, project. The spectacular use, and a deliberate echo of magic's gather-then-weave.
| Stage | What happens |
|---|---|
| Gather | Choose an energy E. Concentrate for √E actions, then roll at −√E. This is the exhaustion-triggering roll. QR2+ and you can act freely with it held; QR3 walk; QR4 you hold it only standing still, or gather half. |
| Form | Shape it into an orb — a weaving roll at −√E. The orb is 30 × E cm across. Keep control with an unmodified roll every ten seconds, or it drifts free and just sits there. |
| Tighten | Optional, up to seven times; each is another roll at −√E and another action. Tightening slows the leak: untightened an orb loses a point every 30 seconds, once-tightened a minute, and so on out to fifteen. |
| Project | A throw action at −√E. Success sends it; ordinary failure just means you still have it. |
Gathered energy is dangerous. Anyone — or anything unaccounted for — touching you mid-gather takes a discharge equal to what you've gathered so far. Lose control of unformed energy and you can try to disperse it safely; fail, and half goes into you and half into whatever's handy. The visuals are the point: coils of lightning crawling over your hands and feet, creeping to the torso and head when control slips, and gathering about the eyes, nose, mouth and ears when it's gone.
Path affinity: forming a structure your path favours is +2, and projecting or dispersing it +1.
Extraordinary feats
The outer way — what a skill taken twice unlocks. Roll on the lower of your Ch'i and the skill; failure spends the effort anyway, and a fumble goes wrong in public. Through is the modern skill or attribute the feat hangs off: several 2004 skills (Acrobatics, Climbing, Throwing, Unarmed Combat) are merged into broader ones here, and Stamina and Pain Resistance aren't skills at all, so those feats sit on WP, which now carries every exhaustion roll.
| Feat | Through | Path |
|---|---|---|
| Lightning Limbs | Athletics | either |
| Running Hands | Athletics | either |
| Feather Feet | Athletics | either |
| Sky Somersaults | Athletics | either |
| Water Bug | Athletics | either |
| Heaven Leap | Athletics | either |
| Wall Walking | Athletics | either |
| Twin Shots | Archery, Firearms, or Heavy Weapons | either |
| Second Wind | WP | either |
| Iron Body | WP | either |
| Distant Strike | Melee | Bright |
| Umbrella Parry | Melee | Reflective |
| Heroic Blow | Melee | either |
| Hundred Pace Throw | Athletics | Bright |
| Shot Out of the Air | Athletics | Reflective |
Lightning Limbs
- Through
- Athletics
- Path
- either
- Note
- Acrobatics in the 2004 source; Acrobatics is folded into Athletics here.
Enter a high-speed spin lasting ten seconds. You stay on the spot, but attack unarmed at +2 DC and defend at +2 — though you can't "jump back" when dodging.
Running Hands
- Through
- Athletics
- Path
- either
- Note
- Acrobatics in the source.
Cross up to 100 m in three seconds in a dazzling chain of cartwheels and mid-air somersaults. Anything aimed at you while you do takes −6.
Feather Feet
- Through
- Athletics
- Path
- either
- Note
- —
Run up to 100 m in three seconds — up to 20 m of it along a vertical surface or across the surface of water — and be very hard (−6) to hit while doing it.
Sky Somersaults
- Through
- Athletics
- Path
- either
- Note
- —
Perform a heroic leap, making one attack and one parry at +4 DC during it. Anything aimed at you mid-leap is at −6 — unless it comes from someone else doing the same thing.
Water Bug
- Through
- Athletics
- Path
- either
- Note
- —
Stand, walk or run on water for ten seconds.
Heaven Leap
- Through
- Athletics
- Path
- either
- Note
- —
Surface safely from as deep as 100 m, obstructions permitting.
Wall Walking
- Through
- Athletics
- Path
- either
- Note
- Climbing in the source; Climbing is folded into Athletics here. Name supplied — the source lists this feat without one.
Climb any surface — vertical or even upside down — for up to 50 m, taking anywhere from fifteen seconds to ten minutes. Long enough to stand on a ceiling for ten minutes.
