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

Random Tale's Suggestions:

[X] Fate-Chosen Heir

Styles:
[2] Glacial Messiah Style
[3] Shadow Typhoon Style
[3] Fairy Sleeve Style

Allies:
[1] Childhood Friend
[1] Ritual Attendant
[1] Itinerant Miko
[1] Exiled Adviser
[1] Bandit Chief
[1] Rogue Assassin

Cult:
[2] Fortified Lair
[6] Hidden Lair
[6] Farmland
[2] Veteran Mooks
[2] Style Utilization (Shadow Typhoon Style)

Disadvantages:
[X] By the Gunsmoke
[X] Meddling Magistrate

Gender:
[X] Male
Name: Tanaka
 
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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.
Those guns are explicitly in the hands of filthy *looks up Chinese word for foreigner* Wàiguó rén. No self respecting kung-fu warrior would ever touch them!
 
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.
 
To put out some of the most obvious names, Lu bu, Son Wukong, Miyamoto Musashi, Date Masamune, and Oda Nobunaga.

Only the first two are chinese, because Chinese warriors seemed to be more focused on pole weapons than swords.
 
Name: [X] Yang Xiao Long

Experience: [X] Young Prodigy
(Or possibly Fate Chosen Heir. A case can be made for either)

(Main) Style: [X] Raging Furnace Style X4

Everything else: Uh...
 
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Fuck it, plan ninjafish is go.


Name: Ren Woxing

[X] 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.)

Styles:

[X] Kaleidoscope of Eternity Style (4 points)
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...

[X] Imperial Dragon Style (4 points)
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.

[X] Ever Thirsting Void Style (4 points)
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.

[X] Raging Furnace Style (3 points)
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.

[X] Crane and Spider Style (2 points)
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.


my reasoning? attrition, drain them dry whilst using time fuckery to keep ourselves in good shape and fuck them over even harder, then once their weak increase our speed with time manipulation and hit them with the strength of dragons in an speed/power double whammy of fuck you.

the other stuff from crane and spider and raging furnace is due to having extra points so why not?

Allies

[X] 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.

[X] 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.

[X] 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.

[X] 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.

[X] 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.

[X] 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.

[X] 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.

my reasoning?

an assassins always a good thing, the adviser can allows us to grasp the intricacies of high society so we can better manipulate it and magical and occult stuff is almost always incredibly dangerous so having multiple experts on that sort of thing would be nice.

the chief is just for those "Interesting and hard to get" goods.

with the dispossessed noble we have someone who can organize and lead our militia.

and the lone survivor is just to bring in some knew knowledge and because the others seemed to have a really high chance of back firing or ditching us.

Cult:

[X] Taxpayers (2 points)
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.

[X] Fortified Lair (4 points)
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.

[X] Style Utilization (Ever Thirsting Void Style) (2 points)
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.

[X] More Minions (2 points)
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.

[X] Militia (4 points)
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.

[X] Secret Garden (2 points)
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...

[X] Tame Nobles (2 points)
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).

Disadvantages:

[X] 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…)

[X] 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.)

[X] 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.)
 
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Way too many negatives.

@ninjafish 4 is the max in a style atm.


and?

i find the most fun quests are when an incredibly powerful protagonist meets a challenge that still manages to be formidable.

redid my points in styles added two new ones as point sinks because they seemed either popular among others (raging furnace) or seemed useful (Crane and spider)
 
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and the lone survivor is just to bring in some knew knowledge and because the others seemed to have a really high chance of back firing or ditching us.
All allies will prove more useful then not-useful unless you do something stupid like take the bandit chief and immediately start trying to stamp banditry out around your cult so you can get more trade income.

Just use logic and do some thinking about how your choices combine and influence each other.

As an example, and because I don't want to start this and then get people annoyed at me, wootius's plan spends three points into making your lair a highly visible fortress (three points in fortification, zero in stealth = basically a castle) and then doesn't do anything to let you brush off attention on what this highly visible fortress is doing out there without being controlled by people loyal to local nobles or the government and so on. Which is likely to give you a lot of complications without getting the bonus points an actual Complication would give you.

Or as another silly thing, buying the bandit chief, who lets you get better connections with the criminal underworld, and then getting the cartel as a complication so that most of the mundane criminal underworld doesn't like you isn't the most efficient thing either. I mean he wouldn't be useless but having a large piece of his connections hate your guts means he's going to be a lot less useful then someone else if you take that one.

Sure, good write ins can fix some of this stuff or let you define it in less annoying ways then the default but taking 'criminal underworld stuff' and then the complication of 'the criminal underworld is our enemy' is never going to be as effective as taking stuff in areas which aren't predisposed to causing you trouble.

(No, really, @wootius I don't know why you are taking a giant fortress without any stealth or backers or tame nobles or any way to keep the government from wondering who's illegally running a giant army defying fortress out in the open but that is a less the optimal combo when you've already chosen the starting choice that gives you the minimum of Cult Points and then spend three of them on something that's generally most useful when you expect you might be visited by a hostile army. Unless the point is to attract the attention of the imperial army. You can consider this the official warning that you might want to go look over your plan again. Remember, you are not nobles, you are not part of the government, and you do not want to be declared an object lesson on the subject of not defying the imperial court until they have far bigger catfish to fry then you. Police your evidence.)
 
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Well, I'd better buttered up to the Local Nobles then.

I took the Bandit Chief to be able to keep tabs on the hostile underworld and have a moderating influence on the bandits in the area. Stamping them out will just draw more I'd think
 
i just decided fuck it, my plan would probably draw noble attention anyway.

so big ass well defended castle, a large army of mooks led by a competent commander, and a bunch of elite mooks trained in kung fu.

i'd rely on the tamed nobles, under world connections and our assassin to keep any major attention away until we damn well wanted it.
 
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Actually question...

Why is no one picking the Kaleidoscope of eternity style.

If jojo has taught me anything it's that time manipulation is powerful as all hell.
 
It was either momentum abuse or time fuckery. I flipped and got momentum abuse.

Also, Cthulhu will eat us if we mess with time.
 
And manliness, courage and determination alongside being a cheating bastard can beat that.

no it can't.

Time fuckery of an equal or superior level is the only thing that can beat time fuckery in the hands of an intelligent user.

Hax is always better than brute force.

And if cthulhu shows up we will punch him in the face.

While stubborn manliness isn;t that great against hax (unless its just used to back up hax of your own) it's great against cosmic horror.
 
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no it can't.

Time fuckery of an equal or superior level is the only thing that can beat time fuckery in the hands of an intelligent user.

Hax is always better than brute force.
Pretty sure there isn't one martial style that can crush all the others, because that would be unbalanced as shit. It does exactly what it says it does, but it's not going to make the other arts irrelevant.
 
Pretty sure there isn't one martial style that can crush all the others, because that would be unbalanced as shit. It does exactly what it says it does, but it's not going to make the other arts irrelevant.


Well yeah.

if some guy gets off a strike that can kill us instantly we're dead all the same, but time fuckery seems to be immensely useful for no-selling for anything short of immediately fatal or incapacitating stuff.
 
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