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Palladium Mystic China Sourcebook PDF

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Summary

This is a sourcebook for the Palladium role-playing game, Mystic China. It provides character creation, skills, and magic information. This is an extensive guidebook for game masters and players.

Full Transcript

Warning! Violence and the Supernatural This book may be inappropriate for young readers. The fictional World of Mystic Chinaâ„¢ is violent, deadly and filled with supernatural monsters. Magic, monsters, demons, gods, demigods, immortals, dragons, combat, insanity and the supernatural are al...

Warning! Violence and the Supernatural This book may be inappropriate for young readers. The fictional World of Mystic China™ is violent, deadly and filled with supernatural monsters. Magic, monsters, demons, gods, demigods, immortals, dragons, combat, insanity and the supernatural are all elements in this book. Some parents may find the violence and supernatural elements of the game inappropriate for young read- ers/players. We suggest parental discretion. Please note that none of us at Palladium Books condone nor encourage the occult, the practice of magic, the use of drugs, or violence. Although parts of Mystic China™ has been inspired by Chinese myths and legends, it is a fictional work. The magic, powers, monsters and characters depicted in this book are NOT real. A massive sourcebook for use with Heroes Unlimited™, Ninjas & Superspies™, and Beyond the Super- natural™. Compatible with Rifts® and the entire Palladium Books® Megaverse®! 1 Dedication Dedicated, in far too slight a measure of felial piety, to my scholarly mother, Nora Evarian Wujcik, and to my self-sainted father, Joseph St. Wujcik, with great love and affection. Erick Wujcik A very special thank you to the original, 1989, play-testers of Mystic China: Marvin Alien, Todd Bake, Kevin Lowry, Reg Roehl, John Speck, and Don Woodward. Thanks for valued assistance go to Don Anderson, Yi-Mei Chng, Paul Deckert, Larry Feinstein, Stephanie Itchkawich, Chuck Knakal, Alan Moen, Tony Townson, Diane Vogt-O' Connor, and Roger Zelazny. Thanks for the books go to Lisa Leutheuser, Julius Rosenstein, Joe Saul, Steve Wujcik and, of course, my main source, for which I am forever grateful, The Main Branch of the Detroit Public Library. Erick Wujcik Coming in 1995! Mystic China™ Sourcebook Other Palladium RPG titles include: Ninjas & Superspies™ Beyond the Supernatural™ Heroes UNlimited™ Rifts* RPG The Palladium* RPG Robotech* RPG Macross H™ RPG RECON* The Compendium of Weapons, Armor and Castles7 The Compendium of Contemporary Weapons™ First Printing — February 1995 Copyright © 1995 Palladium Books Inc. All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental. Palladium Books®, Megaverse®, and Rifts® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books® Inc. Mystic China™, Ninjas & Superspies™, Heroes Unlimited™, Beyond the Supernatural™ and other names and titles are trademarks owned by Kevin Siem- bieda and Palladium Books® Inc. Mystic China™ is published by Palladium Books Inc., 12455 Universal Drive, Taylor, MI 48180. Printed in the USA. 2 PALLADIUM BOOKS PRESENTS: MYSTIC CHINA Written By: Erick Wujcik Additional Text & Concepts: Kevin Siembieda Senior Editor: Kevin Siembieda Editors: Alex Marciniszyn James A. Osten Kevin Kirsten Julius Rosenstein Cover Painting: James Steranko Interior Artists: Vince Martin Wayne Breaux Jr. Kevin Long Roger Petersen Art Direction & Keylining: Kevin Siembieda Typography: Maryann Siembieda Michael O'Connor Special Thanks to James Steranko for a fantastic cover painting (and for his patience). Erick for another great book. Vince, Wayne and Rog for more tremendous artwork! And to Maryann, Alex, Steve, Thorn, Mike and the usual gang of Palladium Immortals. Kevin Siembieda Table of Contents Mystic China Character Creation........................................................................ 7 AttributeBonuseC h a r t................................................................................ 8 Toatis Alignment( O p t i o n a l )............................................................................ 8 Skills for Mystic C h i n a................................................................................ 9 ChineseAntiquarian.................................................................................. 10 ChineseL a n g u a g e.................................................................................... 11 M e d i t a t i o n.......................................................................................... 12 WeaponP r o f i c i e n c i e s................................................................................. 12 Game Master Section................................................................................. 13 Tips on Good Game M a s t e r i n g.......................................................................... 13 Tips on Creating Good A t m o s p h e r e...................................................................... 14 Chinese Hours of the D a y.............................................................................. 15 Calendar of Chinese A s t r o l o g y.......................................................................... 16 Notes on Languages.................................................................................. 16 Name Generation.................................................................................... 17 Chinese Symbols & Name Table........................................................................ 17 The Hundred Family N a m e s............................................................................ 20 English to Chinese G l o s s a r y............................................................................ 21 Money in Mystic China............................................................................... 24 Basic Rate of Exchange............................................................................... 24 Cost of Living....................................................................................... 24 SavingO p t i o n....................................................................................... 25 Paper Work & Documents............................................................................. 26 Apparel, Equipment & Supplies Price L i s t................................................................. 26 Computers & Electronic E q u i p m e n t...................................................................... 27 Vehicles in China.................................................................................... 28 Weapons........................................................................................... 29 Weapons of Ancient C h i n a............................................................................. 30 MartialArtO. C. C. s................................................................................... 36 Demon Hunter O.C.C................................................................................. 38 Antiquarian......................................................................................... 49 Antiquarian's M a n s i o n................................................................................ 51 Immortalist......................................................................................... 63 Celestial C a l l i g r a p h y.................................................................................. 65 M a g i c.............................................................................................. 58 Psychic Character Classes ( P. C. C. s )...................................................................... 58 Blind Mystic........................................................................................ 58 Blind Mystic's Third Eye.............................................................................. 60 Chi Magic.......................................................................................... 68 Western Aranist P e r s p e c t i v e............................................................................ 70 Alphabetical List of Chi S p e l l s.......................................................................... 71 Mind Walk......................................................................................... 84 Create Vajra........................................................................................ 91 Weep Beans of L i f e................................................................................... 96 Chinese Alchemy.................................................................................... 98 Ten Lost Books of A l c h e m y............................................................................ 101 TenLegendaryAlchemicalE l i x i r s....................................................................... 102 Mudra............................................................................................. 103 Immortals ( H s i e n ).................................................................................... 113 4 False Paths to Immortality............................................................................. 114 Internals: Chinese D e m o n s............................................................................. 134 Servitors........................................................................................... 