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Custom Loresheets and Kung Fu

I wanted to grow Li Qing Jiao towards more water kung fu, the idea being that at the beginning of her story she was brash and headstrong but after more cultivation is starting to come into her power more. There are a couple of different ways I wanted to do that. First is through external martial arts. I wanted to pick up Flowing Universe style, and also some of the Southern Dragon specific techniques. There are several different techniques on the Southern Dragon loresheet that I’d like for Flowing Universe, and there’s also a secret that gives me a nice bonus if I have an appropriate name or image and purified water chi. My name, Li Qing Jiao, is purposefully ambiguous. Qing is a color that covers both blue and green, it’s value is dependent upon context. Jiao is similarly ambiguous, and could mean a crocodile or alligator, a crocodile like dragon, or with appropriate context a shark or stingray. Purified water chi is a bit harder. You get that through internal arts, but the only internal water style is Ice Sutra, but I don’t think ice is thematically appropriate. Which brings me to my next point. The Southern Dragon’s signature technique is Rage of the Dragon Kings. This technique is said to have been developed by the Eight Fish Tribe of Sun Moon Lake. The Sun Moon Lake lore sheet, however, is sorely lacking detail compared to other loresheets. I wanted to expand that lore sheet, and also create a water aspected internal style that focuses around flowing water rather than ice. Here is what I have for the loresheet so far, it could use some more detail. I definitely need help designing the internal style. Eight Fish Tribe of the Sun Moon Lake 1+ Status: You are considered to be an honorary member of the Eight Fish Tribe, indigenous to the tranquil shores of Sun Moon Lake. You have been introduced to their mysticism, and begun to be included in their ancestor worship. 3+ Status: You are considered a true member of the Eight Fish Tribe, and are now allowed to travel to the island in the center of the lake. The tribe, through their ancestors, has begun to instruct you in the movements of their rituals, the Dragon King’s Dance. This is an elemental water style of internal kung fu.
This is my first draft of my internal style.  There are very little in the way of guidelines, so it is not particularly original, deviating only slightly from internal techniques mentioned in the book. Basic Technique:   Flood the Fields: Water embodies flexibility and change; the student learns to change themselves or change the environment. A flood can bring rich soil or ruinous waves. You have +5 when breaking waves, and on shaping rolls. Lvl 2 Techniques: Flow Between Guards: Your attack is exactly what it needs to be: for this attack you automatically Laugh at your opponent, and can’t Fear him. Your opponent’s defense automatically Fears you and can’t Laugh at you. Flow Like Tides: Your movements are inexorable as the tides, you have +10 to knockback or +15 to Cover Ground. Rain Washes Clean: You emulate swift flowing water, quenching fire, washing away poison, and preventing ice. You have a +10 bonus to your Chi aura when rolling to protect against Burn damage, and a +5 bonus against Freeze and Poison damage. River Carves Rock: When you force an immediate rippling roll you may inflict a -5 penalty to your opponent’s Toughness. Each time you use this in a scene, the penalty increases by 5. Lvl 3 Techniques: Reflexes Like Lightning: Flowing water is adaptive, tenacious, and inexorable. Imitating these, you change to suit the environment, or change it to suit you. You have a +10 bonus to any Marvel or attempt to break a Wave. Pounding Waterfall Barrage: Your attacks rush together into an endless assault, flowing like a river to the sea. You have a Secondary Attack. ((Because of the way damage is set up, and the different systems for combat and movement, this one is difficult for me to articulate. Essentially, I want a way to trade damage for knockback. As a general note, for scale, this could be replaced with a boring +15 Toughness.)) Splashing Water Recoil: Water is incompressible, it merely flows around and away from a strike. When you are subject to an immediate Rippling roll you may attempt to Cover Ground in response, absorbing some of the damage per zone covered; you may be knocked back multiple zones in this fashion. Moving out of the zone you are in penalizes the rippling roll by -10, each additional zone you move through levies an additional -5 penalty. After traveling to a new zone, treat all adjacent zones as one difficulty step higher to reach; if your result is still high enough to reach a new zone, you may move there. Repeat this process, cumulatively increasing difficulties, until you can go no further or all damage is mitigated. ((In this way, there are diminishing returns. Difficulties increase by 10s, while damage is reduced by 5s)) If you can go no further, either from failing the roll or because of some feature of the terrain, you suffer all damage left over normally.