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HW

of
2 GAME DESIGN by Lowell Francis

ADDITIONAL DEVELOPMENT by Agatha Cheng, Jamila Nedjadi, Alun


Rees, Sherri Stewart
WRITING by Joyce Ch*ng and Lowell Francis

CHAPTER 16 “NARRATIVE FIGHT SCENES” by Eric Farmer and Eli Kurtz

EDITING by David LaFreniere

LAYOUT by Harald Eckmüller

CULTURE AND SENSTIVITY READING by Yilin Wang, Agatha Cheng


(Chapter 1-5)
ORIGINAL ART by Minerva Fox

WATERCOLOR ART by Knumina Studios (page 4)/Shutterstock.com,


asylsun (page 44)/Shutterstock.com and asharkyu (pg. 225)/
Shutterstock.com
LOGO by J.L. Householder

PLAYTESTING AND FEEDBACK by the Gauntlet Gaming Community,


The Gauntlet Forums, Origins Games on Demand 2018 & 2019.
PUBLISHED by Jason Cordova

POWERED by the Apocalypse engine by D. Vincent Baker and


Meguey Baker.
SPECIAL THANKS to Renee Knipe for early encouragement and
Jason Cordova for pushing to get this project forward
TYPEFACES USED are Gauntlet Classic (by Dimitri Castrique),
Signika (by Anna Giedryś), Vidange Pro (by Jack Usine) and
Artigo Display (by Joana Correia)
This game is dedicated to Sherri Stewart as well as The Gauntlet
Gaming Community
CONTENTS
Intro 5
Safety & Content 15
Character Creation 21
Basic Moves 31
Conflict & Advancement 41
Entanglements 51
Playbooks 57
Gamemastering 81
GMing Moves 89
GMing Playbooks 101
Scenario Starters 111
Courtly Wuxia 121
Fantastic Wuxia 151
History & Cultural Notes 183
Setting Alternatives 191
Narrative Fight Scenes 199
Appendices 205
INTRO

Overview
HEARTS OF WULIN is a roleplaying game emulating long-form Chinese wuxia
melodrama. It builds on Apocalypse World, a game created by Meguey
and Vincent Baker. If you’ve played other Powered by the Apocalypse
(PbtA) games you should find HEARTS OF WULIN easy to pick up (see PbtA
differences on “PbtA Differences” on page 13). If you haven’t, you may find
HEARTS OF WULIN operates a little differently than other roleplaying games.
At the table, the gamemaster (GM) presents a situation. The players take
turns saying what their characters are doing; they may be in completely
different locations or all together. The GM acts as both a traffic controller—
managing who is centerstage—and interviewer—asking deeper questions
about what the player characters (PCs) want to do, as well as what the
characters may be thinking or feeling. They also portray non-player charac-
ters (NPCs).
This is the conversation of play: The PC says what they are doing, the GM
says what happens. When the outcome is in doubt or the drama of the
moment calls for it, go to the Moves. Different actions may trigger the moves.
Each move has a trigger listed in its text. Either the PCs or the GM can
suggest that a moment has triggered a particular move. HEARTS OF WULIN
has a set of moves all characters can use—the Basic Moves. The characters
will have some moves unique to them, called Role and Playbook Moves.

5
6 To resolve a move, the PC rolls two six-sided dice (2d6), adds one of the
character’s Elements to the result, then checks that total with the move’s
text. Any total result of 7 or greater is called a Hit. This means the character
succeeded. A result of 10 or greater means the character has done the action
fully, without complication, or with additional benefits. A result between 7
and 9 means the character has done it partially, with a complication, or to a
lesser effect.
A final result of 6 or less is called a Miss. Some moves specify what happens
on a Miss (it’s always bad). If the move doesn’t specify what happens on a
miss result, the GM will make a reaction called a GM Move. Whether the
move’s miss result specifies what happens or not, The GM can always add to
a listed miss result with a GM move if they decide doing so is appropriate.
The GM doesn’t make rolls, instead they deal harm, introduce new elements,
or change the story when they use these GM moves.

What Do Player Characters Do?


