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TooB Dao Gung

Page history last edited by Michael 6 months, 1 week ago

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Dao Gung

 

"The Guiding Hand"

 

 

The Six Principles of Confucianism:

 

  • Jen: benevolence, don't to anything to others which you would not desire done to yourself

  • Chun-tzu: virtue

  • Cheng-ming: know your place and fit there

  • Te: leadership and authority

  • Li: propriety, manners and reverence

  • Wen: the arts of peace (poetry, music, art, etc.)

 

Neo-Confucians in general reject the idea of reincarnation and the associated idea of karma. A saying by Confucius: "Absorption in the study of the supernatural is most harmful."

 


 

This faction was founded by Quan Lo, the "Perfect Master", a Neo-Confucian scholar and Shaolin martial artist. He was first trained at the Shaolin temple in the Song Mountains of Henan province, and later under several of the "Ten Tigers of Canton". He's about 90 years old, but (of course) in excellent health.

 

The Hand was very annoyed by, and suffered setbacks from, the closure of the 1854 Juncture a year ago. Several bases and members were lost when that Juncture went out of phase and the portals closed.

 


See the section on  TooB Fu Powers

 

typical Green Monk, Student of the Principle of Resistance, and the Path of the Storm Turtle.

  • STR 12, DEX 10, CON 12, SIZ 10, INT varies, APP varies, POW 15, EDU about 10; Hit Points 16 (including special bonus), damage bonus 0.

  • Skills:  Neo-Confucianism 50%, Martial Arts 45%, Medicine (Chinese traditional) 50%, Fist/Punch 65%, Kick 45%

  • Talents (all depend on Martial Arts skill):

    • Inner Strength (3):  add Martial Arts skill divided by 5 to the monk's POW when defending from magical spells. No roll is required.

    • Clothed in Life (3):  damage done to the monk by characters of lower chi is reduced by 2 points.

    • Natural Order (7):  the monk may declare this when targetted by a gun or arcanowave device; the monk takes NO damage from the attack. Can only be performed once per turn, and no other actions may be performed afterwards.

    • Backlash of the Turtle (7):  a gun or arcanowave device which has done damage to the monk will fumble the next time it is fired in this combat; this will not affect Signature Weapons. The fumble will even occur if the monk was knocked out or killed.

    • Mirror of the Turtle (7):  after taking damage from an attack by a gun or arcanowave device, the opponent takes the same amount of damage (armor will not help). The Martial Arts skill check is made at -5% for each point of damage the monk took.

    • Laughter of the Turtle (15):  the monk is immune to attacks from guns this turn, but cannot attack.

    • Vengeance of the Turtle (9):  the monk can destroy a non-living vehicle (up to locomotive size) with a single successful unarmed melee attack.

    • Green Principle - Immobility of the Turtle (5):  the monk may make a Martial Arts skill check to be un-moved for one turn; he must be on a 'surface' to do this. If he is killed, the talent ends.

    • the monk has 50% more Hit Points than a normal person

 

During a charge:  Laughter of the Turtle

In melee with Westerners:  Natural Order,  Backlash of the Turtle or Mirror of the Turtle

 

typical Orange Monk, Student of the Principle of Diversity, and the Path of Passive Wings

  • STR 10, DEX 12, CON 10, SIZ 10, INT varies, APP varies, POW 15, EDU about 10; Hit Points 10, damage bonus 0.

  • Skills:  Neo-Confucianism 50%, Martial Arts 40%, Fist/Punch 65%, Kick 45%

  • Talents (all depend on Martial Arts skill):

    • Prodigious Leap (3):  the monk may leap twice the usual amount. Once only per round.

    • Crane Stance (3):  if the monk's DEX is higher than the opponent's INT, the monk's parries or Dodges are made at +25%. No Martial Arts skill roll required.

    • Wings of the Crane (5):  the monk may add their chi value to their STR this turn, for all purposes (damage bonus, etc.). Only once per turn.

    • Beak of the Crane (3):  if the monk makes a successful grapple attack, the opponent is immobilized. To break free, the opponent makes a STR+(Martial Arts/5) check, against the monk's STR+(Martial Arts/5)+5.

    • Talon of the Crane (7):  same as the Beak, except the monk's hold is only STR+(Martial Arts/5), and the opponent takes 1d6 damage each round - armor helps only once. This attack may only be made one one opponent at a time.

    • Migration of the Crane (7):  the monk may make several long leaps in succession, up to three times normal movement (thus 90 meters for an Orange monk).

    • Orange Principle (5):  no penalty for attacking multiple targets in melee within a round (including grapples!); and gains +5% for each attack made with a Talent not used previously that round.

