And Everyone Was Kung Fu Fighting - Kung Fu Cult Dynasty Quest

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Kung Fu Cult Dynasty Quest

This is the Land of Jade and Silk. Here, the Emperor of the Han...
Cult Creation/Intro

Happerry

Bat out of Hell
Location
Kanto
Kung Fu Cult Dynasty Quest

This is the Land of Jade and Silk. Here, the Emperor of the Han rules over the great kingdom, as they have for generations past. Here, the land is peaceful. Calm. Here is a time of stasis, as peasants and nobles do much the same as their ancestors did…

Or is it?

The Emperor has grown weak. Court bureaucrats and noble courtiers conspire in the imperial palace for their own advantage, and the burden upon the population grows greater each year as ruinous taxes are demanded in order to finance the grand projects the Emperor's advisers have convinced him to begin. Bandits once again roam the countryside, and the imperial army has grown weak and indolent, conducting minimal patrols and being far too lazy to chase the the brigands back to their lairs.

This is a time of opportunities. This is a time when nobles eye their neighbors for weakness, when cities relearn the virtues of high walls, when peasant unrest drags their lords from their beds and sets their manors aflame.

For the first time in a hundred generations, things are changing. Life is no longer a certainty of the same things, day in and day out. The Mandate of Heaven is wearing thin, and who knows how fair a smart, skilled, competent, and ambitious man could rise?

But you are no noble, greedily grasping the land. You are no imperial magistrate, stealing scraps of power from the imperial court, or sly adviser, whispering poison into the ears of the powerful.

Because you know Kung Fu!

And you even have your own cult…

Yes, few good things get said about Kung Fu Cults, but you're still the leader of one.

In these troubled times, who knows what opportunities chance may direct into your grasp? Or what troubles may beset you? Either way, you're going to have to deal with them.

And probably do more than your fair share of Kung Fu Fighting too.

But first, before we can get on with kicking people so hard they fly into the sky and leave a little twinkling dot behind, we'll have to answer a few useful questions.

For example… Just who are you, anyway?
[ ] Fate-Chosen Heir
You are the heir chosen by the gods and fate itself. Your Kung Fu Cult followed the signs across the lands until they found you, whereupon they swore their eternal servitude. You are yet young, and have little time to learn the secrets of Kung Fu, but your cult is loyal and you have shown astounding potential, silencing naysayers.

(6 Style Points, 12 Cult Points, and choose 5 allies. You must take at least one disadvantage.)

[ ] Young Prodigy
You are a young prodigy, found and chosen by the former master of the cult only a few years ago. While your youth and relative inexperience has some in the cult doubtful about your leadership, your ability to Kung Fu people in the face is undoubted by all.

(9 Style Points, 9 Cult Points, and choose 5 allies. You must take at least one disadvantage.)

[ ] The Chosen Successor
You are the chosen heir of the cult, trained from a young age in all the many secrets of Kung Fu. Your fists are furious, your rivals are cowed into submission, and your cult stands behind you. Now that your master has gone on to the next great adventure, you have entered into the springtime of your reign. Unfortunately, your cult has hit upon hard times.

(12 Style Points, 6 Cult Points, and choose 5 allies. You must take at least one disadvantage.)

And of course, perhaps most importantly, what kinds of Kung Fu do you know?
Here is where you spend style points to earn mastery of Kung Fu. You may spend up to four points in a single style. You must have at least one style at rating three or higher, unless you are the Fate-Chosen Heir, in which case you must have at least one style at rating two or higher. Four points is the maximum you can spend on a style during character generation.

One dot is equivalent to 'I've dabbled in the style and know the basics'. Two dots is 'I possess a solid grounding in the style, and am competent in its practice'. Three dots equals 'I am a senior practitioner of this style, and only masters are more skilled than me in its practice'. Four dots is what is widely considered to be average mastery of the style.

[ ] Weapon Expertise (Blank)
To be a weapon expert is not, precisely, to know Kung Fu, but it tends to be useful anyway. Weapon Expertise is the fundamental knowledge of how to use a weapon outside the mandate of Styles, used most commonly by soldiers, bandits, and other such folk with the need to fight and the lack of years to learn Kung Fu. It maxes out at Two Dots, for beyond that you have left normal skill with a weapon and started designing a new style. While less directly powerful than a Kung Fu style do to its lack of specialization, Weapon Expertise is also far more flexible from that same lack of specialization, and can be safely utilized in public without revealing to any interested watchers your skill in Kung Fu. It's also the only way to learn how to use weapons Kung Fu doesn't have anything to do with. Like bows.

[ ] Tyrant's Sword Style
The sword is the king of all weapons, and you are the king of all swords. This style doesn't know the word subtle, but tends to utterly dominate any blade using foe, or ill trained rabble, you might run into. Against other weapons it is less useful.

[ ] Raging Tiger Style
The raging power of the tiger has entered your spirit, and allows you to rend flesh and crush bone with your hands alone. This highly aggressive relies on powerful pounces and rapid flurries to rip foes apart, but is less well suited for husbanding your stamina in a long fight. Still, with the sheer power it commands, ideally you will never face a long fight.

[ ] Cauldron of Envy Style
The power of the Cauldron of Envy is the power of negative emotion. It allows a practitioner to channel the hatred, pain, and anger of both themselves and other combatants into their sedate looking open palm style. The more grievances and dark passions combatants have, the greater its power waxes, but a fighter with no unresolved issues is this style's bane.

[ ] Raging Furnace Style
Using one's body to cultivate a furnace of Yang energy, practitioners become highly resistant to the powers of cold, as well as being able to add the force of heat and passion to their attacks, leaving enemies with strange burns and horrible fevers.

[ ] Glacial Messiah Style
Using one's body to cultivate a pressure cooker of Yin energy, practitioners become uncannily resistant to the powers of heat, as well as being able to add the power of utter cold to their strikes, inflicting unnatural lethargy and hypothermia on their foes.

[ ] Vengeful Cobra Style
Meditating on the motions of snakes, users of this style gain an unworldly agility and flexibility of motion. They focus on avoiding harm through dodging enemy assaults, and lethal counterattacks. While deadly, this reactive focus does not lend itself to short fights.

[ ] Unbreakable Monolith Style
Rooting a practitioner to the stone beneath their feat, users of this style are famous for their unpierceable defenses. Utilizing long polearms, practitioners ward away all attacks with the whirling length of their weapon, and those who would penetrate that defense are often punished with crushing blows. But without firm footing, this style is less than useful, and to move is to forsake one's footing.