136 Infernal Demons..................................................................................... 143 Yama K i n g s......................................................................................... 147 Martial Art Powers................................................................................... 149 Atemi Powers....................................................................................... 150 Chi Powers......................................................................................... 153 Demon Hunter Body Hardening Exercises................................................................ 156 Special K a t a s........................................................................................ 157 Martial Art T e c h n i q u e s................................................................................ 159 Zenjoriki........................................................................................... 161 Compendium of Martial Arts........................................................................... 165 Listing of 29 Martial Art Forms......................................................................... 165 Quick Refresher..................................................................................... 167 Damage T a b l e....................................................................................... 170 Description of Forms Start (An Yin Kung F u ).............................................................. 171 Chao Ta Kung Fu (actor).............................................................................. 175 Liang Hsiung Kung Fu................................................................................ 188 Shih Ba Ban Wu Yi (Weapons M a s t e r )................................................................... 194 Triad Assassin (Modern W e a p o n s )....................................................................... 201 Introductory Scenario: An Outbreak of Alchemy........................................................... 204 Experience T a b l e s.................................................................................... 207 Book & Reading List................................................................................. 208 Quick Find Table Immortals Child ( I m m o r t a l )............................... 132 Alchemy...................................... 98 Child ( s p e l l )................................... 96 Alchemy: Lost Books............................ 101 Damned Immortals............................. 123 Alchemy: Legendary Elixers...................... 102 Enlightened Immortals.......................... 127 Alchemy: Intro Adventure........................ 204 Fallen (or False) I m m o r t a l s....................... 113 Alchemy: Side-Effect from Immortality............. 103 Heartless Immortal............................. 122 Alchemical Immortal............................ 120 Undead I m m o r t a l s.............................. 117 Alchemist Ko.................................. 204 Animus Description ( s p e l l )........................ 85 Infernal Wanderers Animus, Evoke Pure Chi ( s p e l l ).................... 85, Angry Po Spirits (Po C h i e n )...................... 134 Animus, Detach ( s p e l l )........................... 95 Bodiless Ghosts (Kuei H s i e n )..................... 135 Animus, Dispell ( s p e l l )........................... 86 Possessive E n t i t i e s.............................. 136 Celestial C a l l i g r a p h y............................. 65 Character Creation.............................. 7 Infernal Servitors Chi Magic..................................... 68 Black Steel Centipede (Hei Lou Kung)............. 141 Chinese M o n e y................................. 24 Brass Snakes (Tou S h e ).......................... 136 Chinese Names................................. 17 Copper Pigeon (Tong K o )........................ 140 Chinese Numbers............................... 20 Iron Dogs (Tieh Gou)........................... 138 Chinese Skills.................................. 9 Quicksilver Monkeys (Hung H o u )................. 139 Chinese Symbols & Name Table................... 17 White Lead Leopards (Hu Fen P a o )................ 142 Chinese Weapons (ancient)....................... 30 Damage T a b l e.................................. 170 Infernal Demons English to Chinese G l o s s a r y....................... 21 Demon Overlords.............................. 145 Experience T a b l e s............................... 207 Horned U s h e r s................................. 145 Game Master Section............................ 13 Typical Infernal Creation Tables.................. 143 Immortals..................................... 114 Ranks........................................ 144 Immortal Child ( s p e l l )............................ 96 Rebel Internals................................ 148 Inscribe Celestial Calligraphy ( s p e l l )................ 77 Weaknesses & Special Powers.................... 144 Magic Spells and Descriptions..................... 72 Yama Kings................................... 147 Martial Art F o r m s............................... 165 Martial Art Powers.............................. 149 Character Classes Money and Symbols............................. 24 Limited Combat/Scholarly Remove Heart (spell)............................ 98 Antiquarian O. C. C.............................. 49 Tien Hsueh (Atemi P o w e r )........................ 150 Capitalist Entrepreneur O. C. C..................... 52 Vajra, Create (spell)............................. 91 Vajra, Mudra for Handling........................ 112 Magic P.C.C.S Xian Chi ( Z e n j o r k i ).............................. 161 Fang Shih P.C.C. (Geomancer).................... 61 Mang Wu P.C.C. (Blind Mystic).................. 58 Geomantic Spells Tao Shih P.C.C. (Immortalist).................... 63 Sense Ti Chi................................... 74 Wu Shih P.C.C. (Chi A r c a n i s t ).................... 67 Draw Confining Arc of Chi....................... 75 Draw Flowing Spiral of C h i....................... 76 Martial Arts O.C.C.S (Combat) Draw Knot of Obstruction........................ 79 Chun Tzu O.C.C. (Martial A r t i s t ).................. 36 Draw Chi B a r r i e r................................ 81 Demon Hunter O.C.C. (Martial A r t i s t ).............. 38 Draw Alternate Line of Natural C h i................. 83 Jian Shih O.C.C. (Marital Artist).................. 43 Draw Cage of C h i............................... 85 Nei Chia Wu Shih O.C.C. (Martial Artist)........... 45 Draw Spiral Line of C h i.......................... 86 Wai Chia Wu Shih O.C.C. (Martial Artist).......... 47 Draw Wall of Chi............................... 88 Optional Racial Character Classes Draw Chi Entity Trap............................ 92 Fox Spirit (Hu Ching) R. C. C....................... 54 Draw Helix of Dragon Summoning................. 95 Reformed Demon (Shan Muo) R. C. C................ 56 Draw Yin Yang S y m b o l......................... 97 Reformed Demon & O v e r l o r d s..................... 146 Oh! One last thing. Much of what is in Mystic China came Introduction about because of feedback from the fans of Ninjas & Super- "Why bother with those people? As a Buddhist, you ought spies. So, if you'd like to see more, write me a letter and tell me rather to avoid those who enjoy making a display of spectacular what you want. It may take awhile, but if you don't ask, you powers. Taoist hermits delight in all sorts of childish antics far don't get! I can tell you that I'm already working on a second removed from the exalted teachings of their ancient sages, Lao Mystic China sourcebook which should quickly follow this one. Tsu and Chuang Tsu. Haven't you seen their pictures? Immortals Erick Wujcik, the 4,701st Year since the disporting themselves with music, chess and wine among the Ascension of the Yellow Emperor (1994) purple mountains of Fairyland. Drunk with eternal youth, they fly upon the backs of cranes or ride their many-coloured steeds — unicorns, griffins and even dragons!" His lips met in a thin line of disapproval... A quote from the abbot of a Buddhist Monastery, as recorded, Mystic China™ circa 1932, by John Blofeld, in his biography, The Wheel of Life. Taoists! Character Creation I can't remember ever being carried away with a project as much as with this one, Mystic China. Mostly because I've Here's a quick eight-step review on rolling up a character for found myself enchanted by the Taoists. Mystic China. For more details about character creation, check Taoism is something like a philosophy, something like a relig- out a copy of Revised Ninjas & Superspies, Beyond the Su- ion, and more than a little like some kind of formal insanity. pernatural, Revised Heroes Unlimited, or even Teenage Mu- Don't expect me to explain it — according to the foremost Tao- tant Ninja Turtles & Other Strangeness. ists of the ages, Taoism can't be taught, nor can it even be ex- Step #1: Determine Attributes. Roll 3D6 for each of the plained — but I can tell you that Taoism is the only major eight Attributes. If the roll is a 16, 17 or 18, roll another 1D6 to religion that I know of that believes in dragons and fairies. Even add to that Attribute. their villains, from evil Immortals; to island-sized sea monsters, Step #2: Select an O.C.C., P.C.C. or R.C.C. In addition to are cool. those listed here in Mystic China, you can also choose