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Peng Lai PDF
Peng Lai PDF
PENG LAI
MYTHIC CHINESE
ADVENTURE
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Forewaord
This game came about as part of the “Jake’s Awesome Fantasy
Game Contest” back in 2009. Jake’s awesome contest was a game
design contest held by Jake Richmond of such games as “Tokyo
Brain Pop” and “Classroom Deathmatch” and artist of the “Modest
Medusa” webcomic series.
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INDEX:
Pg 23: PACKAGES.
Pg 28: SKILLS.
Pg 39: STARS.
PG 41: Edges
Pg 43: RELATIONSHIPS.
Pg 51: MAGIC
Pg 62: MECHANICS.
Pg 101: RESOURCES.
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WHAT IS THIS GAME?
There is a story in Peng Lai that is passed down through the years
that speaks about those born into this world with the favor of heaven
written upon them. These chosen few will bring about a great change
into the world; for better or for worse. It is written that you will know
them by the symbols that denote their status and that they will appear
a score of years after the stars that mark them have aligned. This
alignment happens once in a 1000 years, and it has been 20 years since
the last great celestial alignment. All of Peng Lai now waits with abated
breath for what is to happen next.
In this game you play one of the chosen of heaven to bring about the
next age of man. How you do this is up to you and your companions,
however doing so will not be an easy task since there will be many
who have to much to lose with the coming of a new age. The challenges
ahead will require you to gather allies to your side so that they can
support you when you are in need. Remember, old ways die the
hardest.
The game also provides the option to play one of the companions
to the chosen; one of those who have decided to help create the future
and who have rallied to the chosen’s cause. Character build for either
of these will be the same, except that the companion will not choose a
star (Constellations) when the time comes. This section of the character
sheet will remain empty.
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The chosen ones are to lead the world into the next age. Your
first question would be, how are they supposed to do this?
Since the dawn of this world, when the Yellow Empire created
everything and divided the land up between the first Kings,
there existed “The Keys of Fuxi”, These are 8 keys or items that
correspond to the Eight Diagrams; Sky, Earth, Thunder, Water,
Wind, Fire, Mountain, and Lake . The Chosen need to collect these
items before a certain time.
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Welcome to the mythic world of Peng Lai. This is a land of mythic
beast, immortals who live on mountain peaks, heroic warriors, and
peaceful scholars. The people of this land look to be of east Asia,
but instead of the general black hair, the people here have mul-
titude of shades ranging from black to blue, bright crimson, sun
lit gold, white, or reddish brown. The island is large enough that
it would take a man 9 months to walk from east to west, coast to
coast. Peng Lai consists of 8 kingdoms that are centered around a
large mountain called “The Pillar Of Heaven”. Here it is said that the
celestial beasts live and commune with the Divine Emperor. Around
this Mountain, the next largest mountains are the four mountains
called, “Mont Yao Chi” Home of the Immortals to the North, “Mount
Buzhou” to the east, “Mount Xuan Pu” Home of the Fey to the south,
and Mount Jin Mu Shuey Huo Twu. Around these are eight temple
Mountains, on which the temple of each kingdom sits. The Mountain
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of Tears, near Ka, said to have 10 waterfalls that fill a tranquil lake
down below. Mountain of Flowers near Qin, whose fragrant airs
said in legends to make the men fall into a slumber that will last a
hundred years or more. Mountain of Echoes near Min, which hums
with the prayers from a thousand years ago. The Green Mountain
near Zu, said to be the home to a Dragon known as Dilong. The
Mountain of Shadows Near Shen, said to have canyons so deep that
they have never seen the light of day. The Mountain of Wind near
Xin, said to be the home of the four ancient gods of wind. And The
Mountain of Hunger near Cho, so barren no animal can live there.
Beyond these mountains are the kingdoms themselves; eight in all.
Recent Developments:
Fei Yen Xu, The King of Qin was a good man who came into
power after being selected as the heir to the throne before the
pervious King died. However, soon after being crowned King, he
had meet with the other Kings of Peng Lai to reassure them that he
was a strong and wise ruler, and no threat to them or their people.
During his visit at the palace at the base of the Mountain of Flowers,
he fell completely in love with Queen Lin Xi of Ka. She was the wife
of Dawei Zhao King of Ka and did not share King Qin’s feelings. It
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is said that indifference toward the King of Qin only spurred him
further on. He felt that she and he were destined to be by the accord
of heaven. It was greater than fate itself.
All the while he grew more in love with the Queen and became
distraught over the lack of the Queen’s interested (since there was
none). He became convinced that the King of Ka was holding the
Queen captive against her will, knowing full well that She and Fei
Yen were meant to be together. These suspicions grew in strength
after a few of his trade agreements had fallen through (which were
more due to his distracted mental state and growing hatred of the
King of Ka, than anything else). After his last trade agreement
failed, King Xu took drastic steps.
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the assassins in the Queen’s quarters. During the fight between
the guards and the assassins Queen Lin Xi was killed. One of the
assassins survived long enough to revealed who had hired him
before he was hung for the murder of the Queen.
The Yaomo know who is responsible for all of this and have set
plans into motion to keep the king’s madness strong by sending a
shape changing Incorporeal Yaomo to Haunt the King in the likeness
of Queen Lin Xi. The Yaomo only shows herself to the king and will
even speak to him about their lost love; whispering about possible
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people who were involved in the conspiracy to keep them apart.
Recent Developments:
The Yaomo activity is not as it was during the war, but rumors of
Yaomo sightings persist and travelers are cautioned against traveling
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at night, even upon the roads.
Recent Developments:
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Ler palace.
Recent Developments:
King Xeiuian He and his Queen An Lin rule over this peaceful
kingdom. However, all is not well for the two royals, for their only
son has run away from the palace and can not be found. Kuo He
found life at the palace full of learning and boredom and snuck away
into the night many months ago to explore the world that he, up till
now, could only read about in books. Qing Gao, general of the King’s
army, has sent out men out in search for the young prince and tells
the King and Queen that the young prince will be found soon.