[ ] Shadow Typhoon Style
The result of interaction with a type of covert warrior native to an island across the sea, this style focuses on stealth, misdirection, and ambush. People claim that masters of this style can stand in the middle of a crowd and be noticed by none. However, for all its lethalness, the style is less than impressive in open combat.

[ ] Oncoming Monsoon Style
Emulating the power of a raging storm, a user's Ki transforms into waves of physical force. Practitioners can create gales with the wave of a fortified fan or other suitable, and others can feel the pressure steaming off them with their moods. Not for use by those with less than large reserves of energy.

[ ] Myriad Directions Style
This specialized style occupies itself with meditation on the nature of momentum, and on how one can manipulate it. Users can do things such as transferring their velocity into other objects to stop on a dime, or redirecting enemy attacks into their own allies, but the main weakness of this school is its inability to alter flows of Ki.

[ ] Kaleidoscope of Eternity Style
Disciples of this style progress into the strange depths of mastery of time. Users can do such strange feats as 'putting off' taking a wound until later (preferably when they have a medical kit out), causing their blows to have the power of past and future strikes, accelerating their own time stream to move at outrageous speeds, and more. But beware the fate of those who venture too deeply into the horrible labyrinth of paradox...

[ ] Pearl Heaven Dreamer Style
An ancient style, said to have been taught to mankind by the gods themselves, this art is actually not very useful against other Kung Fu Fighters. This is not a flaw in the art, but a side effect of its focus. For the chosen enemy of masters of this style are not humans, but evil spirits and foul ghosts. Users find themselves protected from such evil creature's power, and well equipped to send them on to their final end.

[ ] Fairy Sleeve Style
With every demure and proper gesture, a dozen deadly projectiles leave your sleeve. This style was not born in the battlefield, but within the imperial courts themselves. There, it is a remarkably deadly style that combines grace and stealth with lethalness, all without the practitioner making a single crude gesture. Of course, on the field of war the art finds itself holding somewhat less of a dominating position.

[ ] Howling Devil Dog Style
This style was designed for use in the close press of boarding combat by imperial marines. Users focus and store their energies, awaiting the time to release their bound power in a single frenzy of furious destruction. Within this state, they can shatter walls and flesh with the shockwaves their fists leave behind, and even throw lightning resulting from the temporary imbalance of their energy. But when the tide of power wanes, users find themselves greatly weakened.

[ ] Crane and Spider Style
Any user of Kung Fu can run across the rooftops or up a wall. Users of this style can cling gracefully to ceilings, stride up stairs made of falling petals, and run across a placid lake without leaving a single ripple. However, when confined within close quarters, the legendary maneuverability of this style is less than useful.

[ ] Faceless Cosmos Style
Raising a shroud over their Ki, users of this style hide the fact they are the source of their blows and separate themselves from the universe itself. While exceedingly stealthy, allowing masters to stride through the world akin to a ghost, this style's main drawback is that the separation of self and universe also prevents most known defensive techniques from being usable.

[ ] Sublime Force Style
Infusing objects with your Ki, users of this style impart their actions with incredible force. Put a leaf through a tree, counter a sword with a slender branch, or flick a throwing dart through solid plate armor. Sadly, this style only works on inanimate objects.

[ ] Jade Sentinel Style
An ancient demon hunting style, adepts of this school practice arts designed to let them fight enemies bigger, stronger, tougher, and altogether greater than themselves. While a user is a deadly foe versus dark dragons and foul oni, they are less practiced against enemies with equal capabilities to themselves.

[ ] Thousand Slayer Style
It is said that a man who kills a thousand demons will become a demon themselves. Whether or not this is true, it is commonly agreed that those who practice the Thousand Slayer Style become akin to demons themselves. Forsaking subtle arts, a Thousand Slayer's every motion is dedicated towards only one end. Death. While this makes them a supremely lethal foe to face, their defenses are known to be… lackluster.

[ ] Imperial Dragon Style
Until recently associated only with the Imperial Family, this style was said to have been taught to its original students by a dragon. While the truth of this has long been lost, it does teach its practitioners how to harden their skin as if it was made from dragon scale, strike with the power of a dragon's limb, and even allow masters to breath fire! While powerful, this style does not include the use of weapons and other tools within its secrets. After all, a dragon needs no swords.

[ ] Ever Thirsting Void Style
A school focused on the all consuming hunger born in the darkness between the stars, users of this style are infamous for their ability to sap away the energy of others, devouring their enemies' precious Ki and rendering their Kung Fu impotent. Almost as impressive is a master's ability to warp space and gravity with the eternal hunger they bear, physically pulling people or objects to them.

[ ] Cauldron of Creation Style
This meditative school teaches practitioners to be one with the world around them, walking in harmony with nature. While poetic, this has very real results in allowing a student of this style to rapidly absorb natural energy to refill their own reserves and granting practitioners an unmatched sense for danger. It is said that masters can even call upon the power of creation to back their strikes, and become as hard as the mountains themselves. However, for any true use of this style, one must keep to the right mindset and maintain their internal balance.

Surely you are not the only interesting individual within your Kung Fu Cult. What sort of allies and fellow travelers must you deal with?
This is where you spend your Ally Points. Each Ally Point allows for the selection of a single ally to join your cult.

[ ] Loyal Rival
The Loyal Rival possesses Kung Fu almost as good as yours, and is utterly devoted to the cult. He or she is not convinced you are the best leader the cult could have, but you can trust that the rival will never betray the cult. And his Kung Fu is almost as good as yours...

[ ] Childhood Friend
An acquaintance that followed you into the cult, the Childhood Friend has unquestionable loyalty and will believe in your good nature until you descend to the state of public Saturday morning cartoon level villainy. Possesses an outside perspective that might prove useful, but has little training and experience with Kung Fu.

[ ] Ritual Attendant
An indentured maidservant who came with the position, the Ritual Attendant is sheltered and eccentric, as well as having no talent for Kung Fu, but possesses an encyclopedic knowledge of the cult you are supposed to lead. As long as you act as the destined leader she imagined, her loyalty will be unshakable.

[ ] Lone Survivor
Once part of another Kung Fu cult, this individual is the last survivor of that organization after their enemies tore them apart. He possesses noticeable Kung Fu skills foreign to your cult, and is skilled with wilderness survival. As long as you keep him safe from his enemies, he can be counted on to be loyal to the cult.

[ ] Bandit Chief
This wandering bandit has been taught the basics of Kung Fu in exchange for doing some 'favors' for your cult. While mercenary, his connections can be quite useful and some of the goods he offers to sell are interesting and hard to get.