In HEARTS OF WULIN, the player characters play potent heroes in a fantastic
version of ancient China. PCs can do amazing things: fight expertly, balance
on roof peaks, run along walls. But for all that skill and competence, the
characters are undercut by their own hearts. Unrequited love, conflicting
filial duty, loyalty to sworn friends—all these pull the characters in different
directions. The PCs try to hold themselves together in order to live up to their
heroic ideals.
HEARTS OF WULIN doesn’t provide a specific setting. Your table will build
that together—establishing the factions and places of your world. HEARTS OF
WULIN offers a toolkit for telling these wuxia stories. You can draw on media
touchstones like Crouching Tiger, Hidden Dragon; Hero; Iron Monkey; and The
Untamed. There are books, online novels, comics, and more that offer other
sources.
But HEARTS OF WULIN, first and foremost, aims to emulate a particular kind of
wuxia story.
China has a long tradition of “martial arts” novels, dating back centuries.
Often these had a strong fantastical element, with gods and monsters 7
alongside heroes. In the early 20th Century, Chinese authorities—social,
academic, and political—pushed back against these popular stories, believing
they undercut science and rationalism. Fantastic elements fell away and the
genre as a whole lost popularity.
But in the 1950s and 60s, several authors—most importantly Jin Yong (aka
Louis Cha) and Gu Long—began writing serialized novels which breathed
new life into old wuxia tropes. They modified the supernatural elements and
focused on the characters’ skills. These writers set the pattern and tropes for
later wuxia stories.
Think about how much Tolkien set the details for fantasy novels or Robert
Howard for sword & sorcery stories. Jin Yong and his contemporaries’
influence on wuxia has been even deeper and richer than those authors’
influence on Western fantasy literature.
HEARTS OF WULIN doesn’t aim to emulate these novels exactly. Instead, the
greatest inspiration comes from the television adaptations of those stories:
Laughing in the Wind, The Legend of the Condor Heroes, and The Handsome
Siblings. These are huge, sprawling stories—a series can have more than
fifty episodes. All of the great novels have been adapted multiple times,
sometimes within a few years of one another. They’re awesome—filled with
amazing scenery, great fights, dozens of characters, romances dragged out
over many episodes, gorgeous costumes, and constant twists and betrayals.
That’s what HEARTS OF WULIN really builds on. It is not an emulation of
historical China or even Chinese classical mythology. It is an homage to the
many TV series adapted from novels which build on an older literary tradition,
including, for most Westerners, the changes occurring when translated into
English.
8 In the next section we talk a little more about wuxia and jianghu, but here are
some basic concepts for new players:
B This is a game of melodrama. While duels break out, they occur because
of longings, thwarted desires, and terrible duties. In melodrama, reac-
tions and responses are heightened, nothing is simple, and there’s always
something at stake.
B Characters often talk obliquely about things: emotions, desires, drives.
B You belong to the world of the wulin—martial factions and clans with their
own rules and hierarchies. The wulin live under an emperor, but that
relationship can be fraught.
B Characters have duties to a clan, a school, a mentor, a sibling, a parent,
and so on which conflict with their desires and friendships. If a character
doesn’t have such obligations, it’s usually because that character has
broken away from their past.
B Player characters will know their fellow PCs at the start and can get along
with them, though there may be tensions.
B Forgeries and disguises are super effective, often even in the face of con-
flicting testimony or evidence. If you wear a generic disguise or obscure
your gender, it will almost always work.

What “Wuxia” and other important terms


mean
Wuxia, wulin, jianghu. What are all these terms? And why should you be
familiar with them? With a knowledge of wuxia, wulin, and jianghu, you will
have a clearer picture of the world you are about to create and enter, and
the characters you are about to play.
WUXIA 武侠
Most of us are familiar or have grown up with Jin Yong (Louis Cha)’s fantastic
worlds of swordsmen and adventures. Even people living in the primarily-
English speaking world have been exposed to movies and drama serials like
The Legend of the Condor Heroes and The Heaven Sword and Dragon Saber.
Likewise, the Xiaoli Feidao and Chu Liuxiang stories have captivated readers
and audiences. Yong and his contemporaries Gu Long and Liang Yusheng are
9
sometimes called the Three for “Three Legs of the Tripod of Wuxia.” The novels
and the movies give us an idea of wuxia which roughly translates to “martial
heroes.” Wuxia is not just awesome sword and martial arts skills, but a display
and expression of popularity of the xia, the scholar warrior: a balance of
courtly manners and deadly martial arts skills. The scholar warrior is at home
whether sipping exquisite jasmine teas and fine wines, enjoying elegant poetry
and playing the zither or wielding deadly weapons in combat. They are also a
skillful healer, being an adept of traditional Chinese medicine, able to clear
poisoned or blocked meridians in the body.
XIA 侠
Xia means “chivalrous” or “hero.” A wuxia hero who follows the code of xia is
called either a xiake (俠客, follower of xia) or youxia (遊俠, wandering xia). As
heroes, they are fighters of oppression and warriors for justice.
The term has evolved so much so from the warrior tales of the Three to the
present today that we have xiayi tales whereby we see stories of romance and
chivalry with woman heroes and protagonists. Wuxia as a genre label appeared
at the end of the Qing dynasty, influenced by the Japanese genre of “bukyo:”
militaristic adventure fiction inspired by bushido ideals.
Wuxia is so popular that it has been done in films, television serials and video
games. It is also illustrated in comics (manhua) and enjoys a huge following
across the globe. With the internet and social media, light novels are extremely
popular. Cross-platform and serialized, they can now even be accessible on
smartphones and similar devices.
WULIN 武林
The scholar warriors, the wanderers, the swordsmen and the sword maidens
all interact within a community of sects, clans (orthodox and unorthodox) and
factions. The community is called wulin, literally “martial forest.”
10 Like a dark forest, the wulin world is often filled with danger and intrigue. Major
clans and martial arts houses battle to lead the community as 武林盟主 (wulin
mengzhu): master of the wulin world. They often call upon the wulin world to
judge their competence. They challenge all comers (or people who doubt their
suitability). Often in wuxia, orthodox and unorthodox clans are pitted against
each other. In many stories, the leader of the wulin world is not often the best
or the most capable martial artist. Sometimes, this position is passed down
from parent to child. The leader would act as the arbiter of law and order in
the jianghu (see below).
Yet, in between all these frenetic and perilous scenes, the wulin world could
be a world of support, brotherhood, and love. Friends help one another.
Allies seek out their sources of assistance in times of need. Siblings overcome
differences to defend their clan. Sworn brothers and sisters sit around the
table to share wine and food.
JIANGHU 江湖
Wulin is part of the much broader and complicated jianghu, a term first coined
by Zhuangzi in the late 4th century BC. It was used to describe the lifestyle
or way of life of the scholar-officials who sought to distance themselves from
the messy political intrigue and corruption of the court. Wulin, in this sense,
could mean the life of a hermit or a recluse. Gradually, jianghu evolved over
the centuries to mean a sub-culture as opposed to the mainstream. During the
Song and Yuan dynasties, poets and writers began to use jianghu to describe
a fictional world where protagonists lived by their own moral principles. The
moral principles are similar to the Western concepts of idealized knighthood:
chivalry, righteousness, virtue, loyalty, and vengeance. But they are not
knights, ronin, or samurai. They are heroes who uphold Confucian ideas of
honour and help the weak. At the same time, jianghu became entwined with
outlaws and their aversion to the government.
Jianghu only crystallised in the 20th century when writers like Jin Yong and his
ilk created their worlds of swordsmen and gentlemen warriors who operated
on a basis of righteousness and conflicts that pitted martial artists and clans
against each other in grand acts of good versus evil. Likewise, martial arts
became a medium through which the characters show or express their moral
beliefs. The stories included characters who, in pursuit of power, ended up
abandoning their moral beliefs. This fictional world then formed the current
interpretation of jianghu in Chinese popular culture.
A common theme in jianghu is that the courts of law are unreliable or corrupt.
Disputes and arguments are to be handled and resolved by the community,
11
either by mediation or force. Within the jianghu and wulin world, law and
order are reinforced by the orthodox clans and righteous characters. They
might form a coalition to combat against an unorthodox, evil, or unscrupu-
lous clan. Most of the time, law and order is meted out by the wulin mengzhu,
the leader of the wulin world.
Even the jianghu has a “code” or norms which members follow. Honor is a
strong motif, influenced by Confucian ideals. Members are to honour their
own word or promise. They are to show respect and honour their elders and
seniors—even within a clan, age and level of skill matter. They are not to
use their martial skills to hurt the vulnerable and those who are not trained
martial artists. A member of the jianghu is obedient to their master, called a
shifu. (See Code of Xia)
XIANXIA 仙侠
Xianxia is a genre of Chinese fantasy incorporating Buddhism, Taoism,
Chinese mythology, martial arts and other traditional aspects of Chinese
culture. Examples of xianxia are The Legend of the White Snake and The
Classic of Mountains and Seas. Xianxia is frequently fantastic, and romance
is a common theme. Xianxia comics and movies are extremely popular as
evidenced by the many interpretations of Journey to the West. Once Upon A
Time (2017) is one of the most modern reimagined interpretations of Journey
to the West.
Another interpretation for xianxia is “cultivation literature.” The characters in
xianxia novels often seek immortality which imparts eternal life, supernatural
powers, and enhanced physical prowess.
Gods, demons, shapeshifters, magical relics, and miraculous medicine are
interwoven with passionate struggles where the protagonists attempt to
attain (or “cultivate”) immortality by rigorous learning, meditation, and
accumulating as many resources (like skills, powers, relics, etc.) as they can.
The landscape is often that of ancient China, but a xianxia novel could also
become more epic in nature.
12 Xianxia has evolved and become immensely popular in recent history,
especially in the realm of Chinese web/online literature. BL (Boy Love) xianxia
comics have taken off and reached a wide audience as a subgenre within
xianxia.
Wuxia and xianxia also have links with chuanqi (legendary tales or folklore).
Chuanqi refers to short stories or fiction written in the Tang dynasty and
includes ghosts and demons and xiayi. So many recent renditions of wuxia and
xianxia have hints of chuanqi or folklore. (For example, Pu Songling’s Liaozhai
Zhiyi [Strange Stories from a Chinese Studio] from the 17th century).

