A spinoff/synthesis from
You are a Lord,
You are a Lord II and
Jinushi - The Tenno demands land! in which, instead of a Lord and his Courtiers, you are a Kung-fu Grandmaster and his disciples.
The first person to completely fill out the Grandmaster Sheet here is the Grandmaster of the Monastery. Everyone else is either a Disciple at the Monastery or a Petitioner visiting from far away lands. Mechanically, these are the same.
Grandmaster SheetName:
Title:
Backstory:
Karma Spent:
Karma Remaining:
Name of Monastery:
Location of Monastery
Name of Style:
Origin of Style:
Becoming Grandmaster:If someone wishes to challenge the current Grandmaster for his position, they may do so only after besting the Trials of Mind, Body and Spirit. The current Grandmaster will set these challenges and, if the challenger is successful, they may choose a single contest of any sort against which they and the current Grandmaster will compete. If the Grandmaster is deceased, the Scrolls of Ancient Wisdom (AKA the GM) will be consulted to choose three appropriate Trials and the first to complete all three will be the new Grandmaster.
Character SheetName:
Disciple or Petitioner?
Backstory:
Karma Spent:
Karma Remaining:
All of those except for the last two should be obvious. Karma is how you build a character. Petitioners and Disciples start with 5 karma, while the Grandmaster starts with 20. Things you can spend karma on are as follows:
-1 karma: Curse, Ignorance or Injury.
1 karma: Blessing, 50 Ryo or a Piece of Land.
2 karma: Excellency, Competency or Special Item.
3 karma: Military, Bureaucratic or Religious Position.
A Koku is a value of money worth as much food as one peasant eats in one year. A Special Item is mechanically the same as either a Competency or Excellency (not both), but can be stolen by or given to another character.
Unspent karma can be spent at a rate of 1 karma per Die spent on the action to do so (see below). Things worth karma can be forsaken (generally by giving them away to the poor) to gain karma at the same rate. Yes, that means you can heal an injury, break a curse or become less ignorant by spending karma, and that giving away money and material goods makes you more lucky and better at kung-fu.
But what do these things that you can buy
do? For that, we must look at Action Resolution:
The game is divided into Seasons. Every season, you get 5 Dice. Each Die is assigned to some action, with at least 1 and at most 3 Die for every (non-fluff) action you take. For every Die assigned to an action, I will roll 1d6 and consult the following chart.
Chart:
1. Something Dangerous Happens! You fail. If you don't have a Competency that applies, gain an Injury.
2. Something Bad Happens! You fail. If you have an Ignorance that applies, treat this as a 1 instead.
3. Something Unlucky Happens! If you have a Blessing, treat this as a 5 instead, but remove the Blessing. Otherwise, you fail.
4. Something Lucky! If you have a Curse or Injury that applies, treat this as a 3. Otherwise, you succeed.
5. Something Good Happens! You succeed. If you have an Excellency that applies, treat this as a 6.
6. Something Enlightening Happens! You succeed and gain 1d6 Karma!
If dice results are rolled, all of the results apply; a 1, 3 and a 6 means that Something Dangerous and Unlucky but Enlightening Happens. If you fail to spend all of your dice for a season, Random Events will occur. Combat is a special case: In addition to the results of roll itself, the person you attack gains injuries equal to the highest Die you roll. They attacker doesn't take injuries unless they roll lots of 1s or their victim fights back.
Death:If your character accumulates more than 5 injuries, they die! If this happens, you can be Reincarnated as a character with karma equal to your character's unspent karma. Alternatively, you can hang around as a Ghost for a while, haunting the Monastery until someone either exorcises you or your last wishes are fulfilled.