[ ] Wandering Master
A wandering master who believes he has been guided by the spirits to aid your Kung Fu Cult, his skills are unquestionable and he possess vast stores of trivia from his decades wandering, but he is more loyal to the spirits then you.

[ ] Rogue Assassin
A shy willowy handmaiden who found employment in your cult because she seemed harmless enough. What no one else needs to know is her amazing fleet-footedness, her genius with razor wire, and on how a few of the more interesting imperial agencies would like her dead. If her true identity gets out, be prepared for trouble, but you can be assured of her loyalty unless you betray her to her enemies.

[ ] Exiled Adviser
Once this man advised nobles and eunuchs in the imperial court itself. And then his rivals fouled his good name, stole his good ideas, and drove him in disgrace from the center of high society. He may still be holding a grudge, but his knowledge of formalities, the imperial court, court intrigue, and stewardship are immense, and as long as you can host him in even a shadow of his former luxury he will serve the cult well.

[ ] Sage of the Forbidden
This wandering sage has progressed far into matters and lore generally forbidden for mortals to inquire into. His skills and knowledge have risen more than his sanity has suffered, and he knows many secrets long lost to civilized land. Just keep him away from imperial scholars.

[ ] Itinerant Miko
A priestess of foreign lands, a long tale of woe resulted in her wandering penniless through your cult's lands, where, once her talents were identified, she soon found a new home. While foreign, and therefore looked on with suspicion by some, her knowledge and skills for spiritual matters are both broad and practical. As well as including things that the Monks of this land really prefer not to let out of their own hands.

[ ] Dispossessed Noble
This noble has survived his families fall into disgrace, and the taking of his family lands by their rivals, but not by much. Nursing a great grudge, his skills with sword, horse, spear, lance, and bow are respectable, and he is a far better commander of men than anyone else in your cult. As long as you are willing to offer him revenge against those that destroyed his family, he will serve the cult with loyalty.

[ ] Bloodthirsty Swordsman
This warrior lives only for blood on his blade. His skills are as vast as his temper is short, and his reputation speaks true about the blood that follows in his wake. As long as you can promise him strong foes, he will stick with your cult, and for all the trouble he can cause, his skills are truly deadly.

Speaking of your cult, what kind of cult do you lead, and what sort of resources and followers does it command?
(Spend Cult points here to make your cult better. The more points you spend on things the better they are.)

[ ] Fortified Lair
How well defended is your Kung Fu Cult Lair? Does it have wooden walls some wandering avenger can drop kick right on through in his desire to Kung Fu Kick you in the head? Or is it a maze of stone corridors and hidden doors that could swallow an army? The more points spent on this, the better prepared you are for someone breaking into your house and trying to punch you in the face.

[ ] Hidden Lair
Your Cult Lair may be well defended (or not), but is it well hidden? Or is it a dramatic mountaintop fortress that overlooks the land for miles around and attracts the interested eye of the local magistrate? The more points put into this, the better disguised your cult headquarters is.

[ ] Hideouts
Vast and elaborate lairs are all well and good, but what about hideouts? When things go wrong, it's nice to have some hidden hideouts scattered across the land to regroup in, and they're often useful for other projects you don't want your enemies getting a good look at as well.

[ ] Farmland
Food. Food is good. You know what else is good? Not having to buy food. With this perk, your Cult not only has its own batch of farmland, but it has the tenant farmers to, well, farm them. The more points put into this, the more farmland, and the more surplus food, you control. Protects you from famine and even gives some income, what's not to like?

[ ] Secret Garden
Farms are all well and good, but sometimes you want some secret Kung Fu herbal remedies, dire poisons, and strange alchemical creations. And frankly, it can be really expensive buying the ingredients to those things. Far better to farm them for yourself. The more points put into this the more, and more elaborate and advanced, secret Kung Fu herb gardens your cult cultivates and controls. Besides earning you money, the products can be useful for all sorts of things...

[ ] Taxpayers
Money. Money is good. Now, one can go down and be a merchant to get money, but the imperial ministries have come up with a clever invention they call taxes. Maybe if you got a few villages or even a town or two, you could collect some yourself? For each point spent in this, the more communities de facto accept your right to collect taxes from them.

[ ] Profitable Resource
Perhaps this is a small iron mine, hidden up in the mountains. Or maybe it is the only inn for ten miles in each direction on the nearest crossing. Or even a garden full of silkworms. Whatever it is, it draws a nice profit every year. While Profitable Resources grant less income then controlling a taxbase, they give more money then farmlands or secret gardens, and they're also harder to disrupt or remove from your control then taxpayers or farmland. Each point spent in this is either a new resource or an expansion of a previously bought resource.

[ ] Illegal Income
Do you back gangs of bandits that prowl the countryside? Perhaps you run a blackmail ring, or rent your secret mountain passages to a smugglers society. Whatever it is, it gives you a large bit of money every season… and will get you into a large bit of trouble if anyone ever finds proof you are behind it.

[ ] Style Utilization (Style)
Generally speaking, Kung Fu Cult minions are only so-so at actually using Kung Fu. After all, if they were any better, they'd be a someone, not a flunky. Not so in your cult! Your minions actually have some glimmers of greater knowledge.For each point spent on this, a Style must be selected from the style listing, and the general minions of the cult will gain some advanced knowledge of that style.

[ ] Hidden Lore (Style)
While normally Kung Fu knowledge is passed down only from teacher to eager student, your cult maintains a secret stash of scrolls, books, and specialized training tools for the purposes of allowing someone to learn about a style without needing to find a teacher in it first. Each point spent on this perk must have a selected style from the style listing, and provides resources to learn said style up to the ranking of however many points were spent on it without needing lots of experimentation or finding a teacher.

[ ] Experts
Usually, Kung Fu Cults are focused on Kung Fu, but your cult maintains some specialists in other forms of knowledge as well. Each point spent on this provides a limited amount of experts in some field of study, from engineering to gardening to weapon forging to trading, that will loyally serve the cult.

[ ] Informers
In order to keep an eye out for wandering Shaolin monks and other threats to your cult, a network of loyal informers has been created throughout the surrounding area. Each point in this perk provides either more or better spies in the service of your cult.

[ ] Backers
Your cult is lucky enough to have some rich and influential backers supporting it. They will supply funding and support you in other ways, but in return they expect that the cult will repay them with Kung Fu services. Each point in this perk is either an additional backer or an upgrade in power of a preexisting backer.