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common folk are farmers, herdsmen, fishermen, and woodsmen.
Recent Developments:
The old King died several years ago during a riding accident.
Currently the kingdom is run by a regent until the Kings son, Wong
Fei is old enough to take the throne fully. The regent of the kingdom
is Queen Yun Fei. However, the lower court is corrupt and does
much behind the powerless Queens back that harms the people of
the kingdom. The Queen worries for her son being surrounded by
so many corrupt and greed men. This corruption ha started to taint
the land with negative energy and rumors have begun to spread of
Yaomo sightings.
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THE KINGDOM OF XIN:
The kingdom of Xin is dominated by wetlands and the delta at the
head waters of the Xi Wangmo river. It is bordered by the kingdoms
of Cho and Shen. The common folk are crafters, fishermen, and
farmers.
Recent Developments:
The King is King Bao Tong and his queen is Queen Du Bo. Their
son is Li Rong and is said to be one of the children of heaven.
However, this is false. His mother the queen so wished for her son
to be born one of the chosen that she had her doctors force the birth
3 months early in an effort to have her son born during the celestial
alignment. Since this time she has raised her son in the belief that
he was one of the chosen until he and other believed it to be true.
However, the heavens are not so easy to fool and not everyone who
was born during that time was going to be chosen. The reason why
the queen thought she had the right do this and think it would work
is because an ancestor of family was one of the last Children of
Heaven that brought about the current age. However, royal blood
does not make one more qualified to be chosen by the heavens.
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named Feng Li the fire spirit.
Recent Developments:
The king of Cho is King Shozen Wei and the queen is Queen
Yi. They have one son, Rui Shen and one daughter, Fa Su. The
kingdom is prosperous and has no noticeable problems. However,
what few realize is that the local branch of the Merchants Guild
is conspiring and planning a coup. They plan to slowly build up
arms, and secret mercenaries into the Capital until the day of the
coup. When this happens they plan to storm the palace, fight off the
palace guard, and remove the King and Queen; replace them with a
republic controlled by them. The merchants plan also includes the
destruction of the palace hall of records and scared traditions. The
guild does not see any reason to continue the traditions of statehood,
including the ritual of binding the King to the country. Those who
know why these rituals are carried out will see how serious of a
situation this will cause since it will plunge the kingdom into chaos.
This chaos would release untold numbers of Yaomo into the kingdom
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until a king is placed on the throne again using those rituals.
• The Capital of Cho is Jong Jen city, centered around Sing Yun
palace.
Clothing: They believe that clothes make the man and that a
person’s clothing should reflect their place in life. The common dress
consists of a tunic belted with a sash, loose pants, and padded jacket
fastened by buttons made of knotted cord. Woman’s dress tends to
have a longer tunic and jacket.
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rich are garbed in silks. The coloring of the clothing usually denotes
how wealthy a person is. However there are a few exceptions: White
is worn for mourning, while red is worn for weddings.
Ones foot wear also reflects ones place in life. The common
citizen and soldiers are well known for wearing leather boots which
offers a sturdy footing for their work. Peasants either wear sandals
or go bare foot, while the members of the court wear slippers.
Head wear also reflects the status of a person. The common head
wear is a round straw hat which offers protection from the sunlight
and rain. Ministers of the count wear small black square hats that
are tied to the wears head. There is also a close fitting cloth skull cap
that usually has a braid. There is also a Officer’s hat that is just like
the skull cap but has a brim.
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there can be consistent standard. The most important matters of
the philosophy cover reading and writing. All the rulers should read
their own decrees and everyone else should be able to read them.
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they have to be one of the following: Nuns (Priest/Monk), spies,
entertainers, or artists.
There are only two ways that a woman will be seen as an equal to
men: Magic and the Martial Arts. Beyond this, Peng Lai is a man’s
world. Do not misunderstand what is said here. This has less to do
with sexism and more to do with duty. The people of Peng Lai are
conscious of their duties to themselves and others.
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Religion: is reflected in everything that the average Peng Lai
person does. However, they are not religiously fanatic by any degree.
On average a common member of the community will give a small
thanks to the celestial Emperor who resides above for bring in a
bountiful harvest, or fair weather, or as a blessing in the night. The
common temple is usually small, well keep structure as big as a
shed with a few statues, candles, wind chimes, etc surrounded by a
large garden that is tended by both the local priest and the villagers.
The site is well maintained and sacred, but not a place of silence,
fear, or any type of feeling one would get from a Catholic church.
Instead they are full of peacefully sounds and smells that bring joy
and solace to the heart. If the temple is as large as a house or larger,
then it is a place of learning, where priest and/ or monks live, or
where religiously scared items are held and guarded. However, the
large religious buildings are rare. Mostly, the only ones you will
hear about are the main temples at the foot of each mountain in
each country. The basic ideology behind the religion is to do good in
thought and form, more so to others than yourself.
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Character Creation:
Step 1) Concept:
The first thing a player should do when designing a character is to
come up with a concept. Who is this character, where are they from,
what are their goals, do they have a quarks, what gender are they,
etc. Once this is done the player can begin to create their character.
Step 2) Attributes
Each character has 6 attributes that make up the character’s form.
They consist of: Strength, Quickness, Insight, Resolve, Heart, and
Spirit. When first making a character the player spends a total of 21
point in between these 6 attributes in any manner they see fit. With
one exception; each attribute must contain at least 1 point each.
The number of points in each attribute will indicate the character’s
strengths in each area that each attribute covers, as listed below.
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• RESOLVE: This is the character’s determination, will, focus,
and drive.
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defensiveness, adaptability, flexibility, suppleness, and magnetism.
They tend to be smart, wise, frank, and resourceful.
• Warrior:
Requires: Strength of 4.
