Wednesday, January 31, 2018

LEGENDS OF OGRE GATE CHAPTER 69: CHILDREN OF THE BONE GENERAL

At Wuxia World, you can follow the story of Sunan and Bao in the Legends of Ogre Gate series by Deathblade. The latest chapter is available HERE. If you want to start from the beginning, check out the INDEX.

CHILDREN OF THE BONE GENERAL 
In the reign of the Demon Emperor, the Bone General, one of Yao Feng's ogre demons, was known to torture people by slicing the bones from the their bodies. He employed a wide variety of methods. They say he was so skilled, he could keep people alive for months or years, after removing every bone from their body. According to legend, those who suffered this fate, never died, but became the Children of the Bone General. 

Children of the Bone General are men and women whose bones have been removed, but whose flesh has been imbued with unnatural longevity. Their flesh wastes away and they must consume human blood to replenish it. They move very slowly, dragging themselves with stretched arms. Usually they wait in silence for people to come close, then attack. Their bodies burn in the sunlight. 

They usually hide in dark places, away from sunlight. 


Defenses: Hardiness 8, Evade 4, Parry 7, Stealth 5, Wits 4, Resolve 10
Key Skills: Bite: 2d10 (4d10 open damage plus special), Grappling: 3d10, Speed: 0d10 (10 feet), Muscle: 3d10, Detect: 1d10

Max Wounds: 14

Powers
Longevity: So long as they feed on human blood, they can live forever. If they go without drinking human blood for 1 month, they take 2 Wounds each day and their flesh starts to rot. Every point of Hardiness they drain, restored 1 Wound. 
Bite and Blood Drinking: The bite of Children of the Bone General does 4d10 Open Damage and drains 1 Point of Hardiness as they drink their victim's blood. 
Weakness: Sunlight is particularly harmful to Children of the Bone General, causing their flesh to smoke and burn. Direct Sunlight inflicts 1 Wound every round. 


Tuesday, January 30, 2018

SONS OF LADY EIGHTY SEVEN SESSION 11: A GIFT OF WINE

This is the latest podcast session of our Sons of Lady Eighty Seven Campaign.



Monday, January 29, 2018

LEGENDS OF OGRE GATE CHAPTER 68: THE BRACELET OF BAO

At Wuxia World, you can follow the story of Sunan and Bao in the Legends of Ogre Gate series by Deathblade. The latest chapter is available HERE. If you want to start from the beginning, check out the INDEX.

THE BRACELET OF BAO 
This is a very simple and old bracelet made of stones and silver strung through a cord. It appeared worn and ravaged by time. According to legend, it was given to Bao by Sunan but this may be mere rumor. Though it seems simple, the object is actually quite complex, and the stones and silver press down protectively when the wearer is struck by pressure point attacks. Anyone wearing the bracelet gains a +2d10 to counter any Dianxue technique. This also imposes a -1d10 to any Dianxue attack. This ability used to be much more effective. In time the power will vanish completely. 

Sunday, January 28, 2018

LEGENDS OF OGRE GATE CHAPTERS 65-67: THE SORGHUM VOICE OF THE TIMELESS MASTER

At Wuxia World, you can follow the story of Sunan and Bao in the Legends of Ogre Gate series by Deathblade. The latest chapter is available HERE. If you want to start from the beginning, check out the INDEX.

ZHONG HUANG SHIFTING ELIXIR
Discipline: Neigong 
Skill: Meditation TN 7
Type: Normal
Qi: 5

You meditate and shift the raging flow of crimson Qi energy from your heart through the rest of your body and settle it into your elixir field, fueling your attacks but blinding your mind with anger. 

Make a Meditation Roll TN 7. On a Success all of your melee attacks (including Arm Strike and Leg Strike) do 1 Extra wound for a number of rounds equal to your Neigong. However you suffer a -2 to Evade and Parry and you cannot counter during this time. On a Failure you take a wound. 

Cathartic: Functions as above except you can increase the number of Extra Wounds. The amount you increase the Extra Wounds by is up to you, but for every 2 Extra Wounds your attacks would deliver, you take 1 Extra wound if you fail the Mediation roll. 

THE CONCH SHELL OF THE TRUE SHAN 
This ancient conch shell resembles a tear drop and is so worn by time that its surface looks like grey stone. Anyone who blows into it and makes a Successful Divination TN 8 roll, causes a shower of wind and violet energy to wash over everyone in a 20 foot area. All affected fall into a slumber and share a dream that gives glimpses related to the participants Fate. This can reveal aspects of a Fated flaw or the Fate of an entire group of people. It is often unclear and murky.

PING FANGROU 
Ping Fangrou is a loyal hero who serves Li Buwei, the Timeless Master. She is friendly with a playful disposition and enjoys drinking sorghum wine. She is a pioneer of drunken style Kung Fu.. 