Romance and Sexuality in Wuxia Stories


ROMANCE
There is romance in the wulin and jianghu world. The stereotypical romance
scenario in the novels, movies and drama serials is often between a handsome
swordsman and a beautiful woman. Often the romance is unrequited because
both parties are torn between duty to clan and self, or the romance becomes
the story’s sub-plot as both parties navigate through a series of obstacles
and setbacks in order to consummate their love. Sometimes, the drama comes
when the swordsman or swordswoman is unable to express their love. They try
to express it obliquely, only to be misunderstood by the other party.
Longing and pining are common tropes in wuxia stories. The hero saving the
maiden is a stereotypical motif, though wuxia often sees the reverse with
sword maidens rescuing clueless heroes in more modern stories.
(Also see xiayi and chuanqi.)

SEXUALITY
In most traditional wuxia and xianxia stories, sexuality has never been explicit
or overt. It is frequently handled with a fade-to-black. Romance is frequently
heternormative, especially for the wuxia movies from the 1960s by the Shaw
Brothers, while movies in recent years have been more diverse and inclusive.
Modern wuxia fantasy is more and more open in the depiction of sexuality or
desire. One example is A Chinese Ghost Story (1987), directed by Tsui Hark. It’s
more along the lines of xianxia and Chinese folklore with thousand-year-old
tree demonesses and spirits. The one scene with a kiss occurs when the
ghostly heroine kissed the hapless hero underwater. The scene astonished
audiences when the movie came out. The movie grew immensely popular in
Hong Kong and many Asian countries.
Another example is the Chinese xianxia BL (boy love) manga and anime series
魔道祖师 (Mo Dao Zu Shi) aka The Untamed. This fiction has a huge following
13
in China and internationally. Written by Mo Xiang Tong Xiu ( 墨香铜臭), the
story sees the protagonist going down the unorthodox/demonic path as
opposed to cultivating a state of immortality (xian) or purity. The story is
extremely popular because of its gorgeous visuals and a strong gay sub-plot
taking place because of the conflict between orthodox and
unorthodox sects.

Romance and Sexuality in Hearts of Wulin


HEARTS OF WULIN invites players to create diverse stories with LGBTQIA
characters. A martial artist could be nonbinary or genderfluid. They could
also be asexual or demi.