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waterskin, and travel food.
• Scholar:
Requires: Insight of 4.
Equipment: They begin the game with one weapon of their choice,
5 sheets of parchment, ink stone, 3 brushes, set of clothing,
sandals, backpack, waterskin, and travel food.
• Bandit:
Requires: Quickness of 4.
• Monk:
Requires: Heart of 4.
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Equipment: They begin with a set of robes, a begging bowl, a holy
pendent, a set of cloths, sandals, waterskin, backpack, and travel
food.
• Brawler:
• Entertainer:
Requires: Heart of 4.
• Courtier:
Requires: Resolve of 4.
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Equipment: they begin with one weapon of choice, makeup, two
sets of cloths (one set of formal), 5 sheets of parchment, ink stone,
3 brushes, sandals, waterskin, and travel food.
• Noble:
Requires: Resolve of 4.
Equipment: They begin with one weapon of their choice, one suit
of reenforced Leather armor, two sets of cloths (one formal),
sandals, riding boots, a family shield/crest, a riding horse, saddle,
saddle bags, waterskin, and travel food.
• Tradesman:
Requires: Insight of 4.
• Sorcerer:
Requires: Spirit of 4.
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Skills: Arcane rank 4 (starts with 3 spells), two Lore skills at rank
2, Weapon rank 2 (pick type), Mimicry rank 2, Plus 2 other skills
each at rank 2.
• Priest:
Requires: Spirit of 4.
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Step 5) Skills:
Skills are measured in ranks which indicate how proficient the
character is in a given skill. A rank works much like a rank in an
attribute and when making a test you roll dice equal to the rank of
the skill and the rank of the linked attribute. The linked attributes
are list next to each skill.
Task Threshold
Riding a domestic 1
beast
Riding into 2
combat/danger on
domestic beast.
Riding an 3
untrained beast
Riding an un- 4
trained beast into
combat
Calming a 5
panicked/frightened
Beast
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• Athletics: (Quickness) The Art of physical fitness. This
covers area such as climb, jump, run, swim, sports, etc.
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Craft Task Time
Horse shoe, Pair of
socks, Simple meal,
Clay bowl, Sketch, 10 minutes
etc.
Wagon hitch,
Wooden stool, Batch
of bricks, detailed 1 Hour
drawling, Bracer, etc.
A pot helm, a vial 3 hours
of acid, small curved
figure, portrait, etc.
Armoire, Tunic, 6 Hours
Quiver of arrows,
Roast a pig, etc.
Breastplate armor,
5 course meal, Burial
urn, Vial of poison, 12 hours
etc.
20ft tall bronze
sculpture, the
foundation of a house, 24 hours
a full Painted Por-
trait
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• Etiquette: (Resolve) The Art of speaking and acting at
formal functions and as a gentleman or Lady should behave in
public. This social skill when successfully used can make it easier to
socialize with individuals who are on a higher social status and will
decrease other social skill threshold by 1, plus 1 for every additional
two successes. See Game mechanics for more information on Social
Status.
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What is being Threshold
Disguised
Make a small
change: nose shape,
add a wart, change 1
hair color/style, etc.
Make a medium
change: Change nose
and chin, eye brows 2
and facial hair, etc.
Change 3-4 things: 3
Nose, chin, and Hair
color. Etc.
Make a large 4
change: Whole face,
etc.
Change whole
demeanor: way you
walk; way you stand, 5
the way you look, the
way you dress.
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person’s self image and confidences. Confidences in themselves or
those others find in them. The base threshold for this is half of the
target’s Heart score. This Threshold should be increased depending
on the situation. For instance, during combat the threshold to a
Insult task is automatically increased by 1.
• Labor: This skill covers all manual physical tasks that are
not covered elsewhere. Digging a ditch, lifting/carrying heavy
objects, cleaning a house, etc.
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• Logic: (Insight) The art of puzzles and patterns. A character
can use this skill to help gain clues to riddles, solve puzzles,
resourceful insight, plans, etc. Threshold depends on the difficulty
of the puzzle, riddle, etc. Threshold: 1 for easy and Threshold; 5 for
near impossible.
Task Threshold
Common 1
Knowledge
Uncommon 2
Knowledge
Specialized 3
Knowledge
Advanced 4
Knowledge
Obscure 5
Knowledge.
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to the number of boxes filled with damage, of which ever row (Body
or Blood) that is higher. However, this skill only speeds up recovery
of those wounds. Reduce the recovery time by half.
Task Threshold
Common Sound 1
Uncommon Sound 2
Specialized Sound 3
Advanced Sound 4
Obscure Sound. 5
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with a well worded poem of apology.
Task Threshold
Search for a large 1
object.
Hear a sound from 2
the next room.
Hear an argument 3
from several rooms
away.
Search for a small 4
object.
Search for a 5
hidden object.
Spot a hidden 6
object on a target.
Over hear a quiet 7
conversation.
Spot a single rider 8
on the horizon.
Over hear 9
a whispered
conversation.
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noticed with a Sense Task.
Task Threshold
Lots of cover,
darkness, Soft
footing, few possible 1
viewers.
Some cover, hard 2
footing, shadows.
Minimal cover, 3
normal light, brush/
water, a few sentries.
Multiply sentries, 4
Normal light, gravel
under foot, etc.
Dead leaves, no 5
cover, bright light.
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• Weapon: (Quickness) The Art of weapon or melee combat.
When this skill is bought the type of weapon must be selected.
Each of the chosen will bear one of the marks of heaven, those
these marks do not appear on the skin to casual screening. They
only appear when invoked or at pinnacle moments that indicate the
course of the next age of man. When they do appear they appear on
a section of the character’s body, glowing with an inner fire which
cannot be obscured.
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dice to Performance and Climb Tasks.
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Step 7) Edges:
These are benefits that give the character possible bonuses in
different situations. A character can have One Edge to begin with at
the cost of One Attribute point.