Defenses: Hardiness 10, Evade 6, Parry 6, Stealth 6, Wits 6, Resolve 6
Key Skills: Grapple: 1d10, Throw: 1d10, Arm Strike: 3d10, Leg Strike: 3d10, Light Melee: 1d10, Muscle: 2d10, Speed: 3d10, Athletics: 3d10, Detect: 2d10, Meditation: 3d10, Talent (Brewing): 2d10, Survival (Wilderness): 3d10, Survival (Mountain): 3d10

Qi: 4
Max Wounds: 9
Equipment: Wine Gourd (Sorghum Wine)
Combat Techniques: General Melee-Drunken Fighter

Key Kung Fu Techniques (Waijia 2, Qinggong 2): Stance of the Drunken Cat, Whirling Fist, Drunken Dodge (Counter), Dip of the Drunken Cobra (Counter), Dip of the Drunken Snake (Counter)

DIP OF THE DRUNKEN COBRA 
Discipline: Waijia 
Skill: Athletics roll against Attack Roll 
Type: Counter
Qi: 3

You lean back, nearly touching your head to the ground and spring back like a snake to strike your foe with a powerful palm technique. 

Roll Athletics against the Attack Roll of any Melee Attack. On a Success you bend back and evade the strike, then snap back and hit the target with a palm strike doing 1d10 Damage per rank of Waijia+Muscle. 

You must be inebriated to use this technique. 

Cathartic: When used Cathartically the damage of your counter is open. 

WHIRLING FIST
Discipline: Waijia 
Skill: Arm Strike against Parry
Type: Normal
Qi: 4

You spin on the ball of your foot and strike targets with the back of your fist as you twirl with drunken delight. 

Roll Arm Strike against up to 6 targets in your immediate area. On a Success you do Normal Damage plus 2 Extra Wounds to each of them. On a Failure you become too dizzy to counter for two rounds. 

You must be inebriated to use this technique. 

Cathartic: On a Success you do Normal Damage plus 4 Extra Wounds to each target. 

Saturday, January 27, 2018

RETURN OF CONDOR HEROES DISCUSSION

Kenny and I have been talking about the book Return of Condor Heroes. Each episode we discuss chapters in the novel. Here are our first two episodes, covering Chapters 1-15:





Saturday, January 20, 2018

DRAGON GATE INN DISCUSSION

I talk with Kenny and Lady Cao Feng about the King Hu classic Dragon Gate Inn (also called Dragon Inn). This one made for an interesting conversation. 

Friday, January 19, 2018

LEGENDS OF OGRE GATE CHAPTER 64: KIND DEVIL FULING

At Wuxia World, you can follow the story of Sunan and Bao in the Legends of Ogre Gate series by Deathblade. The latest chapter is available HERE. If you want to start from the beginning, check out the INDEX.


KIND DEVIL FULING 
Kind Devil Fuling is an old man who roams the southern swamps. He has stark white hair and a long white beard, and always travels with a pair of large Flying Crocodiles. These creatures are under his command. He treasures them. Kind Devil Fuling uses his Flying Crocodiles to threaten passersby, demanding their money, and letting them live full lives if they acquiesce. Those who reject his offer, become meat for his crocodiles. 
Defenses: Hardiness 6, Evade 5, Parry 8 or 9 (Three-Section Staff), Stealth 6, Wits 7, Resolve 6
Key Skills: Grapple: 2d10, Throw: 1d10, Arm Strike: 3d10, Leg Strike: 1d10, Light Melee: 2d10, Medium Melee: 3d10 or 4d10 (Three-Section Staff) Heavy Melee: 2d10, Small Ranged: 1d10, Meditation: 3d10, Medicine: 2d10, Speed: 3d10, Muscle: 2d10, Athletics: 2d10, Talent (Crocodile Handling): 3d10, Creatures (Animals): 3d10 or 4d10 with Crocodiles, Survival (Wilderness): 3d10, Survival (Sea): 3d10

Qi: 4
Max Wounds: 9
Weapons: Three-Section Staff (2d10 Damage, -1d10 Accuracy, Long Reach)
Expertise: Animals-Crocodiles, Medium Melee-Three Section Staff


Key Kung Fu Techniques (Waijia 1, Qinggong 1, Neigong 1, Dianxue 1): Breath of Fury, Drift of the Butterfly Fish, Eight Divine Snakes, Flight of the Hawk, Hands of the Hawk Beak, Swan Taming Strike, Tai Lan's Staff Strike, White Flower Palm, Iron Spirit Reversal (Counter), Weapons Stride (Counter), Whirling Dodge (Counter)

A'ZHU AND ANZHI (FLYING CROCODILES)
These are enormous Flying Crocodiles. They are much larger, and more intelligent than normals creatures of their type. They have been reared and well trained by Kind Devil Fuling. They attack on command and protect Fuling if anyone threatens him. A'zhu is grumpy and Anzhi is more playful. 
Defenses: Hardiness 5, Evade 6, Parry 3, Stealth 6 (10 in water or forest), Wits 5, Resolve 4
Key Skills: Bite: 4d10 (Damage 5d10), Tail: 2d10 (Damage 1d10), Swim/Fly: 4d10 (70 feet), Speed: 3d10 (25 feet on land), Muscle: 4d10, Detect: 3d10, Empathy: 1d10, Reasoning: 1d10

Max Wounds: 8

Powers
Beast Strength (x3): These Flying Crocodiles are very strong. Their Base Lift is tripled, and they can exceed capping limits on Damage Rolls.
Flight: Flying Crocodiles can move through the air like water.