Twin Shots
- Through
- Archery, Firearms, or Heavy Weapons
- Path
- either
- Note
- "Any ranged combat skill" in the source. Name supplied.
Once per combat round, take two fire actions as part of any other action, however complex, without the usual penalties for being unbalanced or moving.
Second Wind
- Through
- WP
- Path
- either
- Note
- Hung on the Stamina skill in the source. Stamina is not a skill in this edition and EN is no longer an attribute, so it's homed on WP — which now carries every exhaustion roll. The original's reserve-stamina wording becomes an exhaustion level. Distinct from the *Second Wind* Endurance quirk: the quirk is who you are, this is something you do.
Shrug off exhaustion — recover a level of fatigue.
Iron Body
- Through
- WP
- Path
- either
- Note
- Hung on the Pain Resistance skill in the source. Pain Resistance is not a skill in this edition, so it's homed on WP. Name supplied.
Set the pain aside — recover one wound level.
Distant Strike
- Through
- Melee
- Path
- Bright
- Note
- HTH Combat in the source; unarmed combat lives under Melee here.
Strike someone up to Ch'i Score ÷ 2 metres away (further with extra effort) for normal damage. The blow counts as magical.
Umbrella Parry
- Through
- Melee
- Path
- Reflective
- Note
- The signature Reflective feat.
Intercept a blow aimed at anyone else within Ch'i Score ÷ 2 metres — you parry for them from where you stand.
Heroic Blow
- Through
- Melee
- Path
- either
- Note
- —
Attack or parry at +2 DC, counting as magical. Such an attack breaks a non-magical weapon even when it's successfully parried.
Hundred Pace Throw
- Through
- Athletics
- Path
- Bright
- Note
- Throwing in the source, homed on Athletics. Name supplied.
Throw three times as far as normal at +4 DC. Almost anything reasonably hard and bigger than a pebble — a playing card will do — hits for at least your unarmed damage +4.
Shot Out of the Air
- Through
- Athletics
- Path
- Reflective
- Note
- Throwing in the source; homed on Athletics. Name supplied.
Throw a weapon to intercept an incoming missile and knock it off its course.
Orb structures
The vocabulary of the weave. E is the energy in the orb. Most structures also support a ball, a strike bolt, sometimes a barrier, and an infusion that puts the property into a person or object instead of throwing it.
| Structure | Forms | Path |
|---|---|---|
| Ways | orb, ball, strike bolt, infusion | — |
| Image | orb, ball, strike bolt, infusion | — |
| Glass | orb, ball, strike bolt, infusion | — |
| Fire | orb, ball, strike bolt, barrier, infusion | — |
| Healing | orb, ball, strike bolt, infusion | — |
| Water | orb, ball, strike bolt, barrier, infusion | — |
| Smoke | orb, ball, strike bolt, barrier, infusion | — |
| Bamboo | orb, ball | — |
| Metal | orb, ball, strike bolt, barrier, infusion | — |
| Stone | orb, ball, strike bolt, infusion | — |
| Snake | orb, ball, infusion | — |
| Rat | orb, ball, strike bolt | — |
| Sun | orb, ball, strike bolt, infusion | — |
| Moon | orb, ball, strike bolt, barrier | — |
Ways
- Forms
- orb, ball, strike bolt, infusion
- Preferred path
- —
- Infused
- You can beckon an object of up to E kg to your hand (one at a time), arriving at E/mass metres per second. An infused object becomes a magnet for anything under √E kg.
Moves and carries. Travels 10×E metres, carrying anything it touches (up to 50×E kg) and bouncing off anything heavier. A strike bolt carries an object as a projectile for E/2 DC — to the target *and* the projectile.
Image
- Forms
- orb, ball, strike bolt, infusion
- Preferred path
- —
- Infused
- Changes the target's appearance instead, and does not discharge on touch.
A projection that looks, sounds and smells exactly like something — but only travels in a straight line or stands still. It discharges in a puff and a sizzle when a sentient being touches it.