• Duel Weapons: When you are in combat you use two one
handed weapon, gaining a +1 die to all non-projectile weapon
combat.
• Special Gift: You begin the game with one special item,
be it armor, weapons, charms, or a book. Examples: A necklace
with a tiny vase at the end that has the Fu character drawn on its
surface. This gives the wearer good fortune (which is controlled
by the GM). The wearer may easily find money on the road or trip
at an opportune time at which point an arrow aimed for their
head misses completely. However, this only ever happens once per
game session.
• Resilient: You are tougher than you look and gain -1 to the
threshold for tasks to remain conscious.
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• Stealthy: You naturally walk with a lighter step and people
tend to over look your presence. -1 to the Threshold for Stealth
tasks.
• Iron Skin: This edge negates one blood box of damage per
wound suffered.
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threshold of all Inspire tasks made against you.
Step 8) Relationships:
The people that are close to the character are often as important
to the character’s success as the character’s own abilities and
power. In this game the player keeps track of the player character’s
relationships and their growth. A relationship between two
characters (pc or npc) is referred to as a “Bond”. The stronger the
bond between two characters the more trust and help a character
can expect from their allies. However, growth works like a two way
street. If not properly managed the bond will weaken or even vanish.
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friend, comrade, neighbor, etc. Additional Relationships with
Non-Player characters can be established during game play.
Gain:
Loss:
• A fight (2 successes).
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MU: This element helps and gives support to HOU, is in turn
helped and supported by SHUI. But does not interact well with and
hinders TU and finds itself in turned hindered by JIN.
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characters. Unlike getting support from player characters you can
try to get the support of multiple non player characters at once. This
will only work if the non player characters are within ear shot of the
player character. Like before, the player character will need to give a
moving speech or give some kind of declaration. They must be able
to at least hear the player character’s speech in order to be able to
cheer or give morale support. This gains the player one additional
die per non player character to add to their dice pool.
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anything that causes emotional stress in your life. At this level of
the relationship you, gain a -1 to Inspire or Intimidate Threshold
towards this relationship.
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make social situations more cinematically dynamic and interesting.
On top of this only the GM and player will know what the
Relationship trigger for the player’s character is.
To create a Cause for the relationship trigger the player must write
down an action or situation that they want their character to have a
reaction towards. What they write down can be either a single word
or a short sentence. However, what they decided to write down must
be with the GM’s permission and be able to work well with the other
player characters. The situation must carry with it an emotional
element to help drive the drama of that situation, and must be linked
to a past experience of the characters.
Example: Cause: Men who leave those they care about without a
word. Abandoned child syndrome.
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Example: The Response: She becomes angry with those who
trigger the response, both in words and actions without realizing it.
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Magic:
The arcane skill gives the character the knowledge of how to cast
spells and enchantments. Magic requires the use of the caster’s
Insight + Arcane skill to cast spells. Each spell is set up as follows:
Affect, Threshold, Requirements, Failure, and Duration. When
casting spells in combat the caster must make a recall spell (mental)
task before they can make a Cast (physical) task. Spell casters need
their spell books in hand in order to cast their spells if they wish to
bypass the need to recall a spell. However, looking up a spell takes
one physical task for them to use one turn to open the book and
find the correct page before using this option. Casting spells from
their book gains them an additional +1 die bonus to the cast spell
(physical) action.
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spell takes a length of time to learn equal to their threshold to cast
in days. A spell must be either taught to them by another caster or
studies with the use of a book or scroll.
SPELLS:
Armor:
Affect: This spell wraps the target in a protective aura. This
aura acts as a barrier between the user and harm with a damage
resistance of 1, which can stack with non-magical armor.
Threshold: 4
Requirement: Arcane 3
Failure: The caster must make a save using Spirit against a
Threshold: 2 or suffer a +1 black die for the scene.
Duration: A Scene
Barrier:
Affect: This spell places a wall of protective aura between the caster
and danger up to a number of meters equal to the cast’s spirit, in
width and height.
Threshold: 5
Requirement: Arcane 5
Failure: The caster must make a save using Spirit against a
Threshold: 2 or suffer a +1 black die for the scene.
Duration: A Scene
Blast:
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Affect: The caster throws from his hands gathered energy from the
universe. This energy takes whatever form the caster wishes; either
fire, frost, lightning, etc. The amount of damage done depends on
the threshold. The standard Threshold has a damage equal to total
successes +1 (Body). For every additional +1 to the damage the caster
wishes the damage affect to have is an additional +1 to the threshold.
Threshold: 3
Requirement: Arcane 4
Failure: The caster must make a save using Spirit against a
Threshold: 3 or suffer a +1 black die for the scene.
Duration: Instant
Boost:
Affect: This spell grants the target an increase to one of their
attributes for a scene. The standard threshold grants a +1 to any
one attribute. This bonus can be made higher by increasing the
threshold of the spell; +1 for every +1.
Threshold: 3
Requirement: Arcane 3
Failure: The caster must make a save using Spirit against a
Threshold: 2 or suffer a +1 black die for the scene.
Duration: 5 Rounds
Cripple:
Affect: This spell penalizes the target by decreasing one of their
attributes for a scene. The standard threshold grants a -1 to any
one attribute. This bonus can be made higher by increasing the
threshold of the spell; -1 for every -1.
Threshold: 3
Requirement: Arcane 4
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Failure: The caster must make a save using Spirit against a
Threshold: 2 or suffer a +1 black die for the scene.
Duration: A Scene
Slow:
Affect: This spell slows the target down, making their movements
like they were underwater. The target rolls half their dice pool of any
task. The target also moves at half their usual movement.
Threshold: 5
Requirement: Arcane 6
Failure: The caster must make a save using Spirit against a
Threshold: 4 or suffer a +1 black die for the scene.
Duration: Five Rounds
Quick:
Affect: This spell speeds the target up, making their movements
faster. The target gets to use twice their attribute dice during all task
for the scene. The target can also move twice as far as usual.