PbtA Differences
If you’ve played PbtA games before, here are some notable differences with
HEARTS OF WULIN:
ENTANGLEMENTS,”Entaglements” on page 51. In character creation, PCs
develop a pair of Entanglements for their character: one romantic and one
general. These Entanglements are relationships that drive the story and
provide goals and obstacles. An entanglement is a triangle: the character
has a relationship with one person (either PC or NPC) which is complicated
by the character’s relationship with a second person (either PC or NPC).
When the character comes face to face with issues from these Entangle-
ments, the PC must roll the Inner Conflict move and mark an experience
point (XP). Entanglements are dynamic, not static, and may be rewritten at
the start of any play session.

BONDS,”Bonds” on page 55 . Player characters have Bonds. Bonds


represent ties between the PC and their friends, enemies, and factions. PCs
can spend Bonds to boost a single roll after the result is known. During a
scene, the players can help another character by spending a Bond with
them. The Comfort & Support move lets PCs create a bond on the fly to
help someone.
14 SCALE,”Scale” on page 41. Most conflicts resolve with a single roll.
Each character has a Scale reflecting their skill, power, and technique. PCs
always have the same Scale. When a PC is fighting someone of equal Scale,
the outcome is in doubt. When PCs fight a person below their Scale, they
almost always win. But when PCs fight someone above their Scale, they
lose. In the case of a loss, the move determines how much control the PC
has to describe that loss. Scale is relative and dramatically-based. When
facing superior foes, the PC may be able to find a way to even the Scale, but
the PC may also have to go away and learn a new technique in order to face
that opponent.
ELEMENTS,”5. Elements” on page 27. Player characters have five Ele-
ments which function like stat modifiers. For most moves, players choose
the Element that will modify the roll with the relevant numerical modifier.
Each Element has a set of positive and negative aspects which help the
player choose which Element they wish to modify the roll.
PC WOUNDS AND MARKING ELEMENTS, “PC Wounds and Marking Ele-
ments” on page 48. Instead of marking wounds or hit points, PCs mark
Elements. Until the PC clears a marked Element, they cannot roll with that
Element’s modifying value. If the PC has the Style Element marked, the
PC cannot fight and must retreat or find another approach. When the PC
marks an Element as the result of a miss on a roll, the Element marked must
be the Element the PC just used to modify the last roll. Note, however,
characters also have a Wounded box. When a PC would mark an Element as
the result of a miss, that PC may choose instead to mark the Wounded box
rather than mark the Element just used. While the Wounded box is marked,
the PC takes a modifier of -2 Ongoing to all actions.
SAFETY & CONTENT

Safety
Safety tools make games better. They help establish communication and
consent. Because HEARTS OF WULIN deals with romance, emotional turmoil,
and violence, these tools are super important. Tools, plural, because one
alone isn’t sufficient; a layered approach helps everyone agree on what they
want to play and provides a way to signal when things move out of bounds.
Safety requires shared expectations, consent, and choice. This begins with
the GM laying out the basics. One holistic technique is called the CATS
procedure, originally created by Patrick O’Leary. CATS is an acronym which
stands for Concept, Aim, Tone, and Subject Matter. Following the CATS
procedure can help facilitate a safe game.
Following is an example of a model CATS procedure for playing a first session
of HEARTS OF WULIN with new players.

15
16 CATS
CONCEPT: In Hearts of Wulin you play martial heroes like those you might have
seen in Crouching Tiger, Hidden Dragon or Hero. This is a fantastic version of
classical China. You exist in a world slightly outside the normal order of soci-
ety—like commonfolk and imperial authority. In this world, factions and orders
compete and scheme. Your characters have extraordinary athletic and fighting
skills, but you’re still bound by your heart. You’ll find yourself in conflict with
your loves, duties, desires, and emotions.
AIM: We begin with character creation. You choose a playbook representing
an archetype and developing your character’s story. After introductions, you’ll
create a web of Entanglements which establish what drives you and how you’re
connected to other characters. After a break, I’ll lay out an inciting incident and
we’ll frame where everyone’s characters begin. While the “plot” is important,
we’re really here for the melodrama. We will interact with NPCs, bounce ideas
off one another, face the pain of our Entanglements, and from time to time
smite villains.
TONE: Our tone is melodramatic. In these stories, emotions, reactions and
passions are heightened. Our characters must maintain their facade in the face
of trials. This should be played straight—serious but not grim. There’s room
for comedy and humor, but that should complement the play rather than drive
it. Characters may be laughing in one scene, and cradling their dying lover in
another. It’s not always heartbreak. Sometimes you’ll find your love, but often
the world will conspire against that.
SUBJECT MATTER: Our stories involve combat to settle issues large and small.
You’ll often be working to aid or advance your family or faction by solving prob-
lems. But the stories will also revolve around betrayal, heartbreak, romance,
unrequited love, duty, and saving face. Fighting will serve as an escape valve to
the pressure of these emotional issues.
HEARTS OF WULIN plays out in a mythical China, as presented in Chinese
wuxia TV shows, movies, and novels. It aims to honor these stories and treat
them with respect. To that end, while we might reference the techniques and
tropes of these sources, we don’t mock them. For example: flimsy sets, bad
dubbing, and obvious wire work are a product of the budgets and resources
of these filmmakers. We should celebrate what they managed to accomplish
with these constraints.
It’s also worth calling out one more point before you begin: Don’t do accents.
Just don’t.
Culture and Behavior 17
THINGS TO KNOW ABOUT THIS WORLD
Be aware that this world is still essentially and intrinsically Chinese and
influenced by Confucian ideals. The chivalric principles of righteousness,
virtue, loyalty, and vengeance are important; similarly important are concepts
like the love and respect between parent and child, and the love and respect
for older or elderly figures, such as parents, teachers, and mentors. Nothing
is more poignant or painful in a wuxia or xianxia story than a child or a pupil
grieving over the loss of a beloved parent or mentor.
What can commonly be construed as courtly mannerism in the way people of
the wulin and jianghu interact with each other can be better understood as
an emphasis on respect, or the appearance of respect. “Having face”—treated
with honour and respect—is vital to people of the wulin. This is why even
enemies may speak politely, if bitterly, to each other. Playing up the tension of
upholding the social contract of respect while dealing with the undercurrent of
emotions is what makes scenes so compelling.
Characters’ actions and lives are governed by the strong Confucian system
instilled from their upbringing. As such, characters might find it difficult to
express strong emotions. They might even come across as unemotional, though
strong passion lies just beneath the surface.