[ ] Tame Nobles
Nobles can be very troublesome, with all those questions about why the local towns are paying taxes to some temple up in the mountains instead of them, the ability to call up armies to lay siege to isolated temples, and generally being richer and more respected then you are. It's a good thing your cult has made an effort to seduce some of the local nobles to its services, either through bribes, blackmail, or other ways. Sometimes nobles even show enough promise to be given a few interesting lessons. Points spent on this perk can be used to gain more nobles loyal to the cult, increase said nobles ranking and power, or to reinforce their loyalty (or at least how much blackmail you have on them).

[ ] Good Reputation
Normally Kung Fu Cults are viewed with a fair amount of doubt and trepidation by the local peasants. Not your cult though! For some reason the serfs tend to actually like your cult. Points spent on this perk increase your good relationship with the local peasantry.

[ ] More Minions
Most Kung Fu Cults have minions. Your Kung Fu Cult has lots and lots of minions. And I mean lots. Where in the worlds are you getting that many? Each point spent on this perk increases the size of your cult.

[ ] Veteran Mooks
Generally speaking, Kung Fu Mooks tend to be… well, kinda mockable. Not your cult's minions though! They've been around the block a few times. Besides having additional skill in actual Kung Fu, they've had a few concepts such as 'Team Work' rammed into their heads.

[ ] Enforcers
Generally every cult has a few individuals who stand out from the crowd of general flunkies but can't quite make it to full fledged Kung Fu Warrior status. Most people refer to such folk as the 'Quirky Miniboss Squad'. Each point spent on this perk gives your cult one additional enforcer class minion.

[ ] Militia
Kung Fu is all grand and great and all, but sometimes being able to hit someone with an actual army also has its appeal. Luckily for you, your cult maintains a Kung Fu-less Militia among its tax paying and general peasantry population! While these people are usually even more inefficient then a normal Kung Fu Minion, they come in gobs and gobs, and can be safely used without revealing the presence of Kung Fu skills. Each point spent on this perk gives around five hundred militia in your service. You can not spent more points in this then your combined total of points spent in Taxpayers, Backers, and Tame Nobles.

Granted, this wouldn't be much of a Kung Fu Cult if you and it didn't have any enemies, rivals, or other such disadvantages. What kind do you have? (You must take at least one of these, as noted in character selection. You can take more then one, but three is the max. And really, with three of these chosen, you'll have more then enough trouble waiting for you anyway.)
[ ] Exiled Rival
Unfortunately for you, your cult had a fellow warrior almost as skilled as you in Kung Fu who objected to your leadership. While he has been driven out of your cult by your superior ability at Kung Fu Fighting, he has not given up on his ambition. (Gain +2 Style Points and a nasty rival looking to take you down.)

[ ] Rival Cult
For as long as your Cult has recorded its history, they have had an enemy. An opposite across the field, a foe that stands as their mirror image. Basically, you have a rival cult with a grudge, looking to take advantage of your inexperience at leading a Kung Fu Cult. (Gain +2 Cult Points and an enemy cult.)

[ ] The Avenger
If this was a normal quest you'd probably be this guy. Your master killed his master and he's out for righteous vengeance upon your head. (Gain +1 Ally and a protagonist out for your head.)

[ ] Roving Monks
Several meddling Shaolin Initiates have decided that your cult is unrighteous and have set out to bring the boot of justice down upon your head. Better keep an eye out. (Gain +2 Cult Points, +2 Style Points, and a few martial arts action movie heroes out to boot you in the head.)

[ ] Life Debt
Long ago, someone saved your life. Or your master's life. Or maybe your master's master's life. Whatever the story, you owe someone a life debt, either your own or passed down to you. Someday, someone is going to come calling to collect, and then things are going to get interesting. (Gain +2 Cult Points, +2 Style Points, +1 Ally, and a dangling plot hook.)

[ ] By the Gunsmoke
From across the seas, the strangers have come, seeking riches and fortune as much as any other man. While they lack the wisdom of Kung Fu, they have strange and exotic arts of their own, and wouldn't mind setting down some permanent stakes in these troubled times. (Gain +2 Cult Points, +2 Style Points, +1 Ally, and some rivals who like playing around with this strange black colored powder.)

[ ] Meddling Magistrate
A new Magistrate has been assigned to your province for whatever reason, and he is actively looking into everything now under his authority. This could be trouble, considering you haven't payed a single years of taxes since the cult was founded. (Gain +4 Cult Points and the interested eyes of the tax collectors/police.)

[ ] Forsaken Reputation
For whatever reason, people don't like your cult. They really really don't like your cult. And a lot of the other cults consider you a special kind of scum as well. (Gain +4 Style points and a long term penalty on anything that involved people getting along with your cult.)

[ ] Divine Disfavor
The eyes of heaven are upon your cult, and they are displeased. Trouble and calamity will beset you until you have earned the forgiveness of the gods for your sins. In other words, you're kinda screwed. (Gain +4 Style Points, +4 Cult Points, and some really bad luck.)

[ ] The Cartel
In these troubled times, wickedness and banditry have spread like the plague. And in the shadows, whispers of a greater organization have come. Under the power of the King of Crime, the Cartel has formed. And for reasons of its own, the biggest criminal organization in the land has decided that your cult needs to go. (Gain +4 Style Points, +4 Cult Points, and a whole lot of trouble about to land on your head.)

[ ] The Double Agent
Your cult has waxed mightily, but that brings troubles of its own. One of those you most trust has betrayed you, serving a different master and in truth seeking only your destruction. (Gain +8 Cult Points, +1 Ally and a traitor waiting to backstab you when it'll hurt the most.)

[ ] Shaolin Showdown
In these troubled times, even the masters of the Shaolin Temple must sometimes walk forth into the land and fight against wickedness. Sadly for you, one such master has chosen your cult as the wickedness he seeks to fight. Better get ready for a Shaolin Showdown. (Gain +6 Style Points, +6 Cult Points, +1 Ally, and a Shaolin Master along with his students that are out for your head. Be very very careful if you choose this complication…)

Last, but not least, I must know one more thing. What is your name?
[ ] Name?

(Also please note that Plan Voting is in effect for character generation given DM sanity concerns.)
 
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Index and State of the Cult
Population
Cult Size : 400
-Acolytes : 300 (The average Kung Fu cult member. Knows the basics of Kung Fu, but lacks the secrets of higher understanding. When the cult needs something done, it's usually an Acolyte that ends up doing it.)
-Senior Acolytes : 50 (The older, more experienced Acolytes. Being both better at fighting and having several years more life experience, they are usually tapped as leaders for anything that needs a larger group to work on but isn't important enough to get a character level entity assigned to it. Generally each hideout is run by one of these guys.)
-Attached Individuals : 50 (The general non Kung Fu members of the cult. Around half of these are the miners that work in the local iron mine, but the rest is made up of servants and varied craftsmen. The Ritual Attendant is technically part of this group.)