from any For hundreds of years Buddhists and Confusianists, along of the O.C.C.s in Revised Ninjas & Superspies. With the Game with the more recent missionaries of Islam and Christianity, have Master's permission, you may also be able to select from the all condemned Taoism. It's silly they say, or they criticize it for Psychic Character Classes (P.C.C.s) in Beyond the Supernatu- being filled with fanciful superstitions. Why, the other religions ral. Note: R.C.C. is Racial Character Class, primarily applicable seem to be asking, why can't the Chinese take religion seri- to inhuman characters. ously? Step #3: Determine P.P.E. Points. Unless the Potential Psy- How could I help but be bewitched? chic Energy (P.P.E.) is listed with the character's O.C.C., P.C.C. So, much of this book is based on my own role-playing-cen- or R.C.C., roll 2D6 for the total P.P.E. tered version of Taoism. Step #4: Determine Hit Points. Add 1D6 to the character's It's also based on China, and most of the material deals with Physical Endurance (RE.) attribute number. Chinese people and places. If you like, you can base a role-play- Step #5: Select Martial Art Forms, Martial Art Abilities, ing adventure or a whole campaign in Hong Kong or wandering Skills and Equipment. Follow the guidelines under your char- around mainland China. acter's O.C.C., P.C.C., or R.C.C. However, given that there are more Chinese than any other Step #6: Look up Attribute Bonuses. Once all the changes people on Earth, and that they're distributed just about every- and additions have been made to the attributes, look up the bo- where (I can't think of too many places without a Chinese res- nuses on the Attribute Bonus Table. taurant nearby), you should find the material suitable for any role-playing campaign! Everywhere the Chinese people go, they carry a bit of their Attribute Bonus Chart ancient culture with them. Anywhere on the planet; in a local Step #7: Determine Chi Points. Unless otherwise listed with Chinatown, displayed in a museum, or hidden away in the pri- the O.C.C., P.C.C. or R.C.C., a character's base Chi is equal to vate horde of a collector, are the preserved mysteries of Mystic the Physical Endurance (P.E.) attribute, after all the skill and China. martial art form bonuses have been added to the P.E. For a com- For example, do you know you could have a Mystic China plete description of Chi, see the section on Chi Mastery. adventure set in the American West? Remember, during the Step #8: Select Alignment. Use the description of the Align- building of the transcontinental railway, thousands upon thou- ments in Ninjas & Superspies where the Disciplines of Honor sands of Chinese laborers were brought in through San Fran- are also described. Or players can use those described in Beyond cisco, and from there were scattered all over the West, until they the Supernatural or from any Palladium rule books, except for were just as common as cowboys or Indians. Revised Recon. Also, check out the section called "One Hundred Anyway, here's hoping this book inspires you, excites you, and Twenty-Nine Chinese Characters" for a fun way to roll up and provides you with some new directions in role-playing. your character's name. 17 18 19 20 21 22 23 24 25 26 27 28 29 30 lafc-iftiifc.. + 9% MB*. tllft. M.E. save vs psychic attack/insanity +1 +2 +2 +3 +3 +4 44 +5 +5 +6 +7 +7 +8 M.A. tnist or intimidate 65% 88% 92% 96% 97% P.S. Hand to Hand Combat: Damage +2 +3 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 jffl. s*. f?__+8 P.E. save vs coma/death +5% +6% +8% +10% +12% +14% +16% +18% +20% +22% +24% +26% +28% +30% tL it. IA. +8 P.B. charm and impress 35% 40% 45% 50% 55% 60% 65% 70% 75% 83% 86% 90% 92% Speed: No special bonuses. Taoist Alignment (Good) Taoist characters are rather eccentric. They are not selfish, in choice but to dive into a nearby well, hoping that he would be that they care nothing for wealth, riches, or any personal gain, overlooked. but they are self-centered in that they'd rather have fun than be Sure enough, the ruse worked, and the young thief managed bothered by serious obligations. Ultimately, the Taoist is always to stay hidden all the night, and all through the next day, until torn. On the one hand, the character should work for the good of the following midnight. others. However, the attainment of wisdom, insight, and even Shivering with cold and fright, the youngster started to climb Immortality are also the goals of the Taoist. Also, since a Taoist out of the well, when suddenly a hand reached out to grab him, takes the long view, the character is willing to let people suffer if and pull him out. it's possible they'll learn from the experience. "Ho, ho," said the Taoist, laughing at the young thief's A good example of Taoist behavior is the story of the Taoist shocked expression. and the young thief: "Why... why did you trap me there last night?" said the thief. While drinking in a low dive, a young man was complaining "Well," said the Taoist, "you did say you wanted to learn about his lack of funds. "If only," said the delinquent, "I knew everything about being a thief..." the secrets of the thief, I'd never lack for money in this town." "Would you like to learn how to be a thief?" asked the Taoist. "Just come with me tonight. I'll break into the richest house in Taoist Characters Will... town and you'll learn everything you need to know to be an ex- 1. Intend to keep their word of honor, when they give it. cellent thief." However, if things change, well... The young man agreed and they met late that night. Every- 2. Avoid Lies (except in fun). thing went splendidly, as the Taoist showed the young man how 3. Cheat whenever necessary. to hide his smell so he wouldn't alarm the animals, how to move 4. Will not kill an unarmed foe (but will take advantage of the quietly, how to hide in the shadows, and how to break open the situation). gate. Finally, once they were inside, the Taoist proceeded to pick 5. Never harm an innocent. the lock of the family's treasure chest. 6. Not use torture unless absolutely necessary. "Quick," whispered the Taoist, "hop inside." 7. Never kill for pleasure. Thinking that he was to search the inside of the chest for hid- den riches, the young thief did as he was told. 8. Usually help those in need. At which point the Taoist slammed down the lid of the chest, 9. Refuse to take any position of leadership or authority, ex- locked it, and then loudly began singing and rummaging around cept in a short-term emergency. among the wine cabinet of the house. Before slipping out the 10. Ignore the law and the rules, whenever they feel they can front door, wine jar in hand, the Taoist even lit a candle in the get away with it. However, they will never violate the law for room with the chest. personal gain. Terrified, the youngster huddled in the chest, which was 11. Usually make fun of authority. locked from the outside, while the inhabitants of the house flew 12. Usually, but not always, stick by a friend. into an uproar. Seeing only the flickering of the candle, and a few shapes passing by, the young thief could only wait in horror. However, after a few minutes, when most of the armed men of the house seemed to have gone outside, the thief started to scratch the inside of the chest, making just a small amount of noise. Then, when one of the ladies opened the lock, he sprang out, blew out the candle, and ran panic-stricken into the night. Outside, there was little hope of escape, with family members, police, and neighbors all in pursuit. So the young thief had no A Select List of Skills for Mystic China While some of the skills listed are duplicates of those found in Revised Ninjas & Superspies and in other Palladium rule books, there are a number of new entries, each marked (New!). Skills Listed by Category Chinese Cultural Skills Chinese Cultural Skills Artistic Calligraphy: (The equivalent of 'Calligraphy' in Nin- Artistic Calligraphy jas & Superspies) This is the skill needed to produce beauti- Calligraphic Forgery (new) ful letters, using a brush, ink stone, and paper. Taken along with skill in Chinese Language & Literacy (see Technical Game Skills Skills, below), the character can create variations on any of Tiao Qi or Chinese Checkers (new) the Chinese characters. For example, there are over 200 ways Wei Qi or Go to render the character for 'longevity.' Base Skill: 35%+5% Xiang Qi or Shogi (new) per level of experience. Calligraphic Forgery (New!): A special skill that allows the Chinese Swindler Espionage Skills character to imitate the calligraphy of the ancients and to re- Shell Game (new) produce copies of exotic styles. This is an advanced version Yarrow Stick Counting (new) of artistic calligraphy, and the character must take both skills. To successfully pass off a forgery as an ancient work requires Chinese Science Skills a roll under the base skill on percentile. Attempting to forge Archaeology (new) the penmanship of a particular author is more difficult (-25% Chemistry - Chinese Alchemical penalty on the roll). Base Skill: 25%+5% per level of experi- Chinese Technical Skills (Languages) ence. Chinese Antiquarianism (new) Chinese Calligraphic Codes & Code Breaking (new) Qi (Game) Skills Chinese Classical Studies (new) Tiao Qi or Chinese Checkers (New!): The skill involves being Chinese History (new) able to play Chinese Checkers (with marbles, on a six-cor- Chinese Language & Literacy (new) nered board, where the object is to get