Glass
- Forms
- orb, ball, strike bolt, infusion
- Preferred path
- —
- Infused
- The target turns transparent — not invisible (there's visible distortion), but −4 to aim missiles at, and −3 for anyone trying to notice or locate them by sight.
Transparent. Anything it intersects becomes transparent too.
Fire
- Forms
- orb, ball, strike bolt, barrier, infusion
- Preferred path
- —
- Infused
- You can breathe fire as an action (a missile attack rolled on Perception) at E metres for E/2 DC. You're hot to touch (DC 1, or DC 5 per 3s sustained), and flammable things you touch catch alight. Careful: two people in contact both get infused at half energy.
Discharges into anything that touches it. The weaver chooses how many discharges N; each does E/N DC, and the last one ends the projection. Radiates enough heat to be unpleasant to approach.
Healing
- Forms
- orb, ball, strike bolt, infusion
- Preferred path
- —
- Infused
- A recovery roll every three seconds while injured, ignoring QR10.
Puts whoever it strikes into a healing sleep for its duration, during which they make recovery rolls as though a day passed every five seconds — and QR10 results (which would normally worsen them) are ignored. It works as an offensive spell, the drawback being that you heal the victim. A conscious target can resist by willpower at +1−√E.
Water
- Forms
- orb, ball, strike bolt, barrier, infusion
- Preferred path
- —
- Infused
- Reduces the DC of any fire damage the target takes by E, without discharging. Powerful defensively and superb against ordinary fires — useless offensively.
Subtracts twice its energy from any fire projection it contacts, discharging itself in the process, and douses ordinary fire (losing 1 energy per square metre extinguished).
Smoke
- Forms
- orb, ball, strike bolt, barrier, infusion
- Preferred path
- —
- Infused
- The target becomes smoke-like.
Discharges on contact and wreathes the target in a personal smoke cloud: −√E to anything needing hand–eye coordination. As a barrier it does the same to actions taken through it.
Bamboo
- Forms
- orb, ball
- Preferred path
- —
- Infused
- —
Discharges into the ground and grows a thicket √E metres across and √E metres high. Anyone standing where it grows is likely tangled in it, and it's hard going for everyone else.
Metal
- Forms
- orb, ball, strike bolt, barrier, infusion
- Preferred path
- —
- Infused
- The object takes on metal's properties.
A swarm of fast darts. An orb is E darts at DC 2; a ball is E/2 darts at DC 4; a strike bolt is a single bolt at E×1.5 (armour protects normally). A barrier is a wall of metal.
Stone
- Forms
- orb, ball, strike bolt, infusion
- Preferred path
- —
- Infused
- You cannot be damaged while you stay perfectly still (and you needn't breathe while you do).
Turns the target to stone — much heavier, and impossible to damage.
Snake
- Forms
- orb, ball, infusion
- Preferred path
- —
- Infused
- —
Entangles what it strikes in animated tendrils of effective strength E×2. If something else touches the entangled object, the snake spreads out and divides its strength between them.
Rat
- Forms
- orb, ball, strike bolt
- Preferred path
- —
- Infused
- —
Bursts into a swarm of nasty little rodents that swarm over the target. They last for the duration, doing √E × DC 1 in any ten-second period the victim spends *not* concentrating on getting rid of them. A strike bolt causes disease.
Sun
- Forms
- orb, ball, strike bolt, infusion
- Preferred path
- —
- Infused
- The target shines.
Intensely bright — an object struck glows and is at least partly blinded, especially to anything not close enough to be brightly lit. Puts out light equivalent to E × 60-watt globes, visible a very long way in the dark.
Moon
- Forms
- orb, ball, strike bolt, barrier
- Preferred path
- —
- Infused
- —
Deflects other orbs, balls and strike bolts of energy equal to or less than its own. A moving person or object it strikes is flung back √E metres at their previous forward speed; stationary things don't interact with it at all.
Designer's note: the original disclaims its sources cheerfully — "a weird and unattributable smattering of Oriental mythology, personal reading, and whim, which should not under any circumstances be confused with research." That's the right register for it. Ch'i is not an ethnography; it's the physics of a genre.