Generally, around 200ish individuals live in the cult headquarters at a time, with the rest spread across the various hideouts, maintaining a presence outside the mountains for the farmers they get food from, or doing miscellaneous tasks that take them out and about. Like bandit hunting, passing messages around, collecting the crops from the hidden gardens, escorting the output of the iron mine to the markets, and so on.

Peasants and Food
Attached Peasantry
Valley Population : 800 (The general population of the valley the temple was built in. Not directly in service to the temple, but generally loyalish and the main source of new Acolytes. These aren't just the population of the main valley, but also several smaller valley communities scattered throughout the mountains. The Mountains have Poor farmland.)
-Food Production : 300 (Each unit of food is enough to feed one person for an entire season. Food Production's normal output is after the farmers take out enough food to feed themselves, but before famine or years of plenty modifiers.)

Outside Peasantry : 200 (The Thousand Mile Sect also has managed to get the allegiance of several of the farming villages on the outskirts of the mountain in return for the temple's protection. While these food sources are more vulnerable then the valley, when it comes down to it the valley doesn't really have room for anything more.)
-Food Production : 100

Current Outside Food Tithe : 0 (As part of the Temple's... agreement... with the Guo Family, the Thousand Mile Sect is allowed first dibs on purchasing enough food to supply themselves at only break even costs.)

Economic Information
Treasury : 100 Jade Marks

Income : 50+5d10
-Food Income : 0 (Your excess food is sold off to the big cities that always are hungry for more vittles. When you have some.)
-Mining Income : 50 (Your iron mine gives a small but sustainable profit.)
-Exotic Crops Income : 0 (In ages past the cult sold off some of their more interesting garden crops, but in the current age this practice has long since fallen into disuse)
-Tribute Income : 0 (You have no powers that pay you a tribute in return for not getting a righteous beat down.)
-Other Income : 5d10 (The cult earns some annual money from animal hunting, bandit hunting, fishing, and acting as guides for people seeking to do things in the mountain. However this income is rarely dependable)

Upkeep : 50
-Food Upkeep : 0 (In times of famine, you must buy food every year in order to keep everyone fed. Or if someone burns down your fields)
-General Upkeep : 50 (Kung Fu cults take money to keep in operation. So do mysterious mountain temples.)

Exotic and Strategic Resources :
-None

Political Status
You have no clue.
 
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Character Archive
Wu Tien

Age : 20​

Martial: 14-2+6=18
Diplomacy: 11+2+2-2=13
Learning: 12=12
Piety: 16=16
Stewardship: 14+2=16
Intrigue: 16+2-2=16
Chi: 11+2+2=15

Traits
Peasant Education (•): Growing up as a peasant, you learned much about the land but little of more advanced subjects. (+2 Stewardship)
Master of Kung Fu (••): You have mastered one of the many styles of Kung Fu, proving your worth before your peers. (+2 Chi)
Master of Many Styles (•): Your mastery of Kung Fu has not stopped at a single style, and you have proven your talent by mastering many. (+2 Chi, +5 Face)
Trait: Attractive : When it comes down to it, yes, you are just that pretty. (+2 Diplomacy)
Trait: Silver-Tongue : You know how to tell people what they want to hear, and to make them want to hear what you have to say. (+2 Diplomacy, +2 Intrigue, -2 Martial)
Trait: Oni-Blooded : You've got some Oni in your ancestry. (+6 Martial, -2 Diplomacy, -2 Intrigue)

Achievements
Mistress of the Oncoming Monsoon (••••): You have achieved mastery over the school of the Oncoming Monsoon. (+20 Face)
Mistress of the Cauldron of Creation (••••): You have achieved mastery over your second style with the Cauldron of Creation. (+10 Face)
Lady of the Fairy Sleeve (••••): You have achieved mastery over your third style with the Fairy Sleeve. (+10 Face)
Yang Guang, the Lone Survivor

Age : 23​

Martial: 14+2+1+1=18
Diplomacy: 12+1-2=11
Learning: 10+2+1+1=14
Piety: 12-1+1=12
Stewardship: 12+1=13
Intrigue: 11+2+2+2=17
Chi: 19+2+1=22

Traits
Cult Education (•••): Growing up in a Kung Fu Cult can be quite educational... If you survive to adulthood. (+2 Martial, +2 Learning, +2 Intrigue, +2 Chi)
Knife in the Dark (•): You have survived a war in the shadows, where a friendly face hides a knife and today's enemies are tomorrow's greatest allies. (+2 Intrigue, +1 Martial, -1 Piety, +10 to Stealth Rolls.)
Expert of Kung Fu (•): You have proven yourself a solid follower of the road of mastery by becoming an expert at one of the many styles of Kung Fu. (+1 Chi)
Trait: Patient - It is nearly impossible to break your composure (+1 to all stats)
Trait: Cynical - The glass is half-empty and even then it's going to be empty before long. (+2 Intrigue, +1 Learning, -2 Diplomacy)

Achievements
Lord of the Tyrant's Sword (•••): With blade in hand, you bow to none but the masters. (+15 Face)
Expert of Blades (••): You have taken swordplay as far as you can by mundane methods. (+5 Face)
Student of the Jade Sentinel (••): You are a stalwart sentinel against the impure powers of the dark. (+5 Face)
Knife of the Shadow Typhoon (•): You have learned what it is to be a knife in the darkness. (+5 Face)
Possession : White Sky Tooth - This ancient masterwork Jian is one of the last surviving relics of the White Mountain sect, and is said to have been forged from a dragon's tooth. Whether this is true or not changed not the fact that it is truly a relic weapon. (+20 Face, +10 to personal combat rolls on grounds of Relic Sword.)
Master Zhang, the Sage of the Forbidden

Age : 30​

Martial: 9-2+1=8
Diplomacy: 13+1=14
Learning: 16+4+2+1+1+2=26
Piety: 16+1+2=19
Stewardship: 14+1+1=16
Intrigue: 7+1=8
Chi: 8+1+1+1=11