all your pieces to the Chinese Mythology - Taoist (new) opposite side), at a professional level. There is also an ad- Chinese Mythology - Buddhist vanced, or blitz version of the game where the rules are a bit Language (Other Oriental; new) more complex, where entire groups of marbles can be moved Language Dialects (new) simultaneously. Base Skill: 24%+4% per level of experience. Wei Qi or Go: As chess is the most widely accepted intellectual Temple Philosophies & Skills game of the west, so Go is accepted as the most "enlighten- Begging ing" game of the eastern world. On a more practical level, the Fasting oriental world is filled with villains who will spare the life of Feng Shui or Geomancy (new) a good Go player. And, for many martial artists, the prospects Meditation (new) of an intelligent game of Go easily outweigh any desire for Oriental Philosophies (new) combat. Base Skill: 30%+5% per level of experience. Simulating a game of Wei Qi: A truly expert game in- Ancient Weapon Profiencies volves many hours and many rituals. First there should be a W.P. Paired Weapons W.P. Polearm (new) series of three quick "test" games to determine the weaker W.P. Axe (new) W.P. Spear player's handicap; figure that for every 5% of difference be- W.P. Blunt W.P. Staff tween the players' skills, the weaker player starts with an ex- W.P. Chain W.P. Large Sword tra 'stone' (playing piece). Once the players begin in earnest, W.P. Forked W.P. Short Sword the game can take hours, especially since true masters of the W.P. Knife W.P. Whip (new) game allow their opponents to take back however many moves they like. That's because the true object of Wei Qi is Projectile Weapons (not guns) not supposed to be winning, but playing a 'perfect' game. W.P. Mouth Weapons (new) Xiang Qi or Shogi (New!): The Chinese version of chess, W.P. Small Thrown Weapons where each side, red and black, received two Ju, or Chariots; W.P. Bow two Ma, or Horsemen; two Pao, or Cannons; five Zu, or W.P. Cross bow Pawns; two Xiang, or Ministers; and two Shi, or Officers. The W.P. Slingshot piece corresponding to the King is called a General, but the W.P. Weapon Improvisation (new) red General is called Shuai, and the black General is called Jiang. Unlike the checkerboard used in chess, the board for 1,001 to 2,000 years — Within 6D6 years Xiang Qi is played on 90 intersections of vertical, horizonal 2,001 to 5,000 years — Within !D6xlO years and diagonal lines, and the board contains special domains 5,001 to 10,000 years — Within 2D6xlO years for each general, as well as a "river" that separates the two Chemistry - Chinese Alchemical: A combination of modern sides. Base Skill: 15%+5% per level of experience. chemistry (organic and analytical), botany (a lot of elixirs re- quire different herbs, flowers and roots), and history, with a Chinese Swindler Espionage Skills little cryptography thrown into the mix. The character can in- Shell Game (New!): It's the same the world over. All the char- terpret ancient alchemical texts, formulas and directions, and acter needs is a flat surface, three shells (or cups, or bowls), a knows how to substitute modern ingredients for their ancient pea, and a gullible customer. The idea is to keep moving the counterparts, and can use high-tech versions of the primitive shells around and let the customer bet on where the pea will equipment. A successful roll means the character succeeds in appear. Missing the roll (getting over the base skill on percen- interpreting an alchemist's formula (even if written in code). tile) means that a customer has a genuine chance of spotting Depending on the complexity of the procedure, it could take the correct shell and wins. Or, if the pea was hidden or from one to six additional rolls to accurately reproduce an ac- palmed, the customer is likely to see the trick. Base Skill: tual elixir. Note: Classical Chinese Literacy, Chemistry and 20%+4% per level of experience. Biology skills are all required prerequisites. Base Skill: Yarrow Stick Counting (New!): This is a fraudulent form of 25%+5% per level of experience. fortune telling, or divination, where one pretends to cast the Yarrow Sticks for an / Ching reading. However, the con artist will "count" the sticks, so as to arrive at a desired set of lines Chinese Technical Skills (Languages) (usually the particular interpretation is memorized from the Chinese Antiquarianism (New!): Knowledge of the value and book, right before the reading, so the character will seem to rarity of Chinese artistic, historical and ancient artifacts. The know the whole / Ching by heart). Not unlike "card count- character can attempt to appraise the dollar value of any item. ing," an expert can arrive at any desired Hexagram (by roll- In addition, the character knows how to buy and sell antiques, ing under the skill on percentile). Even if the character fails and will be able to locate customers for any given item. The the roll, it's still possible to move the sticks around quickly character can also attempt to determine fakes and frauds, enough so that the customer won't see the deception. Base based on both the quality of the item, as well as whether or Skill: 24%+3% per level of experience. not it fits correctly into the knowledge of the period. Also in- cludes a basic understanding of precious stones and metals, Chinese Science Skills and the ability to do simple quality tests. For example, the Archaeology: (from Beyond the Supernatural) Scientific study character can do a simple test for the purity of gold, or exam- of relics by excavation and analysis of artifacts and their sites. ine a gem and determine its size (carats), clarity and luster. Studies include proper excavation techniques (digs), preser- Base Skill: 35%+5% per level of experience. vation, restoration and dating (including carbon dating) meth- Chinese Calligraphic Codes & Code Breaking (New!): This ods, as well as rudimentary history and anthropology very special form of Cryptography involves training in Chi- background. The skill can be used to excavate/recover and nese mythology, the classics of Chinese literature, plus an ex- clean/restore ancient artifacts and ruins, more accurately de- tensive investigation into the different styles and techniques termine age/date of the artifact, establish authenticity and of Chinese calligraphy. Chinese codes usually involve two identify the likely time period, place of origin, and people. levels of deception. First, the characters are altered, substi- Base Skill: 35%+5% per level of experience. tuted, or invented, so that the code-breaker will have to figure Note: Excavations are extremely time consuming and la- out a whole new "alphabet." Second, the messages are usu- borious, requiring weeks, months, or even years of work and ally cryptic references to historical or mythic figures, so the study. Restoration and accurate dating processes require the code-breaker has to have a good knowledge of books and leg- proper chemicals, equipment, facilities and time. Determining ends. Base Skill: 10%+2% per level of experience. an accurate date of an artifact will place the object under sev- Chinese Classical Studies (New!): The character is a master of eral tests to establish its age. The length of time and level of the four categories of classics of China, including Ching accuracy under scientific conditions is listed on the following (classics), Shih (history), Tzu (philosopher's writing), and Chi chart. Scientific determination of an item's age can be con- (miscellany). In addition, the character has committed to ducted by the character (if proper facilities are available), or memory (to the point where they could pass one of the fabled an item can be sent to a laboratory that specializes in it. The Imperial examinations) the Five Sacred Books — the / latter is expensive, costing as little as $1,000 for items only a Ching, the Shih Ching (Book of Odes), the Shu Ching (Book few hundred years old, and from $10,000 to $60,000 for an of History), the Li Chi (Book of Ritual), and the Ch'un Ch'iu object which is thousands or millions of years old. Items that (Spring & Summer Annals) — and the four books of Confu- can be age-tested include man-made items, organic material, cian thought — The Great Learning, The Doctrine of the rocks, dirt, and/or fossils. Mean, Analects of Confucius, and The Works of Mencius. Base Skill: 40%+5% per level of experience. Age in Years — Level of Accuracy Chinese History (New!): Extensive knowledge of the history of 300 years or less — Within 2D4 years China. The character can, based on architecture, materials, 301 to 500 years — Within 2D6 years technology, artistic form, and style of calligraphy, identify 501 to 1,000 years — Within 3D6 years objects or sites associated with the various dynasties and pre- 10 dynastic periods. The character will know the names, and at becoming gods, of gods becoming mortal, and of virtually least a brief history, of all the various rulers of China, the any mythic figure dying and being reincarnated as some various kingdoms and provinces, and important neighboring "other" mythic figure. Characters will, given a few hours of nations, as well as the works of such important writers as research time and, access to a decent library, be able to come Confucius, Mencius, Lao Tzu, and Sun Tzu. Note: In order to up with a variety of legends (unfortunately, often contradic- have the Chinese History skill, the character must have an tory) on any given