Threshold: 5
Requirement: Arcane 6
Failure: The caster must make a save using Spirit against a
Threshold: 4 or suffer a +1 black die for the scene.
Duration: 5 Rounds
Deflection:
Affect: This spell allows the caster to deflect incoming projectiles
and the Blast spell. This spell creates a small protective aura like a
shield in the direction the caster points it; so the caster must be able
to see the incoming attack in order to deflect it. The total number of
successes on the casting task must at least equal the total successes
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of the attack in order to fully deflect the attack. This spell can be cast
as a reaction to an attack.
Threshold: 1
Requirement: Arcane 2
Failure: The caster must make a save using Spirit against a
Threshold: 2 or suffer a +1 black die for the scene.
Duration: Instant/Reaction
Detect/Conceal Arcane:
Affect: This spell quiets the energy around an item or person who
has magic in or around them so that they are harder to detect. The
number of successes to conceal must be overcome by a casting of
Detect arcane.
Threshold: 1
Requirement: Arcane 5
Failure: The caster must make a save using Spirit against a
Threshold: 3 or suffer a +1 black die for the scene.
Duration: One Game Session
Detect spirits:
Affect: This spell allows the caster to sense out the presence of
spirits within a number of meters equal to the caster’s Spirit.
However, the Threshold to be detected can be increased if the spirit
is able to hide their spiritual presence.
Threshold: 2
Requirement: Arcane 3
Failure: The caster must make a save using Spirit against a
Threshold: 3 or suffer a +1 black die for the scene.
Duration: Instant
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Detect Yaomo:
Affect: This spell allows the caster to sense out the presence of
Yaomo within a number of meters equal to the caster’s Spirit.
However, the Threshold to be detected can be increased if the Yaomo
is able to hide their spiritual presence.
Threshold: 3
Requirement: Arcane 4
Failure: The caster must make a save using Spirit against a
Threshold: 3 or suffer a +1 black die for the scene.
Duration: Instant
Dispel:
Affect: This spell is used to remove the affect of other spells. In
order to remove a spell, the caster must make a number of successes
equal to the target spell affect’s Threshold.
Threshold: Special
Requirement: Arcane 3
Failure: The caster must make a save using Spirit against a
Threshold: 3 or suffer a +1 black die for the scene.
Duration: Instant
Elemental manipulation:
Affect: When this spell is bought, the caster must pick which
element they want to manipulate: Chi, Ka, Fu, and Sui. With Chi
the caster can move soil; up to the caster’s Spirit in meters as well
as harden it into stone or turn Spirit in meters of stone to soil. With
Ka the caster can increase the heat of a fire or squelch it completely.
The caster can also manipulate the fire towards a direction. With fu
the caster can summon lesser breezes. These can be used to fuel a
flame, cool a person from the heat, thin or move smoke, etc. Sui can
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be used to summon water out of the air or with a +1 to the threshold,
remove poison from a body.
Threshold: 4
Requirement: Arcane 6
Failure: The caster must make a save using Spirit against a
Threshold: 3 or suffer a +1 black die for the scene.
Duration: Instant
Entangle:
Affect: This spell cases the energy to bind the target’s feet. The
energy can take on any look the caster wishes, from roots, to snakes,
to hands reaching out of the ground. The number of successes must
overcome the target’s defense. The target gets to defend by rolling
their Quickness.
Threshold: 2
Requirement: Arcane 1
Failure: The caster must make a save using Spirit against a
Threshold: 2 or suffer a +1 black die for the scene.
Duration: 5 rounds
Elemental protection:
Affect: This spell protects the target from normal non-magical
affects due to the elements such as: heat, cold, thin air, etc.
Threshold: 3
Requirement: Arcane 5
Failure: The caster must make a save using Spirit against a
Threshold: 3 or suffer a +1 black die for the scene.
Duration: A Scene
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Fear:
Affect: This spell affect causes the target to make a resistance check
using the target’s resolve against a threshold of 2. If the target fails
to save against this spell affect then they gain +1 Black die for the
scene. A Target can only be affected by this spell once per scene
unless pervious use of the spell has been dispelled.
Threshold: 4
Requirement: Arcane 3
Failure: The caster must make a save using Spirit against a
Threshold: 2 or suffer a +1 black die for the scene.
Duration: A Scene
Inspire:
Affect: This spell grants courage and hope to the target; the target’s
gains +1 die towards all tasks for the scene. A Target can only be
affected by this spell once per scene unless pervious use of the spell
has been dispelled.
Threshold: 4
Requirement: Arcane 4
Failure: The caster must make a save using Spirit against a
Threshold: 2 or suffer a +1 black die for the scene.
Duration: A Scene
Fly:
Affect: The target can fly for the scene like a wingless bird. On all
attacks from above a target while flying the attacker gains a+1 die to
the task, and a +2 die to defend against any attacks on them.
Threshold: 4
Requirement: Arcane 4
Failure: The caster must make a save using Spirit against a
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Threshold: 3 or suffer a +1 black die for the scene.
Duration: A Scene
Healing:
Affect: This spell heals wounds. The spell will at least heal one box
of damage , plus one box per additional successes over the threshold.
Threshold: 3
Requirement: Arcane 3
Failure: The caster must make a save using Spirit against a
Threshold: 3 or suffer a +1 black die for the scene.
Duration: Instant
Invisible:
Affect: This spell turns the target invisible, meaning they cannot be
seen. This affect last the scene unless the caster or the target drops
the affect before then.
Threshold: 5
Requirement: Arcane 7
Failure: The caster must make a save using Spirit against a
Threshold: 4 or suffer a +1 black die for the scene.
Duration: A Scene
Light:
Affect: This spell creates a small ball of light that radiates outward.
The ball lights up to the caster’s spirit in meters, but can be dimmed
down by the caster if he/she wishes.