Traits
Scholar's Education (••): A youth of reading scrolls may enrich the mind, but it does the body little good. (+4 Learning, -2 Martial)
Initiate of Ying and Yang (•): This character has started to decipher the secrets of Ying and Yang, and can now be known as a magic user. (+2 Learning, +1 Piety, +1 Chi)
Sky Shaman (•): This character has traveled beyond the civilized lands and learned some of the sky shamanism of the horse nomads. (+1 Chi, +1 Martial, +1 Learning)
Horizon Walker (•): A title for one who has traveled far over the land, for with experience comes wisdom. (+1 Learning, +1 Diplomacy, +1 Chi)
Trait: Mystic - This character has delved into the occult, walking the line between revelation and heresy. (+2 Piety, +1 Stewardship)
Trait: Inquisitive - This character is naturally curious and can't just let a mystery or conundrum go unsolved. (+2 Learning, +1 Intrigue, +1 Stewardship)

Achievements
Staff-User (•): Every traveler should know a bit of self defense.
Brewer of Creation's Cauldron (•): With open eyes this character has taken their first steps into a wider world. (+5 Face)
Talisman-Carver (•): Lack of power can be made up for with preparation and wisdom.
Xiao Xue, the Childhood Friend

Age : 20​

Martial: 9+2=11
Diplomacy: 11+1-1=11
Learning: 17+1=18
Piety: 9=9
Stewardship: 8+2+2=12
Intrigue: 18-1+2+1=20
Chi: ?=?

Traits
Peasant Education (•): Growing up as a peasant, you learned much about the land but little of more advanced subjects. (+2 Stewardship)
Trait: Hunter - She's learned how to make all the cute and fluffy critters of the world dead. (+2 Martial, +1 Diplomacy)
Trait: Just - Fairness is critical in living a good life. (+2 Stewardship, +1 Learning, -1 Intrigue)
Trait: Sneaky - She's just naturally sneaky. (+2 Intrigue)
Trait: Plain - When it comes down to it, the first place an eye rests upon is not yourself. (+1 Intrigue, -1 Diplomacy)

Achievements
Hunter (•): You have a mastery of the bow just about as good as anyone else who specializes in shooting animals.
Guo Biyu, the Ritual Attendant

Age : 17​

Martial: 16-2=14
Diplomacy: 17+2+2+1-2=20
Learning: 18+4+2+1=25
Piety: 11=11
Stewardship: 11=11
Intrigue: 12=12
Chi: ?=?

Traits
Scholar's Education (••): A youth of reading scrolls may enrich the mind, but it does the body little good. (+4 Learning, -2 Martial)
Musician (••): Having mastered the Pipa and Guqin, this character is a delight at any occasion. (+2 Diplomacy)
Trait: Attractive : When it comes down to it, yes, she is just that pretty. (+2 Diplomacy)
Trait: Well Read - In this character's spare time, she could often be found in the cult's limited library, reading about the greater world. (+2 Learning)
Trait: Humble - this character is never boastful and is difficult to goad. (+1 Diplomacy, +1 Learning)
Trait: Shy - This character is very quiet and doesn't like to be the center of attention. (-2 Diplomacy)

Achievements
Knife-User (•): It's no Kung Fu, but every well bred lady should be able to defend her own virtue.
Rote Healer (•): This character knows the secrets of herbs that can save, or take, a life.
Jin Jian, the Exiled Adviser

Age : 35​

Martial: 10+2=12
Diplomacy: 14+2+2=18
Learning: 12+2+2+2=18
Piety: 11-2+2=13
Stewardship: 15+2+2+2=21
Intrigue: 12+2+4+2=20
Chi: 8=8

Traits
Court Education (•••): Growing up at the Imperial Court is an... educating experience. (+2 Diplomacy, +2 Learning, +2 Stewardship, +2 Intrigue)
Trait: Schemer - Few things come as naturally to this character as sneaky plans. (+4 Intrigue, -2 Piety)
Trait: Coinhand - They say he must have been born with jade in his fist for how skilled Guang is at earning money. (+2 Stewardship)
Trait: Well-Read - This character not only kept a library, he even read most of the scrolls within. (+2 Learning)
Trait: Perfectionist - This character will not rest until he has achieved perfection in all things. (+2 to all stats)

Achievements
Student of the Silk River Fist (•): This character practices one of the styles of Kung Fu designed to allow for combat even in heavy official robes. He's even somewhat good at it. For a dabbler. (+5 Face)
Sakura Konoe, the Itinerant Miko

Age : 19​

Martial: 14-2+1+3=16
Diplomacy: 11+1+1+1=14
Learning: 11+2+1+1=15
Piety: 14+4+2+1=21
Stewardship: 10+1=11
Intrigue: 7-1+1=7
Chi: 18+1+1+1=21

Traits
Temple Education (••): An education as a Shrine Maiden helps the soul and mind to flourish. (+2 Learning, +4 Piety, -2 Martial, +1 Chi)
Horizon Walker (•): A title for one who has traveled far over the land, for with experience comes wisdom. (+1 Learning, +1 Diplomacy, +1 Chi)
Dabbler of Many Styles (•): This character has dabbled in many styles, even if she has mastered none. (+1 Chi, +5 Face)
Trait: Devout - The gods deserve respect, and you will give it to them. (+2 Piety)
Trait: Foreigner - By word and form one can tell she is not a native. (+1 Diplomacy, -1 Intrigue)
Trait: Diligent - This character takes their duties seriously. (+1 to all stats)
Trait: Brave - This character is seemingly fearless, nothing can make them falter. (+3 Martial)

Achievements
Lady of the Flickering Moon Blade (••): This character is a passable practitioner of a naginata using school based around the defense of shrine gates. (+10 Face)
Warrior of the Zenith Sun (••): She knows the basics of a school designed to allow practitioners to channel the power of the eternal sun against the forces of evil. (+5 Face)
 
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Do Guns Exist?
If they don't, I'm happy to change to something else. I went for guns because of 'By the Gunsmoke', my reasoning that the guns existed due to the gunsmoke.
Yes. Note the Gunsmoke complication. They're all imported by foreigners and generally pretty primitive at this point though, and haven't made much headway into Mythic China. For one thing the spirits and gods tend to not like them that much...

And yes, Weapon Expertise can go into things like Guns. Though in a high speed Kung Fu battle they'd be of questionable usefulness on grounds of taking to long to reload. Of course, there's more forms of combat then just high speed Kung Fu Battles.

It's a lot of bonuses, but I doubt the DM will let us stack enemies like that to our favour.
Well, I won't keep you from trying, but if you've bought two complications you're going to have two complications worth of trouble unless you consistently roll all crits or something.
 