named mythic entity or related to any par- O.C.C. skill in Chinese Language. Base Skill: 45%+5% per ticular place or period of history. Base Skill: 35%+5% per level of experience. level of experience. Chinese Language & Literacy (New!): Chinese, as a language, is unique in the world. That's because the language has been Chinese Mythology - Buddhist: This skill is pretty much the in continuous use, both in the spoken and written form, for same as the Taoist version, except that it deals with the over three thousand years. And, because the written language equally crowded hordes of Chinese Buddhist entities. A sepa- is based on abstract characters (ideas), rather than phonetics rate skill. Base Skill: 35%+5% per level of experience. (sounds), it has become more and more complex as it evolved. Here are the four "levels" of literacy available to Language (Other Oriental; New!): Speaking, reading and writ- characters, depending on which skills they select. ing a language other than the one the character grew up with. Stage 1 - Thousand Character Literacy. This applies only The skill can be selected as often as desired. Each selection to characters who take Chinese as a Secondary Skill. The counts as a language skill. Base Skill: 55%+5% per level of character can read simple instructions, write notes, and knows experience. If taken as a secondary skill, start at 40%+5% per how to use a Chinese dictionary (something that a character level of experience. Here are some of the likely languages with no skill in Chinese could not do). The character knows one will find in Mystic China: only one dialect, either Mandarin or Cantonese. Base Skill: Mongolian is the language of Mongolia (north of China). Its 40%+5% per level of experience. speakers are found scattered all around China, as well in Stage 2 - Chinese Literacy. Applies to native speakers many parts of the former Soviet Union. By the way, Mon- (those raised in a Chinese-speaking household) and to charac- golian is part of the Altaic family of languages, which also in- ters who take Chinese as an O.C.C. skill. The character can cludes Japanese and Korean. read and write around 3,000 ideograms, and can quickly learn more when they need to. Reading and writing are fully fluent Tibetan, the language of Tibet, can be found in many of the and it's possible to read all modern newspapers, magazines mountainous regions of southwest China. and popular books. The character knows both Mandarin and The Miao are a tribal people, who have been alternately Cantonese dialects. Base Skill: 55%+5% per level of experi- warring with, and living peacefully with, the Chinese for ence. thousands of years. Their language is still found in many wil- Stage 3 - Advanced Chinese Literacy. The character must derness areas. have an O.C.C. skill in Chinese Language (or be a native Thai is not only the language of Thailand, but also of speaker) and either Chinese Antiquarianism, Chinese Classi- many ethnic groups scattered across southern China and most cal Studies, Chinese History, or Chinese Mythology (any one southeast asian countries. will do). The character has a mastery of from 15,000 to Kazakh, Kirghiz, Uighur and Urianghai are all Turkic dia- 50,000 characters, which means that anything printed in the lects (related to Turkish) and are found in the far west and late Twentieth Century is readable. With reference books and northwest of China. dictionaries, the character can attempt to decipher ancient There are even more exotic languages, but most are spo- manuscripts and inscriptions. Knows both Mandarin and Can- ken only in remote regions. Note: See Chinese Language tonese, and can also read and write Chinese cursive script. above, which is treated differently. Base Skill: 60%+5% per level of experience. Stage 4 - Classical Chinese Literacy. The character must Language Dialects (New!): Taking this skill for a particular have an O.C.C. in the Chinese Language (or be a native language means the character will be able to communicate in speaker) plus Chinese Classical Studies, Chinese History, and all of the dialects of that language. Unlike English, where the Chinese Mythology. This allows the character to be able to language has only had a few hundred years to develop re- read and write in just about any version of the Chinese char- gional mutations, the oriental languages have been evolving acters, including the pre-dynastic pictographs. The character separately for thousands of years! In the case of Chinese, can speak Mandarin and Cantonese and, if exposed to a some of the dialects are as different from one another as Ital- speaker of ancient Chinese, could easily pick up the spoken ian is to Spanish (i.e. you could say that Italian and Spanish language. Base Skill: 60%+5% per level of experience. are both dialects of Latin). Chinese Mythology - Taoist (New!): Includes extensive knowl- A character with the Chinese dialects skill would be able edge of the vast library of works on Chinese myths relating to to communicate in Mandarin (the "official" language of gods, ghosts, demons, monsters, dragons, Immortals, and the mainland China), Cantonese (Hong Kong and most Chinese- undead. Since there are such a vast array of mythic entities (it speakers in North America), Amoy (Taiwan), Hakka, Hu- is said, for example, that every star in the sky corresponds to nana, and Suzhou (also known as Wu), and would be able to a named deity in Chinese Mythology), characters are very quickly pick up any of the dozen or so other regional dialects. skilled at locating written references on any given subject. There are also ten different Tibetan dialects, and a half dozen This is all further complicated by the legends of Immortals Mongolian. Base Skill: 50%+5% per level of experience. 11 Temple Philosophies & Skills Begging: Although learned as a monk, this skill can be particu- larly useful, either as a disguise, or to collect emergency money when things are desperate. The base skill determines the chance of collecting a donation from each passerby. On a crowded street it could be pretty lucrative. The amount of money depends on the economy of the country and city Ancient Weapon Proficiencies where the begging is taking place. Base Skill: 8%+l% per level of experience. Each skill area provides combat training with a particular Fasting: The ability to go for long periods of time without food. type of weapon. The result is hand to hand combat bonuses to So long as the character has sufficient water, two weeks with- strike and parry, but only when that weapon is used. Each W.P. out food will be pretty easy. After that the character will have counts as one skill. The character may select several W.P.s Note: to roll under the base skill to avoid becoming weakened or Characters without a W.P. CAN use any weapon, but without bo- sick. Base Skill: 54%+4% per level of experience. nuses. Feng Shui or Geomancy: (Modified from Ninjas & Superspies) W.P. Paired Weapons: This is an extra skill that, combined This skill allows the character to evaluate the amount of Chi with an ancient weapon proficiency, allows for the use of two in any area. Some places will have a large amount of positive weapons simultaneously. Chi, others will have substantial negative Chi. If the area has W.P. Axe (New!): One- or two-handed weapons with handles, a natural flow of Chi (between zero and eight points), then and with one or two bladed striking surfaces. Bonuses: Start the character will be able to measure it exactly. As far as roll- with +1 to strike and +1 to damage at level one. +1 to strike ing is concerned, it's useful for finding places with exception- at 3rd, 6th, 9th, 12th, and 15th levels. +1 to damage at 4th, ally high or low Chi of either flavor. Base Skill: 15%+5% per 7th, 11th, and 14th levels. +1 to throw at 2nd, 5th, 8th, 10th level of experience. and 13th levels. Meditation (New!): Involves engaging the mind and body so W.P. Blunt: A skill with any type of blunt weapon, including that the body remains motionless, but without fatigue or pain, mace, hammers, cudgels, pipe, staff and clubs. Bonuses: Start and the mind stays in a clear, calm and rested state. While with +1 to strike at level one. +1 to strike at 3rd, 5th, 8th, meditating a character recovers Chi, I.S.P., P.P.E. and other llth and 14th levels. +1 to parry at 2nd, 6th, 9th, 12th and internal resources at an accelerated rate. Although it is not a 15th levels. +1 to throw at 4th, 7th, 10th and 13th levels. substitute for sleeping, characters will usually feel alert andW.P. Chain: Includes ordinary lengths of chain, mace and refreshed after any period of meditation. When in a medita- chain, flail, nunchaku, etc. Bonuses: Start with +1 to strike tive state they character is, at a subconscious level, well and +1 to entangle at level one. +1 to strike at 3rd, 5th, 8th, aware of what is happening in the environment and can in- llth, and 14th levels. +1 to parry at 4th, 7th, 10th, and 13th stantly leave the meditation position with no combat penal- levels. +1 to throw at 6th, and 12th levels. +1 to entangle at ties. Note: Meditation is required for any character wishing to 2nd, 5th, 8th, llth, and 14th levels. learn Mudra. W.P. Forked: Includes Sai, Tiger Forks, Tridents, and other Base Meditation Skill: Regardless of the experience level weapons with tines. Bonuses: Start with +1 to strike and +2 to of the character, any rolls based on meditation should use entangle. +1 to strike at 3rd, 5th, 8th, 12th