Threshold: 2
Requirement: Arcane 1
Failure: The caster must make a save using Spirit against a
Threshold: 1 or suffer a +1 black die for the scene.
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Duration: A Scene
Shape change:
Affect: This spell changes the target’s shape and size into that of an
animal or human. This affect will last for the scene.
Threshold: 5
Requirement: Arcane 7
Failure: The caster must make a save using Spirit against a
Threshold: 4 or suffer a +1 black die for the scene.
Duration: A Scene
Stun:
Affect: This spell affect will stun a target, making it so that they
cannot act for a turn. The target gets to save as normal.
Threshold: 3
Requirement: Arcane 2
Failure: The caster must make a save using Spirit against a
Threshold: 3 or suffer a +1 black die for the scene.
Duration: Instant
Telekinesis:
Affect: This spell allows the caster to move an object or target with
their mind alone. The maximum weight that can be moved is equal
to the caster’s Insight times 20 pounds.
Threshold: 3
Requirement: Arcane 4
Failure: The caster must make a save using Spirit against a
Threshold: 3 or suffer a +1 black die for the scene.
Duration: Instant
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Teleport:
Affect: This spell moves the Target from one location to another.
The caster must have seen the location he/she wants to teleport to in
order for the spell to work.
Threshold: 5
Requirement: Arcane 8
Failure: The caster must make a save using Spirit against a
Threshold: 4 or suffer a +1 black die for the scene.
Duration: Instant
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Game mechanics:
This game uses groups of D6 dice that are referred as a Dice Pool.
A dice pool will usually consist of dice from a skill and an attribute.
However, at time you will only need to roll dice from a Dice Pool
based on one of your 6 attributes. When rolling you dice pools every
4, 5 or 6 counts as a success. If all the dice in the dice pool roll a one,
then this is a critical failure. If no successes are gained to over come
the threshold, then the task fails.
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normal except that a number of black dice are added to be rolled.
The number of Black Dice rolled depends on the situation. Whenever
a success is made on a black die it reduces by one the number of
successes from the Dice Pool. This illustrates the fact that the
random chance of failure is heightened by the situation at hand. A
Critical failure is one such penalty; when this happens the character
gains a +1 black die for the scene.
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than once in a round.
Once initiative has been put in order the characters make their
attack in order of the initiative by making a roll of Quickness +
the character’s attack skill (either weapon or martial). They count
their successes, remembering to take the black die into account as
usual. Then the defendant does the same. The results of both rolls
are compared and the character with the most successes wins. A tie
means that it is a draw. Damage is dealt with later.
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Types of Tasks: All tasks fall into one of either two areas. There
are Physical Tasks such Making an Attacking, or Craft skill, or
Casting a Spell. Then there are Mental Tasks, such as Using a Sense,
or Recall a Spell, or Taking Aim. Characters can make one Mental
Task and One Physical Task per round of combat.
Mental Tasks
• Size Up: You take stock of your opponent, feeling out their
relative strengths and weakness. Roll Insight + tactics against a
threshold equal to the opponent’s resolve. If successful, character
gain +2 die for the next round.
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• Feint: : You move your attack in a way that causes your
opponent to believe you are committed to an action other than the
one you plan to actually do. This gains the opponent +1 black die
to their combat roll this round. Make a Quickness Task, Threshold
equal to half the opponent’s Resolve.
• Sense: You use the sense skill to see what may be hidden
from plain sight while in battle.
• Aim: You pin point a specific spot you want to target your
Physical Task towards. Make a Resolve task against a threshold of
3. A successful Aim gives the character +1 success automatically.
• Delay: You use your mental action to hold your Physical Task
until things line up to the way you want them or just to see what
everyone is going to do. This is basically holding your turn in the
initiative until your ready to act without losing your initiative
bonuses.
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• Quicken Resolve: this is when you make a speech to
yourself and those who are listening as to why you cannot give up
or why you are doing what you are doing.
Physical Tasks
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successes they cause no damage.
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number of successes over the opponent’s Strength to complete
this task.
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• Long Bow: 4 Repositions.
• Crossbow: 1 Reposition.
Then the characters roll their Social skill + Resolve and compare
the results. The character with the most successes wins. In the case
of draws it just means that neither was able to gain ground in the
battle of words and must begin again in earnest. Some of these skills
can be used during combat to trip up or undermine the character’s
opponent.
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Resolving Separate combat situations that involve several
of the players in the same instant. Each of these scenes even though
separate are handled at the same time. This way if and when an
actor defeats or runs off their opponent(s) they can try to retreat to
where their friends are in order to give them assistance.
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number of successes to help determine damage.
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affect a target if carried in the blood, some only if drank, and
some can be absorbed into the skin. The GM should decide which
type of poison it is first. IN any case, when a character is affected
by a poison they must make a resistance roll using Strength. The
strength of the poison dictates the threshold need to survive: Mild
poison: threshold 2, Average poison: threshold 3, Strong poison:
threshold 4, Powerful poison: threshold 5.
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excellence during a scene or situation. The GM can reward a
player with a temporary +1 die that can be used during any task.
The die is only temporary and must be used that game session.
They do not carry over from game to game. More than one
blessing can be used in any given task; however, the player cannot
use the blessing on another player or character. The blessing can
only be used to affect the character that received the blessing to
begin with.
Weapon Damage:
The amount of damage that a weapon can do is equal to the
number of successes, plus the bonus of the weapon; which will nor-
mally be listed as Successes plus X. They are then denoted by the
type of damage that the weapon inflects; Either Body or Blood. This
is the number of successes that remain after being compared to the
opponent’s successes. This is then augmented by the armor worn by
the target of the attack.
Tracking Damage:
Damage is tracked using a health track. The weapon type
will denote which damage track to use. The more damage that
a character takes the further along the track they go down. The
further down the track, the more likely they will suffer penalties
to their actions. The track is split into two groups; Body and Blood.