The Winning Plan
[X] Wu Tien(F)

[X] Fate-Chosen Heir

Styles:
[X] Oncoming Monsoon Style 4
[X] Cauldron of Creation Style 4
[X] Fairy Sleeve Style 4

Allies:
[X] Childhood Friend
[X] Ritual Attendant
[X] Exiled Adviser
[X] Sage of the Forbidden
[X] Itinerant Miko
[X] Lone Survivor

Cult:
[X] Hidden Lair 2
[X] Farmland 2
[X] Secret Garden 2
[X] Good Reputation 2
[X] Informers 1
[X] Profitable Resource 1
[X] Hidden Lore (Kaleidoscope of Eternity Style) 4
[X] Hideouts 2
[X] Tame Nobles 2

Drawback:
[X] Life Debt
(Gain +2 Cult Points, +2 Style Points, +1 Ally, and a dangling plot hook.)
[X] The Cartel
(Gain +4 Style Points, +4 Cult Points, and a whole lot of trouble about to land on your head.)


The overall build here is exotic powers and subtlety. Make a strong cult with strange abilities for a lot of quiet building of strengths, then hit the world with strange powers. Mostly loses out in immediate personal power, but with a lot of room to grow.

With a good reputation and otherwise low profile, we acquire and train students...and of course, on the personal level Oncoming Monsoon(consumes huge amounts of power) synergizes incredibly well with Cauldron of Creation(gathers huge amounts of power).

Overall, all the allies are loyal and not really troublemaker sorts, even if they're often foreign.

Thoughts?

Also, how long will the chargen run for?
 
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Nice Description of the Styles, Mostly Correct
Strengths and weaknesses listed are relative to martial artists of comparable mastery level. Mooks are mooks.
A level 4 martial artist could probably still draw with a level 3 martial artist in it's weakness after all.

Tyrant Sword - Strong vs Sword while wielding swords, weak vs everything else of the same level of mastery.

Raging Tiger - High attack power, low stamina. Counters and is countered by Vengeful Cobra.

Cauldron of Envy - Exploits emotional states, counters and is countered by Cauldron of Creation. Variable in power, but SV is good at pissing people off.

Raging Furnace - Strong vs Glacial Messiah, overall offensive style. May have combination with Glacial Messiah mastery or may conflict internally.

Glacial Messiah - Strong vs Raging Furnace, overall offensive style. May have combination with Raging Furnace mastery or may conflict internally.

Vengeful Cobra - Strong defense and counters. Counters and is countered by Raging Tiger.

Unbreakable Monolith - Strong defense, high damage but slow. No mobility, incompatible with evasion styles, speed styles or styles that require a non-polearm weapon.

Shadow Typhoon - Strong in subtlety in that you can fight to your maximum ability in the public without exposing your identity as a martial artist.

Oncoming Monsoon - Strong in power, especially useful for fighting massed enemies, but vulnerable in the energy supply and limited in subtlety. Synergy with Cauldron of Creation for the fuel to use it's powers.

Myriad Directions - Strong vs 'mundane' styles that use physical attacks, weak vs ki based styles like Oncoming Monsoon, Raging Furnace or Glacial Messiah, as well as defensive styles that give nothing to manipulate.

Kaleidoscope of Eternity - High speed and mobility style, subtle to observers. Weakness against high awareness and counterattackers who can force paradoxes(e.g. borrowing an attack from the future but countered in such a way that you couldn't make the future attack).

Pearl Heaven Dreamer - Anti-monster style. Doesn't do much on humans. On the other hand only the ki using styles are any good on spirits at all.

Fairy Sleeve - Like Shadow Typhoon, except for formal occasions. Incredibly useful if you are taking the noble route to power, useless otherwise.

Howling Devil Dog - Essentially the ki blast version of Raging Tiger. Synergizes with Cauldron of Creation to build up higher energy reserves, or with Raging Furnace/Glacial Messiah for ki-reactor styles.

Crane and Spider - Extreme maneuverability in street or forest fighting, weakness in close quarters and completely open arenas.

Faceless Cosmos - Ultimate low profile style, especially combined with Fairy Sleeve or Shadow Typhoon to hide that you're a martial artist/there at all. But since it explictly locks out defensive techniques while in use, it's useless in a defensive battle.

Sublime Force - Strong vs equipment, ineffective on anything else

Jade Sentinel - Strong vs inhumanly powerful enemies. Weak vs human tier opponents. On the other hand when you face an enemy of inhuman power, you REALLY need the advantage.

Thousand Slayer - Strong on attack, weak on defense. Pretty straightforward.

Imperial Dragon - Strong unarmed, incompatible with weapons.

Ever Thirsting Void - Counters martial artists except for the ki reactor styles(Cauldron of Creation, Raging Furnace and Glacial Messiah), though few direct attacks are built in.

Cauldron of Creation - A 'basic' style, in that it just adds a lot of power to everything you do, and synergizes with the ki heavy styles like Raging Furnace/Glacial Messiah(to retain balance you need both at the same level of mastery), Oncoming Monsoon and Howling Devil Dog. Counters and is countered by Cauldron of Envy.
 
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Pesudo-Omake : Monster Listing
Speaking of supernatural what kinds could there be? Hopping chinese vampires? Would be cool to meet a dragon.
Let's see...:
-Ghosts - Usually a soft threat, since they mostly work by trickery, seduction and stealth. If you can find them, half the work is done already, though laying them to rest permanently is tricky. Ki blasts do the trick, as long as you're working with general ki and not Yin aligned stuff, while of course the ghost slaying style works wonders. Lots of banes, so if you got advisers who know this sort of thing it's usually easy to deal with. If you're physical combat based, you're screwed unless your advisers can exorcise them, so run for help.

-Monsters - Usually some kind of rubber masked humanoid thing, superhumanly strong, fast and/or tough, you need either the means to match their stats by raw power, or by using specific monster fighting tactics. Beware if they know kung fu, since they can do anything you can, except they're beefier. Either use the monster slaying style, the super buffing styles, trust to overwhelming offense or don't fight them.

-Jiang Shi - Not particularly dangerous unless your style depends on human biology, they're faster, tougher and stronger than humans, but usually kinda stiff and pretty dumb without someone controlling them. Hard to put down without physically dismembering them though. But if you have the Sage, Miko, or Ritualist they should be able to finish it.

-Sorcerors - Usually some kind of dirty trick users, but relatively weak to ranged attackers or and close combat. Expect a lot of use of mist, fog, poison and crap like that more than fire blasts. Resisting them requires some kind of ki manipulation ability. Or use your own sorcerors.

-Dragons - Usually any dragon we might expect to find would be either a young dragon out gallivanting, or way out of our league. In the former case expect epic consequences if you kill them. Consequences like "storms scour the entire shore clean of human life" or "tornado wants to battle".
 