THINGS NOT TO DO AT THE TABLE


(PLUS IMPORTANT THINGS TO DO AT THE TABLE)
DO NOT BE LOUD AND BRASH. Your character might be a colorful rebel, but
manners still dictate how you interact with the others at the table.
DO NOT KISS. Unless your GM allows it (because it serves to heighten the
melodrama/drama of the scene), do not kiss! Watch the movies or read the
novelizations. How do they convey love or passion? Is it through gestures or
eye contact? In what ways can love be conveyed? A xiake respects men and
women (and in this case, this also includes nonbinary femme and gender fluid
characters). The table should be a safe space for everyone. Respect should be
first and foremost as the main guideline for any roleplaying session.
Note that some folk might feel uncomfortable with the overt expression of
love. Always seek an understanding from your GM and your fellow players.
18 CULTURAL APPROPRIATION OR APPRECIATION. Worried or afraid that you might
be appropriating someone else’s culture? HEARTS OF WULIN is essentially
heavily inspired and influenced by Chinese wuxia. Its concepts are still
heavily steeped in Chinese culture and beliefs. The key thing here is respect.
You are not your character. After leaving the table, you are still you.
Do not browbeat or berate someone at the table for not being that knowl-
edgeable about wuxia, or Chinese culture and history. Do not go around and
claim that you have a better understanding of things Chinese because you
“lived in China or Asia for x years.” More so if there are people of Chinese
descent in the group. That’s very rude. At the same time, Chinese people are
not expected to educate or serve as bearers of impeccable knowledge of all
things Chinese. The Chinese people are not a monolith. They’re not expected
to know everything about gongfu or Chinese traditions!
DO NOT MANSPLAIN.
DO READ UP ON CHINESE HISTORY, BELIEFS AND TRADITIONS. Or have a
working knowledge of how society worked in Chinese history.
Ultimately, be respectful and appreciative.
IMPORTANT NOTE: Stereotypes and slurs should not be tolerated. Any player who
thinks using a stereotype (think: Fu Manchu) or a slur is acceptable should be evicted,
no questions asked.

DO REMEMBER THE X-CARD.


Safety Tools 19
Your choice of safety tools may vary, but two excellent tools for creating safe
play space are Lines & Veils and the X-Card. For more resources and safety
tools see the TTRPG Safety Toolkit by Kienna Shaw and Lauren Bryant-Monk.
(http://bit.ly/ttrpgsafetytoolkit) It showcases many additional options.

LINES & VEILS BY RON EDWARDS


Lines are topics, images, and material which the group agrees will not appear
in play. A veil on the other hand gives consent that these things may appear
but we will fade to black or turn away from them in play. The Buffy Rule is an
example of a veil on sexual content. In the television show, Buffy the Vampire
Slayer, when things get hot and heavy between two characters, the camera
would always fade to black and close out the scene.
If you’re playing face to face you have a couple of options for how to facilitate
Lines & Veils. The GM can provide a copy of a list of items to everyone that
players can mark their choices and/or add additional items on. Alternatively,
the GM could provide index cards to everyone to write out their choices. The
GM then collects these and builds a comprehensive list. If you’re playing
online, you can set up a spreadsheet with a prepared list. Players can make
their picks throughout character creation.
It’s important that players can make their choices or add to the list anony-
mously. The Lines & Veils list should also be dynamic, meaning players may
add to it after the start of play.

X-CARD BY JOHN STAVROPOULOS


The X-Card is a tool used in play. When something comes up during the
session which a player finds objectionable, problematic, triggering, phobic,
or even wildly off-tone, any player may invoke the X-Card. In a physical space,
players should each have their own X-Card. Online, players can agree on a
physical signal, verbal cue, or other technique.
To facilitate safe play, it is best that players not be asked to justify or defend
their choice to use the X-card. The GM may ask for clarification of where to
cut, but should do so respectfully. They can then roll back the scene, excise
the problem content, and then proceed with the scene. Even if something
has occurred earlier in a game without being X-Carded, if it becomes an issue
later, players should feel free to X-Card the content.
20 ON MAGIC AND MYTH
In these wuxia worlds, characters can perform amazing feats:
leaping, striking with force of will, perfect disguises, etc. But these
feats are not treated as magic or supernatural. In many “grounded”
films, the possibility of actual supernatural forces—ghosts, curses,
monsters—terrifies everyone. HEARTS OF WULIN takes this approach
with the default setting.
Modern wuxia media comes out of several traditions, including ones
with more high fantasy elements—particularly sinister ghosts, the
intervention of gods, and trickster fox spirits. In the 1980s Tsui Hark’s
Zu Warriors made more magical elements palatable to modern films. If
your table wants to add more magic and fantasy you have a couple of
easy options. Talk with the table to see if they want:
1. THE SUPERNATURAL AS COLOR AND BACKGROUND. Ghosts, spirits,
and vampires may exist in the world but they’re rare and unusual.
Often they’re hoaxes, but from time to time one may prove to be
the real deal.
2. TO HAVE LOTS OF THE SUPERNATURAL PRESENT IN THE SETTING. In
this case you’ll want to use the optional rules and mechanics from
“Fantastic Wuxia” on page 151.
CHARACTER
CREATION