    • the monk has 2 more movement points than a normal person (thus, 30m instead of 24m) 

 

During a charge:  Migration of the Crane, Orange Principle, Wings of the Crane

In melee with Westerners:  Crane Stance, Wings of the Crane, , Orange Principle

 

typical Red Monk, Student of the Principle of Movement, and the Path of the Healthy Tiger

  • STR 12, DEX 10, CON 12, SIZ 10, INT varies, APP varies, POW 15, EDU about 10; Hit Points 11, damage bonus 0.

  • Skills:  Neo-Confucianism 60%, Martial Arts 65%, Medicine (Chinese traditional) 50%, Fist/Punch 65%, Kick 65%, Sword attack/parry 65%

  • Talents (all depend on Martial Arts skill):

    • Claw of the Tiger (3):  Fist/Punch attacks do an extra 1d6 damage.

    • Prodigious Leap (3):  the monk may leap twice the usual amount. Once only per round.

    • Tiger Stance (3):  immediately after damaged by a melee attack, the monk gets a free Fist/Punch attack on the opponent.

    • Red Principle (5):  move at least 8 meters to get +1d6 damage with martial art attack. Works well with the Claw of the Tiger! 

    • the monk has 2 more movement points than a normal person (thus, 30m instead of 24m)

 

During a charge:  all Talents

In melee with Westerners:  all Talents

 

typical Yellow Monk, Student of the Principle of Redirection, and the Path of the Leaping Monkey

  • STR 10, DEX 12, CON 10, SIZ 10, INT varies, APP varies, POW 15, EDU about 10; Hit Points 10, damage bonus 0.

  • Skills:  Neo-Confucianism 60%, Martial Arts 70%, Acrobatics 70%, Medicine (Chinese traditional) 50%, Fist/Punch 65%, Kick 60%, Spear attack/parry 60%

  • Talents:

    • Dance of the Monkey (7):  when using Kick attacks, the monk may bounce off of multiple opponents with no penalty. An Acrobatics roll must be made with each attack; if missed, this is the last attack in that round for the monk.

    • Laughter of the Monkey (5):  the monk may catch arrows and other projectiles (but not bullets!), and throw them back at the opponent or another target; they use their skill with that weapon, or half their Martial Art skill, whichever is higher. Multiple projectiles may be redirected during a round.

    • Taunt of the Monkey (7):  the monk will draw the fire of opponents who fail an POW roll vs. the monk's POW. The monk gets +15% to Dodge and parries during the round.

    • Yellow Principle (5):  make opponent choose a different target using POW vs. POW roll; cannot Dodge while doing so. The "different target" should be close to the monk, and has to be something more significant than "dirt" or "wall" for example.

 

During a charge: Yellow Principle, Laughter of the Monkey

In melee with Westerners:  Yellow Principle, Dance of the Monkey 

 

typical Violet Monk, Student of the Principle of Reversal

  • STR 10, DEX 12, CON 10, SIZ 10, INT varies, APP varies, POW 15, EDU about 10; Hit Points 10, damage bonus 0.

  • Skills:  Neo-Confucianism 60%, Martial Arts 65%, Medicine (Chinese traditional) 35%, Camoflauge 55%, Move Quietly 55%, Hide in Cover 55%, Fist/Punch 65%, Kick 65%, Sword attack/parry 65%

  • Talents: 

    • Clothed in Life (3):  damage done to the monk by characters of lower POW is reduced by 2 points.

    • The Fox's Retreat:  the monk gets +25% to a Dodge or parry.

    • Prodigious Leap (3):  the monk may leap twice the usual amount. Once only per round.

    • Violet Principle (5):  if an opponent rolls a Special (not a Critical), the monk may "steal" the Special-ness. The attack is still a success; and if the monk's next attack succeeds against that same opponent, it will be a Special result (unless it rolls a Critical hit naturally).

 

During a charge:  all Talents

In melee with Westerners:  all Talents

 

typical Blue Monk, Student of the Principle of Obscurement

  • STR 10, DEX 12, CON 10, SIZ 10, INT varies, APP varies, POW 15, EDU about 10; Hit Points 10, damage bonus 0.

  • Skills:  Neo-Confucianism 60%, Martial Arts 70%, Medicine (Chinese traditional) 50%, Camoflauge 75%, Move Quietly 75%, Hide in Cover 75%, Fist/Punch 70%, Kick 70%, Knife attack/parry 70%

  • Talents: 

    • Friend of Darkness (3): the monk can act normally in darkness this turn.

    • Dark's Soft Whisper (9): a melee attack by the monk is totally silent; no one can hear the attack or any sounds made by the opponent.

    • Crane Stance (3)(OR Willow Step): if the monk's DEX is higher than the opponent's INT, the monk's parries or Dodges are made at +25%. No Martial Arts skill roll required.

    • Willow Step (3) (OR Crane Stance): the monk's Dodge skill is increased by +10%.