Body denotes bruising damage or damage that does not cause the
loss of blood and bodily fluids. This type of damage at least will
knock a character out; however, if the damage continues past the last
box of Body damage then it begins to accumulate in Blood damage.
Once body is full the character can make a strength task roll (3
successes) to remain conscious. Blood represents the type of damage
that causes the loss of blood and more serious and even deadly
damage.
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For Animals, Creatures, and Yaomo this rule is the same except that
Animals and Creatures have strength plus two, and Yaomo have
Strength plus three boxes of damage they can take before they begin
to feel the effects of being hurt.
Body
Blood
Body
Blood
Death: Whenever the character’s blood boxes are all full they
die. However, there is a slight chance that they could be saved, but
only if the character makes a Spirit task roll against a Threshold:
3. If they succeed at the task then they will live long enough (24
hours) to get medical attention. However, it will take them 10 minus
Strength in weeks to fully recover by normal medical means.
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inanimate objects. The damage suffered is equal to each point over
the Threshold. Some armor also will have penalties associated with
them, depending on type.
The following are some questions that might arise and how they
are handled.
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allies each round granting them multiple dice for the scene?
Answer) No, I figure that when you make an enemy in game that
character’s hatred becomes a story point for the GM to build off of
and has no additional mechanics governing it.
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Answer) Yes, any critical failure Black Dice are for all task rolls,
not just on the tasks you gain them from.
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How to Run
A Cinematic
Story game:
For those of you who have run a role playing game before should
know that running a cinematic story game works differently than
what you would expect to see in other games. For those who are
new to role playing games will have it easier in the long run when it
comes to running a cinematic game.
The Game master’s job is part referee part director. They govern
the direction of the story as dictated by the player character’s actions
and reactions. At the same time, their voice is the final decision for
rule calls and grey areas that may show up during play. Their top
priority is to create a believable world for the players to act in and
react with.
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The following are a few simple guide lines to help you along the way.
Remember, just because the game is Cinematic does not mean that it
does not have a bases in reality.
• At times, routine actions are not played out. All scenes played
are important to the overall story/plot. Routine acts are best left
to narrative.
• Focus on the characters, the story, and fun. This is your and the
players game, so make sure that everyone is having fun.
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• Cinema is not about the boring everyday typical conversations
that people have; like, “Hi, how was your day”? “Oh, just
fine”. Scenes that consist of very much conversation or only
conversation should contain an element of some kind of emotional
content.
• Know when to cut a scene. If the players are having fun, keep
the scene going. If the players are just going through the motions,
then cut the scene and move on. Anything not covered in that
scene that should have been can be turned into narrative.
• The players should never be pouring over the book during the
game. This is the GM’s territory.
• The players are the actors in the story and as such its the GM’s
duty to allow them all shine like stars. In order to do this the GM
must give each of his/her actors a chance in the spot light. There
is no absolute way to do this, it more something that the GM
learns how to do over time. Typically the GM wants to come to a
cliffhanger or a resolution before moving the spot light onto the
next act. The purpose for this is so that none of the players feels
ignored or bored if they are not involved in the situation or scene.
Pacing:
When the GM runs the game and tells the story he/she needs
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always keep in mind the pacing of the story. Pacing is the amount of
time that passes in the story. How fast or slow the pacing is managed
can affect the mood and tension of the story. Tension in the story is
good. It keeps the player’s attention focused on the goal, creates a
better over all mood for each scene, and creates greater drama.
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just as the final blow is struck. This keeps that tension present while
allowing it to slow down dramatically as the character reaches his
friend just before his friend’s eyes unfocused and the he breathes
his last. Here the friend says his farewell and then dies. This too is a
form of pacing.
Creating A Storyline:
In a movie the storyline is dictated by the script. In this game
its very much the same except the script for the game excludes the
actions and dialog of the actors. The script contains the backstory
that shows the GM what is leading the characters to this point and
the motives for the NPCs; as well as describing the scenes and the
conflicts within. Every adventure is treated as a separate storyline
with their own underlaying themes and ideas. The following are
some key points that should be considered when writing a Cinematic
adventure.
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or a villain.
•There are eight steps to the Hero’s Journey. The journey is both
a single adventure and the heroes complete process over time,
which consists of multitude of adventures. These eight steps are:
The Call: This is what invites our hero(es) into the adventure. It
entices us with the unknown and the opportunity to gain something
physical or spiritual in return.
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the adventure. Here they will encounter challenges and temptations.
Some of these will be fairly easy for them to overcome, but as they
progress the challenges and temptations become greater. Here the
heroes greatest challenges will strike at his/her weaknesses. Skills
that are unknown to them or that they have as of yet to master, the
heroes lack of knowledge, and their fears.
NPCs:
The following are example Non-player characters the GM can use
during game play, or can use to help make their own. To make one
of your own using the following guidelines: 18 points in attributes,
10-12 points for skills.