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Trait Selection
So! Stats/Traits, and all that junk.

For people unfamiliar with Dynasty Quest type things, usually Martial, Diplomacy, Learning, Piety, Stewardship, and Intrigue. These stats represent your characters ability in the relevant sphere of activity. Martial is your strategic and command type skills, and basically represents your ability to run a war or an army. It's often confused with your personal combat power as well, but this isn't usually an accurate idea. Diplomacy is, well, your ability to work with friends or turn enemies into friends and so on. Learning is your brain meats. Piety is your religiousness stat. Stewardship is normally what you use to run things in general, and Intrigue is your ability to do sneaky shenanigans.

The important bit for how they work is that they'll each add one half of the relevant stat, rounded down, to any relevant action you are doing or leading. So having a Martial of 20 means you get a plus ten bonus to most of your rolls about leading, forming, or training armies. Nice, right?

This quest also adds in the Stat of Chi, which represents your inner enlightenment and ability to kick people so hard they leave a body shaped dent in a stone wall. In other words, when you Kung Fu FIght, it's the stat that you get a bonus from. Nice, right?

Stats are determined by rolling 2d10 and adding them together. Simple!

Traits, on the other hand, are what you get to actually vote on. Traits can give new capabilities and or modify stats, so this is people's chance to edit the character in whatever ways they think will be most useful.

You have three Trait Points. Unless said otherwise, a Trait only costs one point. Choose wisely, followers of Kung Fu.

Brave : You fear no one and nothing. (+2 Martial)
Attractive : When it comes down to it, yes, you are just that pretty. (+2 Diplomacy)
Well-Read : When not practicing Kung Fu, you can often be found curled up in a shady corner with a scroll to read. (+2 Learning)
Devout : The gods deserve respect, and you will give it to them. (+2 Piety)
Coinhand : They say you must have been born with jade in your fist for how skilled you are at earning money. (+2 Stewardship)
Sneaky : You are just naturally sneaky. (+2 Intrigue)
Trusting : You like people and on the surface they like you. (+4 diplomacy, -2 intrigue)
Xiangqi Master : Your skill with Xiangqi is a credit to both your reputation and your martial valor. (+2 Martial, +2 Diplomacy, -2 Stewardship)
Warlord : Leading soldiers comes naturally to you, and any noble house would be honored to call you a general. (+4 Martial, -2 Diplomacy)
Rice Farmer : Growing up on a farm taught you well how to make the most of crops. (+2 Stewardship, -2 Martial, increased farming income)
Schemer : Few things come as naturally to you as sneaky plans. (+4 Intrigue, -2 Piety)
Master of Paper : You not only keep the greatest library within ten leagues, but you've even read most of what is within it. (+4 Learning, -2 Martial)
Silver-Tongue : You know how to tell people what they want to hear, and to make them want to hear what you have to say. (+2 Diplomacy, +2 Intrigue, -2 Martial)
Disciple of Truth : You truly believe in the words of the gods, and others take note of your faith. (+2 Piety, +2 Learning, -2 Intrigue)
Enlightened : All who meet you marvel at your inner peace. (+4 Piety, -2 Stewardship)
Oni-Blooded : You've got some Oni in your ancestry. (+6 Martial, -2 Diplomacy, -2 Intrigue)
Inspiring : When it comes down to it, you are just a natural leader. (+2 Martial, +2 Piety, +2 Diplomacy, -2 Learning, -2 Intrigue)
Tactician : You are skilled in the arts of war. (One reroll per combat miniturn)
Fortunate : They say you must have been born under a lucky star, for how often things go your way. (One reroll per turn, costs two trait points.)

Edit : To make this more clear, do some thinking about what the traits you vote for means, will you? This is your first and best chance to shape what the person you are playing as is actually like, and I can assure you that an Oni-Blooded is going to have different options available to her then a Schemer or Master of Paper...
 
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Think about what the traits you are choosing means about the character, people.
It's easier to make the tradeoff trait choices if we know the base stats rolled though. Buying a stat which imposes say, -2 to diplomacy would be nothing difficult if you had diplomacy 15 for example, but if you had diplomacy at 9 or 21...that changes things.
Mmm, fair enough. But on the other hand, this is people's chance to decide what stat is important to them. Yes, covering up weak points is important, but so is deciding what you want to be strong on.

...And if it helps, you have one eleven, one twelve, two fourteens, and two sixteens rolled, from lowest to highest.

But really, Traits are important because they shape who your character is. While choosing 'my only relevent feature is that I'm lucky' is valid, this is still your chance to shape what kind of person you are playing. I can guarantee you that a Schemer is going to have different options available to him in times of internal strife then an Oni-Blooded or someone with the Trusting Trait, for example.
 
Temp Mark - Charsheet
Wu Tien
(Insert Picture Here)​
Age : 20

Martial: 14-2+6=18
Diplomacy: 11+2+2-2=13
Learning: 12=12
Piety: 16=16
Stewardship: 14+2=16
Intrigue: 16+2-2=16
Chi: 11+2+2=15

Traits
Peasant Education (•): Growing up as a peasant, you learned much about the land but little of more advanced subjects. (+2 Stewardship)
Master of Kung Fu (••): You have mastered one of the many styles of Kung Fu, proving your worth before your peers. (+2 Chi)
Master of Many Styles (•): Your mastery of Kung Fu has not stopped at a single style, and you have proven your talent by mastering many. (+2 Chi, +5 Face)
Trait: Attractive : When it comes down to it, yes, you are just that pretty. (+2 Diplomacy)
Trait: Silver-Tongue : You know how to tell people what they want to hear, and to make them want to hear what you have to say. (+2 Diplomacy, +2 Intrigue, -2 Martial)
Trait: Oni-Blooded : You've got some Oni in your ancestry. (+6 Martial, -2 Diplomacy, -2 Intrigue)

Achievements
Mistress of the Oncoming Monsoon (••••): You have achieved mastery over the school of the Oncoming Monsoon. (+20 Face)
Mistress of the Cauldron of Creation (••••): You have achieved mastery over your second style with the Cauldron of Creation. (+10 Face)
Lady of the Fairy Sleeve (••••): You have achieved mastery over your third style with the Fairy Sleeve. (+10 Face)

Here's the basic statsheet. I'll be posting up the statsheets of your chosen allies as I get them done, as well as the local area you'll be playing in and who else you're aware of as powers worthy of being payed attention too.

On another note, if anyone reading this actually knows Chinese, suggested names for your allies would be eagerly accepted. Otherwise I'll have to apply Internet Fu to the matter.
 
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