    • Hands Without Shadow (3) (OR Claw of the Tiger): the monk makes a Fist/Punch attack which cannot be Dodged (the opponent may attempt a parry).

    • Claw of the Tiger (3) (OR Hand Without Shadow):  Fist/Punch attacks do an extra 1d6 damage.

    • Blue Principle (5):  the monk may make a Martial Arts skill check when being attacked in melee; so does the opponent. If the monk makes a success, and by more than the opponent does, then the opponent's attack is redirected to a nearby target of the monk's choosing. 

 

During a charge:  none unless it's dark!

In melee with Westerners:  Crane Stance OR Willow Step, Hands Without Shadow OR Claw of the Tiger, Blue Principle

 

 

 

typical White Monk, Students of the Principle of Principles, the Path of the Hands of Light, and the Path of the Sharpened Scales

  • STR 12, DEX 12, CON 12, SIZ 10, INT varies, APP varies, POW 18, EDU about 12; Hit Points 16 (including special bonus), damage bonus 0.

  • Skills:  Neo-Confucianism 60%, Martial Arts 75%, Medicine (Chinese traditional) 60%, Fist/Punch 75%, Kick 75%, Spear attack/parry 75%, Sword attack/parry 75%, Knife attack/parry 75%

  • Talents:

    • Backlash of the Turtle (7):  a gun or arcanowave device which has done damage to the monk will fumble the next time it is fired in this combat; this will not affect Signature Weapons. The fumble will even occur if the monk was knocked out or killed.

    • Bite of the Dragon (5):  if the monk makes a successful melee attack, it does an extra +1d3 damage.

    • Breath of the Dragon (7):  +15% to a melee attack.

    • Claw of the Dragon (11):  if the melee attack is successful, it is a Special result.

    • Dim Mak (5):  if the monk makes a successful Fist/Punch attack, ignore any armor.

    • Hands Without Shadow (3):  the monk makes a Fist/Punch attack which cannot be Dodged (the opponent may attempt a parry).

    • Lightning Fist (13):  if the monk makes a successful Fist/Punch attack, the opponent must make a CONx5% roll or be stunned until the end of next round.

    • Natural Order (7):  the monk may declare this when targetted by a gun or arcanowave device; the monk takes NO damage from the attack. Can only be performed once per turn, and no other actions may be performed afterwards.

    • the Green, Orange, Red, Yellow, Violet, and Blue Principles

    • 50% bonus to Hit Points, and +2 Movement Points.

 

Lui Man Wai, Master of the Guardians, and follower of the Path of the Immutable Clay. Age about 60 years.

  • STR 10, DEX 14, CON 10, SIZ 10, INT 17, APP 10, POW 19, EDU 16; Hit Points 15 (includes bonus), damage bonus 0.

  • Skills:  Neo-Confucianism 80%, Martial Arts 75%, Medicine (Chinese traditional) 50%, Camoflauge 90%, Move Quietly 90%, Hide in Cover 90%, Oratory 70%, Fist/Punch 95%, Kick 75%, Three-Section Staff attack/parry 75%

  • Talents:

    • Backlash of the Turtle (7): a gun or arcanowave device which has done damage to the monk will fumble the next time it is fired in this combat; this will not affect Signature Weapons. The fumble will even occur if the monk was knocked out or killed.

    • Beak of the Crane (3):  if the monk makes a successful grapple attack, the opponent is immobilized. To break free, the opponent makes a STR+(Martial Arts/5) check, against the monk's STR+(Martial Arts/5)+5.

    • Bite of the Dragon (5):  if the monk makes a successful melee attack, it does an extra +1d3 damage.

    • Crane Stance (3):  if the monk's DEX is higher than the opponent's INT, the monk's parries or Dodges are made at +25%. No Martial Arts skill roll required.

    • Wings of the Crane (5):  the monk may add their POW to their STR this turn, for all purposes (damage bonus, etc.)

    • Creative Thunder (3):  if the monk strikes (barehanded) an opponent wielding an arcanowave device, add the rolled damage to  the Potency of the opponent's next Arcanowave Mutation Check.

    • Dark's Soft Whisper (9): a melee attack by the monk is totally silent; no one can hear the attack or any sounds made by the opponent.

    • Friend of Darkness (3): the monk can act normally in darkness this turn.

    • Natural Order (7):  the monk may declare this when targetted by a gun or arcanowave device; the monk takes NO damage from the attack. Can only be performed once per turn, and no other actions may be performed afterwards.

    • No Medicine (7):  the monk lays hands on a person (including himself), and makes a roll of POW+(Martial Arts/5) vs. the Potency of the "scheduled" Arcanowave Mutation Check. If the monk succeeds, the Potency is reset to zero (0); if the monk fails, he gains that same Mutation Potency, and (if another person was involved) the target's Potency is increased by two (2).