and 15th levels. +1 only the number provided by the character's Mental Endur- to parry at 5th, 9th, and 13th levels. +1 to throw at 3rd, 7th, ance (M.E.) attribute. llth and 15th levels. +1 to entangle at 4th, 6th, 8th, 10th, Base Meditation Time: The amount of time that a charac- 12th and 14th levels. ter can continue to meditate: One hour at first level, with an W.P. Knife: Combat skill with all types of knives. Bonuses: additional fifteen minutes at 2nd, 3rd, 4th and 5th levels. At Start with +1 to throw at level one; +1 to strike at 2nd, 4th, 6th level the meditation time jumps to three hours, and the 7th, 10th and 13th levels. +1 to parry at 3rd, 5th, 8th, llth character picks up another half hour after advancement into and 14th levels. +1 to throw at 2nd, 4th, 6th, 9th, llth, 13th 7th level and beyond. and 15th levels. Oriental Philosophies: (Modified from Ninjas & Superspies) W.P. Polearm (New!): This is a combat skill that covers very Characters educated in monasteries or temples can learn one large spears and polearms, which are really spears mounted philosophy (additional philosophies are available by taking with sword, axe, or pickaxe hardware. Bonuses: Start with +1 the skill more than once). Chinese Philosophies include Tao- to strike and parry at level one: +1 to strike at 5th, 8th, llth ism, Confucianism, Legalism (a very hard-line, dictatorial- and 14th levels. +1 to parry at 4th, 6th, 10th, and 15th levels. government philosophy), or Chinese Buddhism. Japanese +1 to Damage at 3rd, 7th, 9th, and 13th levels. choices include Shinto, Buddhism or Zen. Another possibility W.P. Spear: Combat with long weapons, usually tipped with is that of Tibetan Lore, which includes a special sect of Bud- metal points or blades. Bonuses: Start with +1 to strike and dhism. Base Skill: 70%+2% per level of experience. parry at level one; +1 to strike at 4th, 7th, 10th, and 13th lev- els. +1 to parry at 3rd, 6th, 9th, 12th, and 15th levels. +1 to Weapon Proficiencies throw at 2nd, 5th, 8th, 11th, and 14th levels. There are three categories of weapon proficiencies (W.P.): W.P. Staff: Combat skill with large and small staffs. Bonuses: Ancient, Projectile and Modem (guns). Modern weapon skills Start with +1 to strike and parry at level one. +1 to strike at can be found in Ninjas & Superspies, Heroes Unlimited and 4th, 7th, 10th and 14th levels. +1 to parry at 2nd, 4th, 6th, others. 8th, 10th, 12th and 14th levels. +1 to throw at 3rd, 7th, llth, 12 and 15th levels. W.P. Large Sword: Combat skill with large swords. Bonuses: apart after a melee round or two. Bonuses (one of the follow- Start with +1 to strike at level one. +1 to strike at 3rd, 6th, ing): +1 to strike, parry, damage, entangle or throw at first 9th, 12th, and 15th levels. +1 to parry at 2nd, 3rd, 5th, 7th, level. +1 to strike or parry at 3rd, 6th, 9th, 12th and 15th lev- 9th, 11th, and 14th levels. +1 to throw at 5th, 10th and 14th els. +1 to damage at 2nd, 4th, 6th, 8th, 10th, 12th and 14th. levels. +1 to throw or entangle at 2nd, 3rd, 5th, 6th, 8th, 9th, llth, W.P. Short Sword: Combat skill with short swords. Bonuses: 12th, 14th and 15th levels. Start with +1 to strike and +1 to parry at level one. +1 to strike at 3rd, 6th, 9th, 12th, and 15th levels. +1 to parry at 4th, 7th, llth, and 15th levels. +1 to throw at 2nd, 6th, 10th and 13th levels. W.P. Whip (New!): Skill at "whipping" or snapping with long, flexible, light weapons. Bonuses: Start with +1 to strike at Game Master —Section— level one. +1 to strike at 3rd, 5th, 7th, 9th, llth and 13th lev- els. +1 to damage at 4th, 8th, and 12th. +1 to entangle at 2nd, 6th, 8th, 10th, and 14th levels. Tips on good Game Mastering Game Mastering, like any art, is a mix of science and instinct carefully blended with planning and spontaneous decision-mak- ing. There is no "right" way to Game Master, any more than there is a "right" way to paint, sculpt, or write. Projectile Weapons (not guns) It's hard to give you any specific advice, mostly because eve- rybody runs their campaigns a little differently. That's one of the Includes Bows, Crossbows, Slingshots and small thrown things that makes role-playing such a unique and enjoyable ex- Weapons. The number of shots per melee is totally independent perience. Some people depend on a lot of action with fight of the character's attacks per melee round. scenes every few minutes, others like to have a great deal of W.P. Mouth Weapons (New!): Includes blowpipes, mouth character interaction, and others are more "trap" and "puzzle" darts, and other weapons that depend on a person's lungs and oriented. In order to figure out what kind of Game Mastering is that aim out of the mouth. Bonuses: Start with +1 to strike at right for you and for your role-players, it's a good idea to ask 1st level. Add +1 to strike at 4th, 8th and 12th levels. An ex- yourself some of the following questions: tra shot per melee round is added at 3rd, 7th and 11th levels. 1. How much action do you want? Most role-players love W.P. Small Thrown Weapons: Includes shuriken, throwing the big battles, the times when they can live through the excite- spikes, etc. Bonuses: Start with a rate of fire of three per me- ment of their character's triumphs. However, it's also possible to lee round. +1 to throw at 4th, 7th, 10th and 13th levels. Extra have too much action. In a perfect role-playing campaign every shot per melee at 2nd, 3rd, 5th, 6th, 8th, 9th, llth, 12th, 14th battle should be important, either as a stepping-stone on the way and 15th levels. to final victory, or as a way for the players to gain important in- W.P. Bow: Includes short bow, long bow, Samurai bow, Mon- formation or objectives. gol bow, and Ninja bow, as well as modern compound bows. Bonuses: Start with +1 to strike and two shots per melee When the player characters don't seem to care about a par- round. Add +1 to strike at 2nd, 3rd, 5th, 7th, 9th, llth, 13th ticular battle, then, chances are, it shouldn't have been in the and 15th levels. An extra shot per melee round is added at campaign. In addition, an important battle is probably the end re- 2nd, 4th, 5th, 8th, 10th, 12th and 14th levels. sult of a series of minor skirmishes, information gathering, in- W.P. Crossbow: Includes both heavy and light crossbows. Bo- trigue and mystery. nuses: 1 shot per melee at first level. +1 to strike at 2nd, 4th, 2. How much interaction do you want? In other words, how 6th, 8th, 10th, 12th and 14th. An extra shot per melee round much conversation between the player characters and the non- is added at 2nd, 3rd, 5th, 7th, 9th, 11th, 13th and 15th levels. player characters? It's the conversations that make the difference W.P. Slingshot: Includes both ancient slings and modern sling- between excellent role-playing and a high-action computer shots. Bonuses: +1 to strike and 2 shots per melee at first game. Most players really enjoy interaction. It's such interplay level. +1 to strike and an extra shot per melee at 2nd, 4th, 6th, that also creates a sense of urgency, danger, friendship and sus- 8th, 10th, 12th and 15th levels. pense. Weapon Improvisation: Any object, no matter how humble, However, as much as I like a lot of interaction, sometimes it can be turned into a weapon. Masters of this form are capable can turn into too much of a good thing. If a group goes for too of doing extra damage, getting a bonus to strike with the ob- long without resolving anything or really accomplishing any- ject, and a bonus to parry, a bonus to throw, or a bonus to en- thing, there's a danger of the campaign slowing down into bore- tangle (pick one). In other words, improvised weapons can dom, there's too much attention to details, and it's lost direction. only do one thing well and everything else badly. Note that Generally, when the players seem restless, there's too much in- most improvised weapons tend to take as much S.D.C. dam- teraction, and not enough action. Pacing is a delicate balance of age as they deliver. Therefore, weapons like this usually fall ALL the elements of role-playing. 13 3. How much problem-solving do you want? When role- players (not their characters) have to figure things out by piecing together clues presented in the campaign, that's problem-solv- ing. Every good campaign should present the players with enough problems to keep them guessing and interested, and not be boringly repetitive, too simple, or imposing. Problem-solving should provide challenge and intrigue that leaves the players with a sense of accomplishment when they do figure things out. After all, it's much more satisfying to win through teamwork, knowledge of the villain's weaknesses, and clever strategies than by simply outslugging the enemy. Of course, too much problem-solving can bring a campaign to a screeching halt and replace enjoyment with frustration. 