Character Creation
1. PLAYBOOKS
To begin character creation, the GM should introduce and then let players
look through the six playbooks available. Each has a theme and a set of
unique moves. They’re a little like classes or roles in other games. Players will
have the opportunity to take moves from other playbooks as their character
advances.
Each playbook has three Roles listed. Once a playbook is selected, then
one role along with its associated move should also be selected. Note that
players will not have the opportunity to select another role move, so choose
carefully! Each player ought to choose a different playbook, however two can
duplicate if the players and GM agree. In these circumstances, the dupli-
cate-playbook players should take care to select moves which don’t overlap.

21
22 The six playbooks are:
AWARE: These characters aim to show how wisdom provides solutions. Play
this if you want to be thoughtful and wise or if you want others to recognize
your skill and learning. The three Aware roles are Master, Scholar, and
Traveling Teacher.
BRAVO: These characters want to enjoy every moment. Play this if you want
to have a good time despite the duties placed on you or to act as a foil to
more straightlaced characters. Bravo roles are Favored Eldest, Gallivant,
and Thief.
LOYAL: These characters emphasize and express the tension between duty
and self. Play this character if you want to be upright, righteous, and torn
between your obligations and personal desires. Loyal roles are Devoted
Child, Official, and Swordsman.
OUTSIDER: These characters act against convention, in the wulin world, the
normal world, or both. Play this character if you want to be distanced from
the wulin world, but drawn back into it by relationships and promises. The
Outsider roles are Rebel, Trickster, and Wanderer.
STUDENT: These characters are always learning and revel in naïveté. Play
this character if you want to play the innocent in a complex world of corrup-
tion and falsehoods, revealing truth through your questions. The Student
roles are Hopeful Apprentice, Temple Wanderer, and Younger Sibling.
UNORTHODOX: These characters conceal their truth. They can change the
tone of the game, so always check with the table before choosing this
playbook. Play this character if you want to hide something about yourself
and have a weird secret that shapes your world. The Unorthodox roles are
Accidental, Hidden and Prodigy.
Players next choose two other non-role moves from their selected playbook.
When playing a one shot, the GM may instead instruct players to select
moves during play.

2. NAME
Players should next come up with a name for their character. Online name
generators are useful for this, as well as films and novels. Generally surnames
come first, followed by given names. Characters may also have or only be
known by a descriptive nickname in the wulin world. Set your character’s
pronouns.
Gender 23
As mentioned in the “What ‘Wuxia’ and other important terms mean”
section, HEARTS OF WULIN takes an open approach to gender and
sexuality. While some older wuxia books and films can be regressive
and conservative, HEARTS OF WULIN stories are open to all. Heroes,
authorities, and villains can be any gender, non-binary, genderfluid,
or whatever players wish. In play, the characters should take this for
granted. Players should establish their pronouns and be attentive to
listen to how others identify themselves.
The HEARTS OF WULIN world is also created open to all forms of
sexuality—gay, straight, bisexual, asexual, etc. are treated as
accepted. If a particular player wants tension to arise from their
choice of sexuality, that player should check with the table. If any
fellow player doesn’t want that as a global detail, consider having
that prejudice be an aberration associated with a particular group.
Even in this case, always check in to confirm everyone’s willing to
have this sort of theme present.
Finally, in HEARTS OF WULIN, as in the real world, trans women are
women and trans men are men. All deserve dignity, rights, and
respect. In some stories, notably Jin Yong’s Proud Smiling Wanderer,
crossing over genders is read as a negative. This game setting
doesn’t accept that. Instead, the setting of HEARTS OF WULIN prefers
the movie adaptation of that same novel, in which Brigitte Lin as
Dongfang Bubai (Invincible Asia) created an enduring trans icon.
Invincible Asia is strong, striking, and trans.
24 3. LOOK
Next, players select as many descriptors for their character as they like.
APPEARANCE: beautiful, burning eyes, chiseled features, close-cropped
hair, crooked smile, flawless skin, gentle face, glowing skin, hairless, hand-
some, hopeful eyes, lively eyes, long and flowing locks, long single braid,
lustrous hair, muscled, open face, pallid skin, petite, piercing eyes, pigtails,
porcelain skin, relaxed smile, rough eyes, rounded features, scarred, sol-
idly-built, stern grin, stony eyes, stormy eyes, stubble and shadow, tanned
skin, tattooed, unassuming, unflinching gaze, unkempt hair, vulpine look,
warm eyes, well-kept beard, wild beard.
DRESS: bare-armed, brightly-dyed clothes, clan-marked garb, colorful silks,
commoner’s clothes, concealing hat, courtly garb, dark and stealthy dress,
elegant costume, excessively ornamented, flowing dress, fur-lined gear,
intricately patterned outfit, martial dress, meditation robes, modest cloth-
ing, official garb, ornate wear, ragged garb, resplendent with insignia, road
worn clothes, simple jewelry, stylish dress, temple clothes, traveler’s dress,
veiled, worn and dirty robes.