    • Unexpected Harvest (0):  the turn after successfully using the No Medicine talent, use this talent to convert the dissipated Potency into chi (magic points) usable during this combat.

    • Wandering Cow (variable):  the monk may spend chi (magic points) to reduce the Potency of arcanowave effects causing mutations to himself.

    • Clearing the Ground (17):  used to 'cure' a willing subject who has been mutated by arcanowave exposure. Detailed rules available if needed.

    • Signature Weapon (his 3-section staff):  the monk does +1d6 additional damage; the weapon may not be broken, disarmed or grabbed away.

    • the 50% bonus to Hit Points, and the extra 2 Movement Points. 

 

typical Guardians of the Way

  • STR 10, DEX 16, CON 10, SIZ 10, INT varies, APP varies, POW 12, EDU about 10; Hit Points 10, damage bonus 0.

  • Skills:  Martial Arts 40%, Neo-Confucianism 40%, Fist/Punch 65%, Kick 40%, Rifle 25%, Bow 45%,

  • Talents:

    • Eagle Eye (0): roll 1d6, +0 to +14 (monk's choice) for location, and ignore armor that isn't really entirely covering the location.

    • Lighting Reload (0):  very fast at firing arrows (and guns).

    • Natural Order (7): the monk may declare this when targetted by a gun or arcanowave device; the monk takes NO damage from the attack. Can only be performed once per turn, and no other actions may be performed afterwards.

 

Chan Yu Jai, the main agent of the Hand within the Boxers, follower of the Path of the Leaping Storm and the Path of the Hands of Light

  • STR 18, DEX 16, CON 18, SIZ 15, INT 16, APP 14, POW 18, EDU 16; Hit Points 24 (includes bonus), damage bonus +1d6

  • Skills:  Neo-Confucianism 60%, Martial Arts 75%, Camoflauge 95%, Move Quietly 95%, Hide in Cover 95%, Oratory 60%, Covert Operations/Spy 70%, Medicine (Chinese traditional) 55%, Riding 70%, Fist/Punch 95%, Kick 75%, Chinese war-sword attack/parry 60%

  • Talents:

    • Prodigious Leap (3):  the monk may leap twice the usual amount. Once only per round.

    • Abundant Leap (5):  the monk may leap four times the usual amount. Once only per round.

    • Awesome Downpour (3):  with the same attack roll, attack two opponents within 3 meters of each other. The damage for each opponent is the same.

    • Dim Mak (5):  if the monk makes a successful Fist/Punch attack, ignore any armor.

    • Drunken Fist (variable):  the monk expends chi (magic points) to reduce the opponent's Dodge or parry roll, -10% per magic point.

    • Drunken Stance (3):  the monk's opponent must make a Spot Hidden roll to attack at full value.

    • Flying Sword (7): strike an opponent by flying at him, sword outstretched; if you hit, add (distance moved in meters/3) to the damage.

    • Gathering of the Clouds (3): reduces the chi cost of continuous talents. Details if needed.

    • Hands Without Shadow (3):  the monk makes a Fist/Punch attack which cannot be Dodged (the opponent may attempt a parry).

    • Inner Strength (3):  add Martial Arts skill divided by 5 to the monk's POW when defending from magical spells. No roll is required.

    • Lightning Fist (13):  if the monk makes a successful Fist/Punch attack, the opponent must make a CONx5% roll or be stunned until the end of next round.

    • Loyal Steel (3): throw a hand-to-hand weapon at an opponent; the attack uses the monk's normal skill with the weapon and the normal hand-to-hand STR Bonus to damage. Whether the attack is successful or not, the weapon flies back to the monk's hand. For weapons not normally thrown, range is POW meters. Point-blank attack rules DO NOT apply.

    • Natural Order (7): the monk may declare this when targetted by a gun or arcanowave device; the monk takes NO damage from the attack. Can only be performed once per turn, and no other actions may be performed afterwards.

    • Rain of Fury (5): if the monk makes a successful melee attack, he may immediately make another attack on the same opponent, at no penalty.

    • Signature Weapon (his chinese war-sword):  the monk does +1d6 additional damage; the weapon may not be broken, disarmed or grabbed away.

    • Wily Stupor (variable):  spend chi (magic points) to negate damage, 1 magic point per 1 point of damage taken.

    • 50% bonus to Hit Points, and the extra 2 Movement Points.  

typical Boxer

  • STR 10, DEX 10, CON 10, SIZ 10, INT varies, APP varies, POW 10, EDU about 8; Hit Points 10, damage bonus 0.

  • Skills:  Martial Arts 10%, Fist/Punch 50%, Kick 25%, Rifle 15% (yes, below normal base), Sword 20%, Hatchet 20%

  • Talents: none

 

 

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