'If the players can't seem to move past a puzzle or problem, spend too much time asking detailed questions, or if the action is slowed down by constant confusion, then the Game Master should feel free to add more clues, or a little help from knowl- edgeable non-player characters. I'll confess to being guilty of getting all three of these things wrong more frequently than I'd like. Even though I've been Game Mastering for many, many years and I get a lot of compli- ments on the way I run, I still try to keep my eyes and ears open in an attempt to figure out how I can better balance my Game Mastering skills and keep things exciting. It's a challenge I en- joy. Tips on creating the right atmosphere for Mystic China copy typically costs a quarter or less at used book stores and flea Part of the attraction, for me, in running Mystic China, is the markets. atmosphere of the place, and the unconventional characters that are found there. Here are some guidelines for helping your cam- A Little Chinese Goes a Long Way. As a Game Master, it's paign seem authentic and unique. not your job to speak Chinese, only to get across a little extra Three differences between Chinese & Japanese Culture. flavor. Adding just a word or two (or even an accent) can make First, make sure you aren't confusing China with other oriental a lot of difference. cultures, like Japan (I know I did that a lot when I first started Don't overdo it! The real trick is to make it sound authentic. play-testing!). From here in the U.S. it's easy to get notions of That works best if you (1) practice words a few times before us- China mixed up with images of Japan. Here are three BIG differ- ing them in front of the players, (2) integrate it into the non- ences that every Game Master should know: player character's "voice," and (3) slur it together. Since you 1. The Chinese generally use western-style furniture, includ- have a lot of choices, don't try using words that give you ing chairs and tables, except in rural temples and monasteries. trouble. The Chinese do NOT sit on Japanese-style floor mats and cush- Consider the following examples: ions. 1. "Yes, my friends, you are right! This is a place filled with 2. Traditional clothing for Chinese almost always includes many evil influences." long pants, NOT the kimono-style garb of the Japanese. The 2. "Yes, my friends, you are right! This is a place filled with only Chinese who wear robes in public are certain monks and re- Hai, with evil influences." ligious figures, although richly embroidered jackets or robes 3. "Yes, my friends, you are right! There is much Sha Chi may be worn over pants. here, what a Fang Shin would call a hurtful flow of Chi, many 3. The Chinese do NOT share the Japanese fetish about bow- evil influences." ing to each other. Martial art students or members of religious In general, I wouldn't recommend introducing more than a orders may bow to their teachers, but bowing is not a routine couple of Chinese words per role-playing session. However, if greeting in China. you aren't comfortable with using Chinese words, then don't! Just to be on the safe side, I'd recommend that Game Masters Just like with the first example (#1), there are other ways of get- take a trip to the library and/or the local used book store. Get a ting across the right atmosphere without tripping over your own couple of picture books or magazines on China and compare tongue. them with something similar from Japan. It just a takes a few Consider the common Chinese expression/insult, "Seven minutes to figure out the different "looks" of the two cultures. Parts Good!" This is something like our English expression, Note: National Geographic can be an excellent reference. A "nine out of ten," except that it means "seven out of eight," and 14 it's a good-natured criticism since it means that getting even a Imagine, for example, that the local Taoist Priest has offered single part wrong means failure. Here are some variations on the to let his daughter practice martial arts with one or two of the same phrase: player characters. Inserting a few of the following phrases into "Seven parts good!" the conversation can definitely add atmosphere to the encounter: "Only the eighth part counts!" "This weak and helpless maiden begs that you forgive her "Seven parts are the same as no parts at all!" womanly frailty and will honor her with a small lesson in the martial arts. Please feel free to laugh at my presumption." "The water may be seven parts heated, but it is the eighth part "Great warrior, Po Ling is grateful for your restraint. I am that brings it to a boil. Without the eighth part you have no tea!" certain that my powerless female form would have shattered Exaggerating Personalities had you not held you strength and skill in check." Humility & Arrogance: "Po Ling humbly thanks you for your kindness. Her clum- siness is inexcusable. Had not this clumsy, talentless body "I, Po Ling, ignorant as a stone, weak as a fly's larvae, am gotten in your way, you would not have had to injure yourself unworthy of the honor you have bestowed upon me. For ex- in order to save me from harm. Please, I beg you, in future do ample, I have never been able to meditate more than forty not try so hard to prevent me from being injured. My body hours continuously without having my mind wander. You should suffer for such ineptness." may be sure that I will weep tears of gratitude when I think upon your kindness in years to come." Attitude, Attitude, Attitude. Part of the reason that Mystic China can be so much fun to play is the contrast between the ex- tremes. On the one hand you've got the most arrogant, self-cen- tered, egotistical beings on the face of the Earth, Infernals/demons. They love posturing, bellowing, and making stupid pronouncements of their infinite superiority. With de- mons, lean forward, clench your fists tightly (pounding on a ta- ble occasionally is permitted) and speak as deeply as you can (a rumble in your voice can do wonders!). For example, instead of just saying, "Insignificant Worm," try putting in the following emphasis; "IN-sig-NI-fi-CANT WOormmmm!" Consider these examples: "Foolish mortal! —————— Kneel and grovel before me, and I will reward you by carving your large bones into flutes, so that your soul will be less troubled by the pain of your death!" "A demon!?! You merely call me a demon? I am more than any mere demon! I am one of the thirty demons that make the exalted guardians of the Gates of Hell! To call me demon is to call the greatest among you a monkey! One of a race of gibbering primates!! I am no mere demon!" "Show me the source of your power and I will reduce it to pretty motes of dust, visible only in the beams of the morning sun!" Chinese Hours of the Day On the other hand, to get across the whispering, self-effacing, Although most people in China have switched to standard and humble posture of certain monks, try holding your hands to- western clocks and watches for keeping time, people still refer to gether, close to your chest, and bowing your head down slightly. the traditional twelve "hours" of the day. Likewise, ancient Im- Also, speak softly, whispering when you have something impor- mortals and Infernals will usually use the old way of measuring tant to say. If the players can't quite hear you, you're likely do- time. ing it just right. 1. The Hour of the Rat - 11:00 PM until 1:00 AM Pause frequently. Instead of just saying "I am unworthy," try 2. The Hour of the Ox - 1:00 AM until 3:00 AM "I (pause, swallow) am (another pause) un-worthy." 3. The Hour of the Tiger - 3:00 AM until 5:00 AM Don't worry about players interrupting you. Monks are used 4. The Hour of the Hare - 5:00 AM until 7:00 AM to being interrupted. These rude interruptions are, after all, be- 5. The Hour of the Dragon - 7:00 AM until 9:00 AM neath contempt and their words are "as meaningless as the flut- 6. The Hour of the Snake - 9:00 AM until 11:00 AM tering of a butterfly's wings." 7. The Hour of the Horse - 11:00 AM until 1:00 PM For really, really deep humility, avoid saying "I" or "me." In- 8. The Hour of the Sheep - 1:00 PM until 3:00 PM stead of "I have failed," or "you should chastise me for my 9. The Hour of the Monkey - 3:00 PM until 5:00 PM weakness," try "This miserable monk has failed," and "you 10. The Hour of the Rooster - 5:00 PM until 7:00 PM should chastise this worthless monk." 11. The Hour of the Dog - 7:00 PM until 9:00 PM 12. The Hour of the Pig - 9:00 PM until 11:00 PM 15 So, for example, the "Middle of the Hour of the Rat" would 1924/1984/2044/2104 Wood Rat be Midnight, and the "Middle of the Hour of the Horse" would 1925/1985/2045/2105 Wood Ox be Noon. 1926/1986/2046/2106 Fire Tiger 1927/1987/2047/2107 Fire Rabbit The Calendar of Chinese Astrology 1928/1988/2048/2108 Earth Dragon The Chinese New Year begins on the second New Moon after 1929/1989/2049/2109 Earth Snake the Winter Solstice, so it's a different day every year. For exam- ple, it will be February 19th in 1996, February 7th in 1997, Janu- 1930/1990/2050/2110 Metal Horse ary 28th in 1998, February 16th in 1999 and February 5th in the 1931/1991/2051/2111 Metal Sheep year 2000. 1932/1992/2052/2112 Water Monkey Here's a table that can be used to look up every year from 1933/1993/2053/2113 Water Rooster 1880 until 2119: 1934/1994/2054/2114 Wood Dog 1880/1940/2000/2060 Metal Dragon 1935/1995/2055/2115 Wood Pig 1881/1941/2001/2061 Metal Snake 1936/1996/2056/2116 Fire Rat 1882/1942/2002/2062 Water Horse 1937/1997/2057/2117 Fire Ox 1883/1943/2003/2063 Water Sheep 1938/1998/2058/2118 Earth Tiger 1884/1944/2004/2064 Wood Monkey 1939/1999/2059/2119 Earth Rabbit 1885/1945/2005/2065 Wood Rooster According to Chinese Astrology, a character's personality is 1886/1946/2006/2066 Fire Dog partly based on the year of their birth. Here are some rough, 1887/1947/2007/2067 Fire Pig brief interpretations of the different signs: 1888/1948/2008/2068 Earth Rat 1889/1949/2009/2069 Earth Ox Rat-Quick of Wit. Ox - Strong & Steady. 1890/1950/2010/2070 Metal Tiger Tiger - Honorable & Powerful. 