4. STYLE
Each character has a fighting style. Players should invent a cool name for
their character’s fighting style. The player gets to say what it looks like and
what kind of tradition it comes out of. Next, players select one of the five
Elements (Earth, Fire, Metal, Water, Wood) to associate with the fighting
style. Players should pick the Element that reflects what their style looks
like. For example, a flowing, rolling style might use Water, while one based on
tightly controlling the environment could be Metal. Note, these Elements are
the character’s stats, so the Element selected for fighting will be the Style
Element and always modify combat rolls. For further explanation, see the
Elements section below for associations.
Players next pick which weapon their character’s style most readily uses.
HEARTS OF WULIN assumes all PCs can fight unarmed, and some specialize
in that. However, most characters have a favored weapon or one their style
is known to use with devastating effectiveness. While there is no mechanical
penalty for using a different weapon, the style and weapon pick give the
characters color.
On Chinese Weapons 25
Wuxia shows and movies often have fantastical weapons with amazing
superpowers and abilities. The weapons are memorable and, most importantly,
they have beautiful and elaborate names to match their devastating powers.
Many are magical or are ancient relics.
Some are anqi 暗器, or concealed weapons, designed to be used or thrown
like the weapons of an assassin. Anqi are also part of the xia’s repertoire if the
xia is trained to use them. Anqi can take many forms. They can be superfine
needles in a spring-operated ornate box or silver stars (similar to Japanese
shuriken) thrown from afar.
A skilled xia is able to utilize even the most prosaic object or item at hand as
a weapon. Chopsticks, spoons, chairs, reams of silk, hair pins, fans, wooden
sticks, beads, mirrors, kitchen knives, and ladles have all been used as
weapons in popular wuxia fiction. Even the scholarly qin/zither could be used
as a weapon.
The most famous weapons in wuxia fiction are the titular Heaven Sword and
Dragon Saber as well as the Jade Dragon Sword from the Shaw movies.
Traditionally, there are eighteen types of weapons used in the wushu martial
arts. Some of the eighteen weapon types include:
B Single-edged sword (dao)
B Double-edged sword (jian)
B (Great) Axe
B Spear
B Bow and arrow
B Halberd
B Staff (pole) (gun)
B Shield
B Chain
B Mace
B Club
26 NOTABLE WEAPONS IN WUXIA MOVIES
B Heavenly Sword
B Dragon Saber
B Jade Dragon Sword
B Kwan Dao
B Shaolin spade
B Meteor hammer
B Xiaoli feidao
B The butterfly swords from Crouching Tiger, Hidden Dragon
B Purple Lightning (a whip made of purple electrical energy)
B Blood Flute
B Flying Quillote

In xianxia literature, even musical instruments like the qin/zither or the flute
could be turned into a magical weapon. By plucking the zither strings or
blowing into the flute, the resulting frequency or sound is a weapon, used to
deal with either mortal opponents or supernatural beings.

Fighting without weapons


Bare fist fighting can be considered a venerable art form (like Shaolin boxing).
An ordinary hand could be turned into a devastating weapon. The strike made
(in)famous in Buddha’s Palm (如來神掌)(1982) is one such example, though
it may be more recognizable to Western audiences from its use in Stephen
Chow’s Kung Fu Hustle (2004). Wing Chun is a popular martial arts form that
doesn’t involve weapons, but instead focuses on the practitioner’s agility and
movements of hands and limbs.
UNUSUAL WUXIA WEAPONS 27
Besides the weapons listed above, wuxia stories and cinema feature
a variety of unorthodox and unusual weapons. You may choose from
these as well.
Brush (The Supreme Swordsman), Butterflies (The Butterfly Murders),
Chain (My Fair Princess), Cloth (Return of Condor Heroes), Explosives
(The Butterfly Murders), Fans (The Sentimental Swordsman), Flute
(Legend of the Condor Heroes), Flying guillotines (Master of the Flying
Guillotine), Hair (Bride with White Hair), Horsetail whisk (Demi-Gods
& Semi-Devils), Metal wrist rings (Legend of Dagger Li), Needles
(Heavenly Sword, Dragon Saber), Snakes (Swordsman II), Transforming
blades (Brotherhood of Blades), Umbrella (Shadow), Whips (The
Shadow Whip)

5. ELEMENTS
Players next assign each of the following numbers to one of the Elements:
+2, +1, +1, 0, -1.
In HEARTS OF WULIN, players freely select the Element that will modify the
roll before the roll occurs, with two exceptions. First, players always roll
with their Style Element when fighting. Second, players cannot roll with
their Style Element when rolling the Inner Conflict move. Each Element has
loose associations: on the left are positive associations and the right are the
negative ones. The latter represents a lack, imbalance, or over-abundance of
that Element.

e EARTH Caution, Focus, Presence Obsessive, Disdainful, Uncaring

f FIRE Creativity, Speed, Passion Reckless, Alienating, Scattered

m METAL Control, Calculation, Reflection Unsatisfied, Inflexible, Scared

w WATER Awareness, Wisdom, Flexibility Uncertain, Isolated, Depressed

o WOOD Patience, Growth, Curiosity Overconfident, Angry, Licentious


28 6. INTRODUCTIONS
Once every player character is ready, players should introduce their
characters. The GM and other players may ask questions to flesh out the
characters’ stories. This may help players decide on Entanglements (see
below).
ON FACTIONS: Wuxia stories often contain many factions of different sizes with fantastic
names and competing agendas. These are a great way of fleshing out the characters’
backstories. Players should feel free to come up with a faction they belong to, have
left, are hunted by, etc. An example of different named factions can be found in the
Appendix. These factions are organized into Righteous, Ambiguous, and Unrighteous.
This reflects their reputation, not necessarily how they actually act.