Commoner:
Strength: 3 Quickness: 3 Insight: 3 Resolve: 3 Heart: 3 Spirit: 3
Skills: Labor: 3 Lore (folk): 3, Animal Handling: 3, Etiquette: 1,
Weapon: 1
Common Soldier:
Strength: 4 Quickness: 3 Insight: 2 Resolve: 3 Heart: 2 Spirit: 2
Skills: Athletics: 2, Martial 1, Weapon: 3, Weapon: 2, Tactics: 2,
Sense: 1
Armor: Reenforced Leather: R:3 Threshold: 5
Kingdom Official:
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Strength: 3 Quickness: 3 Insight: 4 Resolve: 3 Heart: 3 Spirit: 2
Skills: Etiquette: 3, Persuasion: 3, Lying: 1, Inspire: 1, Weapon: 1,
Lore (government): 1
Common Bandit:
Strength: 4 Quickness: 4 Insight: 3 Resolve: 3 Heart: 2 Spirit: 2
Skills: Athletics: 2, Stealth: 2, Legerdemain: 3, Insult: 1, Weapon:
2, Gambling: 1
Armor: Leather Vest: R: 1 Threshold: 4
Wandering Sorcerer:
Strength: 2 Quickness: 3 Insight: 3 Resolve: 3 Heart: 2 Spirit: 4
Skills: Arcane: 3, Weapon: 2, Lore (Yaomo): 2, Mimicry: 1, Lore
(poison): 2, Tracking: 1, Sense: 1
Armor: Leather Vest: R:1 Threshold: 4
Village Sorcerer:
Strength: 2 Quickness: 2 Insight: 3 Resolve: 3 Heart: 4 Spirit: 4
Skills: Arcane: 3, Weapon: 2, Lore (Folk): 2, Mimicry: 1, Lore
(Region): 2, Doctoring: 1, Inspire: 1
Armor: Leather Vest: R:1 Threshold: 4
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Animals, Creatures,
and Yaomo:
These adversaries or allies are set up a little differently then
characters. They get the six main stats and a same damage tracker
as characters; however they do not gain skills. Instead they get a
pool of dice called Boost. The boost is used by the animal or creature
in the same function as a character would a skill. On top of this they
also have traits that give them bonuses during different situations.
Darkness is a type of creature that is made of pure evil. When the
land is corrupted or a kingdom disregards the laws handed down
from heaven, the darkness enter into the world. They hate the living
and are the enemy of all of heaven’s creations.
• Bear:
Boost: 4
• Bird of Prey:
Boost: 3
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Sense: sight +2 die.
• Canine:
Boost: 5
• Greater Cat:
Boost: 4
• Elephant:
Boost: 5
• Horse:
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Strength: 4 Quickness: 4 Insight: 3 Resolve: 3 Heart: 3 Spirit: 3
Boost: 4
• Scorpion:
Boost: 3
• Shark:
Boost: 4
• Small Snake:
Boost: 3
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Edges: Bite (success Body), Stealth +1 die, Poisonous: When
bitten, the target must make a Strength task against Threshold: 3.
If not, they will take one box of body damage per round.
• Large Snake:
Boost: 4
Boost: 5
Boost: 5
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Edges: Claws (Success blood) Bite (success +1 blood), Sense +2
die, Danger Sense: Yaomo.
Boost: 4
Boost: 4
Boost: 4
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Boost: 5
• Huli Jing: Fox spirits that are known for trickery and evil.
Boost: 4-6
• Pi Yao: A winged lion that eat gold and silver. They usually
have one or two horns that crown their heads.
Boost: 6-8
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Stats: these are the same for any mortal except that their spirit is
Negative and should be express as such.
Boost: 5
Edges: Life drain: If they are able to get a hold of a living s they
can place their mouth over the targets in order to drain their
life essence from them. The target must make a Spirit task roll
against a threshold of 3. Every round that the Jiang Shi does
this the target loses one point of Strength and one box of body
damage. They can not be harmed by normal weapons, poison,
toxin, they do not breath, gain +1 to strength.
• Dragon:
Boost: 8
• Yaomo: The darkness. The chaos that lives and thrives all
around us. It feeds of the negative energy that humans bring into
the world and be doing so can take a physical form. They hate the
living and all things good and positive energy burns them like fire.
All Yaomo are different from each other, except that they tend to
resemble other creatures but misshapened; use the following as a
guide. They all have a negative number for spirit to represent how
far removed they are from the heavens. Special abilities of the
Yaomo are list below.
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Possessing Yaomo: Sometimes Negative energy builds up so
much within a person that instead of creating a Yaomo out in the
world it manifest within the persons heart and takes control of
them. They are not dead (yet), but the creature must be removed
before it completely drains their spirit. The victim will lose 1 point
of spirit per day. Afterwards the Person is dead though they are
still controlled; so at times when dealing with a possessed person
no one will know if the victim can be saved in time or not.
Boost: 3
Boost: 5
Major Yaomo:
Boost: 6
Greater Yaomo:
Boost: 6
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Yaomo abilities:
• Change shape: This type of Yaomo can change the way it
looks and its size. This does not count as an action.
• Ice Breath: This type of Yaomo can exhale from their mouth
and Arctic Cold air will sweep out, creating a frost-bite affect
against a target. The Yaomo rolls Resolve + any boost. Damage is
equal to successes +2 (Body).
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threshold 2, to save against this affect.
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host they can only be removed by a priest. The target must make
a resistance roll using Spirit against a threshold of 3. If they fail
they become the host of the Yaomo.
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Resources:
Boy names:
An: Peace
Bang: Nation
Cai: Fortune
Cheng: Accomplished
Cong: Intelligent
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Dewu: Virtuous martiality
Die: Butterfly
He: peace
Kuo: Vast
Li: Strong
Mo Li: Jasmine
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P’eng: Fair, Duckweed
Qing: Clarity
Xin: new
Xing: Prosperous
Yun: Melody
Girl names:
An: Peace
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PENG LAI: MYTHIC CHINESE ADVENTURING
Biming: The clarity of jade
Cong: Intelligent
Die: Butterfly
He: peace
Mo Li: Jasmine
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Pu: Uncut jade
Qing: Clarity
Xin: new
Yun: Melody
Surname:
Cài Huáng Xú
Hé Wáng Zhōu
Hú Wú Zhū
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PENG LAI: MYTHIC CHINESE ADVENTURING
Pronunciation:
YU purse your lips and position the tongue high and forwards
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PENG LAI: MYTHIC CHINESE ADVENTURING
EI similar to ‘ei’ in the English ‘weigh’
ANG a Mandarin ‘a’ followed by the ‘ng’ sound like in the English
‘sing’
ENG a Mandarin ‘e’ followed by the ‘ng’ sound like in the English
‘sing’
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PENG LAI: MYTHIC CHINESE ADVENTURING
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