1891/1951/2011/2071 Metal Rabbit Rabbit - Talented & Fast. 1892/1952/2012/2072 Water Dragon Dragon - Filled with Energy. 1893/1953/2013/2073 Water Snake Snake - Opportunistic. 1894/1954/2014/2074 Wood Horse Horse - Hard Working. 1895/1955/2015/2075 Wood Sheep Sheep - Patient. 1896/1956/2016/2076 Fire Monkey Monkey - Thinks Ahead. 1897/1957/2017/2077 Fire Rooster Rooster - Punctual & Precise. 1898/1958/2018/2078 Earth Dog Dog - Loyal & Reliable. 1899/1959/2019/2079 Earth Pig Pig - Comfortable & Friendly. 1900/1960/2020/2080 Metal Rat The Chinese Five Elements: 1901/1961/2021/2081 Metal Ox Wood - Personal growth, health and a concern for living things. 1902/1962/2022/2082 Water Tiger Fire - Filled with energy, but also restless. 1903/1963/2023/2083 Water Rabbit Earth - Leadership qualities, but can also mean someone who is 1904/1964/2024/2084 Wood Dragon never satisfied. 1905/1965/2025/2085 Wood Snake Metal - Quiet, contained, and capable of understanding evil. 1906/1966/2026/2086 Fire Horse Water - Flexible and capable of deep thoughts. 1907/1967/2027/2087 Fire Sheep So, for example, a character born in 1970, would be associ- 1908/1968/2028/2088 Earth Monkey ated with both the element of Metal, and the sign of the Dog (Jin 1909/1969/2029/2089 Earth Rooster Dou). The character might be expected to be loyal, but also se- cretive. 1910/1970/2030/2090 Metal Dog 1911/1971/2031/2091 Metal Pig 1912/1972/2032/2092 Water Rat A Couple of Notes on 1913/1973/2033/2093 Water Ox the Language of China ———————— 1914/1974/2034/2094 Wood Tiger 1915/1975/2035/2095 Wood Rabbit 1. There are entire books devoted to arguing about how to ex- 1916/1976/2036/2096 Fire Dragon press the sounds of Chinese in English. For example, "Peking" 1917/1977/2037/2097 Fire Snake and "Beijing" are two versions of one city's name, and "Hong 1918/1978/2038/2098 Earth Horse Kong" is spelled "Xiang Gang" in Pinyin, and "Hsiang Kang" in 1919/1979/2039/2099 Earth Sheep Wade-Giles. Then there's the problem with pronunciation. Whose pronun- 1920/1980/2040/2100 Metal Monkey ciation? Mandarin? Cantonese? Or one of the dozen or so other 1921/1981/2041/2101 Metal Rooster Chinese dialects? 1922/1982/2042/2102 Water Dog Beats me. So I took the easy way out. Rather than trying for 1923/1983/2043/2103 Water Pig accuracy, I went for simplicity. If a familiar English version of a 16 word or a name exists, that's what I used. Otherwise, I've tried spelled differently. There are very few words that are spelled the to substitute Chinese-sounding words for each written Chinese same and sound the same, but have totally different meanings character. For "Yuan-liu K'ao," a three-character phrase, I've (strike an opponent, strike out down the road, a strike at the fac- written "Yuan Llu Kao." I break this rule only when it comes to tory, strike a pose, strike a light, and strike oil, not to mention quoting from some other author. the fact that a strike is a miss in baseball and a hit in bowling). So, having begged off on all the controversies, I'll just make Chinese, on the other hand, is very rich in confusing similari- two little comments. The words Tao and Taoism are pronounced ties. There are words that sound like other words, but have dif- so the "t" sounds more like a "d". The word Chi (also seen as ferent characters, and there are characters that can mean Ch'i and GO, sounds like "key." different words depending on their context. 2. When it conies to translating words from Chinese to Eng- Then, just to make matters even more confusing, remember lish, I've mostly gone along with the main reference books. that Chinese characters are actually little pictures. Sometimes However, whenever possible, I've tried to make the words gen- the picture will represent two things with different words. So, in der neutral. In other words, many authors translate "Sheng" into addition to being able to make fun of someone's name by how it "the superior man," where I'd rather use "sage" or "wise one." sounds, the Chinese can also make fun of the name by examin- I'm not doing this because of any feminist leanings (although ing how the written character might look like other written char- I do lean toward most feminist arguments), but because Chinese acters. In other words, the Chinese can make fun of anyone's characters are, mostly, gender neutral to begin with. In the origi- name with a little work. Fortunately, just about any name gener- nal Chinese, the descriptions for alchemists, wizards, warriors, ated from this list can also be perverted, allowing friends and and hermits apply equally to men and women (and, in fact, his- villains to occasionally insult just about anybody's character. torically there were plenty of female alchemists, wizards, warri- A good way of creating authentic-sounding Chinese names is ors and hermits in ancient China). For example, the word Jen, by rolling percentile dice twice on the following table, to come doesn't mean monk or nun, but both at the same time. up with a two-part name. If the name seems incomplete, or un- Just another example of how the Chinese were a couple of satisfactory, then consider rolling for a third word or for an addi- thousand years ahead of their time. tional number-name on the next table. Note: Rolling for a name and getting the same word twice in a row should be regarded as very lucky! Do not discard the re- sult, but instead double up the name. For example, rolling "47" twice would result in the name "Long Long," or "Double Dragon." Please note that this is an incredibly simple-minded list. Each of the words was selected because 1) it is represented by a single character, and 2) it sounded cool. A little research with an Chi- nese-English dictionary should enable any Game Master to come up with a thousand different variations on this list. Chinese Symbol & Name Table Roll Percentile Dice 1. An - Tranquility/Peaceful/Quiet/Harmony. A name that gets across spiritual values, like the feeling of being in a remote monastery or religious retreat. Another character with the same sound is the word for "Quail." 2. Bai - White/Pallid. On its own, this would be considered a very unlucky, very dangerous name (of course, some charac- ters might like that!). White is the color of death, things old and aging, and the west, but it is also the color of purity. Name Generation 3. Bao - Leopard. In contrast to the tiger, leopards are con- sidered quicker and more skillful. A very strong name element. One Hundred and Twenty-Nine 4. Bi - Writing Brush/Pen. Since the writing brush is the Chinese Symbols symbol of an educated person, this name is often translated as Aside from the obvious use for the following tables, generat- "Student," "Scholar" or "Artist." ing names for new player and non-player characters, it's also 5. Bing - Ice. A symbol of clarity and strength. Bai Bing handy for coming up with Chinese nicknames for existing char- could be "Ice Purity" or "Pure Ice." acters. 6. Chen - Dust. This can also mean "Transition" or In English we have relatively few words that sound "alike," "Change" (the expression "dust to dust" would fit well in Tao- such as night and knight, through and threw, and most are ism). The name also denotes humility and a sensible precaution; 17 some superstitious Chinese will give their children very ugly, or 20. Gou - Dog. Until relatively recently, the Chinese would very humble names, so that spirits will pass them by. always include the character for "Dog" when describing anyone not ethnically Chinese. 21. Gu - Drum. A good name for a loud character or some- one who insists on telling the truth. 22. Gua - Trigram. The eight Trigrams are considered a 7. Chi - Energy. This is the same as the "Chi" used in the very powerful symbol. martial arts and studied by Feng Shui and geomancers. Chi is 23. Guan - Hat. In addition to the common meaning, the also called "Breath" or "Divine Breath." Other symbols with the word "Hat" also describes anyone official, a bureaucrat, or same sound are "Flute" and "Machine." someone in authority. A term of respect. Another symbol with the same sound is the name for a Taoist Monastery. 8. Chih - Ambition/Motivation. It describes someone who is driven to succeed. "Hard-Driving," "Pushy," or "Determined" 24. Gui - Spirit. Gui can be used as a name for any dweller are other words that could be used as this part of the name. Other in the Spirit World, including "Wandering Souls," "Ghosts," characters with the same sound are "Lard" and "Lake." "Demons" and others. 25. He - Crane. Powerful symbol of strength and skill. 26. Hei - Black/Ebony. The color black is the symbol of "Water," the "North," "Death," and also of "Honor." 9. Chin - Clarity/Clear. Used to describe someone who is 27. Hong - Red/Crimson/Scarlet/Ruby/Vermilion. Red is clear-headed. A character with the same sound means "Gold" or the luckiest color. It also represents "South." "Metal." 28. Hou - Monkey. Monkeys are considered the most clever animals. 10. Chung - Loyalty/Loyal. A good name indicating humil- ity. Another symbol with the same sound is the word for "Bell" 29. Hsieh - Unity/Union/Unification. or "Clock". 30. Hu - Tiger. Sign of strength and power. 11. Deng - Lantern. As a person's name, Lantern would de- scribe someone who is helpful, or someone willing to teach or 31. Huan - Badger. In China the badger isn't considered learn. fierce. Instead it's the animal associated with being "Jolly," "Happy," and "Content." 12. Di - Earth. One of the five elements. A very

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