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BurningTemple:Setting Rules
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== Setting Rules == These rules define the physics and social logic of kung fu cinema. === Damage to an Opponent === In ''Five Fists of the Burning Temple'', unarmed combat is a disciplined martial path capable of ending duels, breaking bones, and delivering poetic justice. But while unarmed attacks are formidable, they are not limitless—and weapons always provide a decisive edge. ==== Base Unarmed Damage ==== Characters using the Martial Arts skill deal unarmed damage based on their training: {| class="wikitable ffbt-table" ! Attacker has… ! Unarmed Damage Base |- | Fighting (untrained) | Str + d4 |- | Martial Arts skill only (no Edge) | Str + d6 |- | Martial Artist Edge | Str + d6 (Fighting) or Str + d8 (Martial Arts) |- | Martial Warrior Edge | Increase to max of Str + d8 |- | Bruiser Edge | Adds bonus on Raise (+1d4 or +1d6) |} Unarmed strikes from trained characters are always treated as armed for the purposes of resisting Disarm, applying Parry bonuses, or interacting with maneuvers that target “armed” fighters. At Martial Arts d8+, unarmed attacks also count as magical for purposes of bypassing supernatural resistances, such as spirits, demons, or jiangshi. ==== Unarmed Damage Stacking Limits ==== To maintain balance and prevent abuse, a character may gain a maximum of +2 damage die steps to unarmed attacks from Edges such as Martial Artist, Martial Warrior, or Brawler. The hard cap for base unarmed damage is '''Str + d8'''. Any further increases to damage must come from: * Weapons * Signature Techniques * Raise effects, such as from Bruiser * Combat Maneuvers ==== Armed Combat Always Hits Harder ==== Weapons in ''Five Fists of the Burning Temple'' do not replace your base unarmed damage but enhance it. Each melee weapon adds a flat bonus to your unarmed damage roll: {| class="wikitable ffbt-table" ! Weapon Type ! Bonus |- | Dagger, chain, fan, or scarf | +1 |- | Sword, saber, spear, staff, or polearm | +2 |- | Improvised objects | Usually +0 to +2, GM’s discretion |} '''Example:''' A character with the Martial Artist Edge and Martial Arts d8, armed with a saber (+2), deals Str + d8 + 2 damage. Weapons can also provide advantages in combat, such as enhanced Parry, increased Reach, or the ability to trap or entangle an opponent. === Martial Style Matters === Your martial style is your identity. You may only use one martial style at a time. Switching styles requires an Action unless you have an Edge that says otherwise. Each style includes: * A Stance Bonus * Three Signature Techniques * Favored Combat Maneuvers * Favored weapons === Duels of Honor === A formal duel is sacred and must not be interrupted. * Characters who interfere with a declared duel suffer –2 to all Trait rolls until the duel ends * Duelists who fight with proper honor earn +1 Benny * If someone breaks the rules of the duel, the offended duelist gains +2 to all rolls against them for 2 rounds === Wire Fu and Gravity-Defying Movement === Characters with Martial Arts [Style] d8+ and Spirit d6+ are considered '''Wire Fu-Capable'''. They may: * Leap horizontally up to 6" or vertically up to 4" without a roll * Run across unstable terrain such as walls, treetops, or ropes with an Agility roll (–2 if narrow or slick) * Engage in mid-air combat for one round without penalty Special techniques or Edges may allow continued mid-air fighting. === Improvised Weapons & the Environment === Everything is a weapon if you are dramatic enough. {| class="wikitable ffbt-table" ! Object ! Damage ! Special |- | Chair | Str + d4 | +1 to Shove attempts |- | Serving Tray | Str + d4 | +1 Parry for 1 round (block stance) |- | Soup Bowl | — | Blind target (Agility Trick) |- | Scroll | — | Distract or Entangle (Trick +2) |- | Lantern | Str + d4 | Sets flammable targets on fire |} Gain: * +1 to any Test or roll for using props creatively * +2 if it is hilarious or legendary Using multiple props in a single stunt grants a Benny or reroll at GM discretion. === Dubbing Rules === Bad dubbing is part of the kung fu cinematic experience. ==== Dub Bonus ==== If a player mimics poorly dubbed dialogue—mismatched lip-sync, weird pacing, echo-y inflection—they gain +1 to any roll once per scene. ==== Australian Dubbing Bonus ==== If the bad dubbing is done with a passable Aussie accent, gain +1 to a Test. ==== Echo Dub ==== Repeat a line twice with rising drama. Example: “You killed my master… my master!” The target must make a Spirit roll or become Distracted. === The Rule of Mooks Go Flying === If a PC incapacitates or kills an Extra with a Raise, they may narrate the mook being launched across a table, through a wall, or into a pond of koi. There is no additional mechanic—just style. Creative narration earns Bennies. Encourage it. [[Category:Burning Temple]] {{Burning Temple Nav}} </div> </div>
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