7. ENTANGLEMENTS
Next, each player must define two Entanglements for their character. An
Entanglement is a relationship the character has with one person which is
complicated by another relationship with a second person. The player character
will choose one Romantic and one General Entanglement. Each playbook has
three suggestions for each. If none fit, the player may look at the longer list in
the Appendix or make up their own. Players should feel free to modify terms—a
parent could be any authority figure, a sibling could be a cousin, etc.
In an order set by the GM, players one at a time put forward one
Entanglement and fill in the blank spaces following the procedure below.
Once everyone has done that, go back in the same order and put forward the
other Entanglement, repeating the same process.

ASEXULAITY AND ROMANTIC ENTANGLEMENTS


HEARTS OF WULIN is a game of wuxia melodrama which most often
includes romance. However, some players may be uncomfortable
with romance in play or may wish to play an asexual character. The
table should be open to this. One solution is to let that player take
two General Entanglements. Another is to reframe the Romantic
Entanglement to reflect a deep devotion or friendship.
Each Entanglement has spaces for two names. Each Entanglement should
include one fellow player character and one NPC. Players should suggest 29
which characters are assigned to the Entanglement as they put it forward,
and ask the players named if they agree and consent to the Entanglement
for their character. Players should work together to revise an Entanglement
if any player is not comfortable. Players should feel free to decline an
Entanglement they are not sure about. If an Entanglement is with a faction,
clan, or group, the GM and player should work together to name someone as
the face of that relationship.
Players receive an XP for facing and interacting with their Entanglements at
the end of a play session. When a player’s character comes face to face with
the emotions attached to one of their Entanglements, that player must roll
the Inner Conflict move.

8. BONDS
Finally, players choose one person from each of their character’s established
Entanglements and write in a Bond with a value of 1 for each of them.
Bonds are a currency players can spend to aid their character or other
characters after a roll. Each Bond has a name and a number. When a player
spends a Bond, the number associated with the Bond is reduced by 1 and
a +1 is added to the result of the roll. Spending a Bond in this way does
not destroy the fictional connection or relationship, but instead uses the
emotional energy from the relationship to fuel the changed fictional outcome
from the change in the roll outcome. Bonds can be with PCs, NPCs, or
Factions.
BASIC MOVES

Core Mechanics & Basic Moves


These moves are available to all characters. The game unfolds as a conversa-
tion between the players and the GM. Players describe what their character
does and the GM says how the world responds. At certain points, a PC may
do something that is risky, dangerous, or will have a major impact on the
story. At that point, the player and GM figure out what move is happening
and roll following the instructions of the move.
Each move has a Trigger—the character’s action that activates the Move.
It is possible more than one move’s trigger condition is satisfied by the
player’s actions. Often it will be clear which move is most appropriate for the
situation, but sometimes the player may need to clarify their intent to figure
out exactly what move should be triggered. The GM and player may discuss
and negotiate about which move is the best fit.

31
32 The fictional actions of the characters should drive players to the proper
move. Rather than a player saying, “I want to do Hearts & Minds to this NPC,”
the player should describe what their character is saying and doing to the
NPC and how the character is getting across what they want. Players should
set up their intentions and approaches so everyone can visualize what’s
happening. At the same time, if a player is uncertain about how to trigger a
particular move, they should feel free to ask the GM and their fellow players.
The whole table can help find the path there.
Each playbook gives players access to unique moves outside of Basic Moves,
which are called Role Moves and Playbook Moves. Some playbook moves
call for a roll, while others just give you a bonus or additional options without
the need for a roll.

HOW ELEMENTS AFFECT ROLLS


When a move is triggered, the player activating the move decides which
Element is most appropriate for their character’s mood, approach, and
intent, and adds the stat modifier of that element to the roll result. Each
Element has descriptive keywords. The five Elements (with associated
positive and negative associations) are:

e EARTH Caution, Focus, Presence Obsessive, Disdainful, Uncaring

f FIRE Creativity, Speed, Passion Reckless, Alienating, Scattered

m METAL Control, Calculation, Reflection Unsatisfied, Inflexible, Scared

w WATER Awareness, Wisdom, Flexibility Uncertain, Isolated, Depressed

o WOOD Patience, Growth, Curiosity Overconfident, Angry, Licentious

NOTE: While these five are part of Chinese spiritual and medical thought, these
associations are game abstractions and do not represent the complexity of that
thinking.
If a player can pick any Element, why wouldn’t they always roll with the
Element with the highest stat modifier? A) because that’s not much fun and
B) because when the player makes a roll, the rolled Element is at risk. If the
roll goes badly, the GM may respond by making the player Mark the used
Element, which means the player loses access to it for later rolls.
FOR EXAMPLE
Crystal Flower stalks around the outskirts of an abandoned temple,
33
trying to figure out the plans of her adversaries. The GM knows
that the trigger for the Study move is “When you study something in
order to learn about the world or establish new facts, roll.” The GM
asks Crystal Flower’s player if she thinks the Study move is being
triggered, and both player and GM agree. Crystal Flower’s player
must choose which Element applies to her roll. Water’s an obvious
choice, because it represents awareness. But if Crystal Flower is
focused on doing this carefully, she might roll with Metal for control.
On the other hand, if she’s gone off alone she might roll Fire because
she’s being reckless. Or maybe she decided on this course of action
in the first place because she was angry, in which case she could roll
Wood.

Players may generally select whichever Element they believe appropriate for
the situation, with two exceptions. First, when a player character engages
in a fight, either through the Duel move or Deal with Troops move, that roll
is always modified with your fighting Style Element. Second, when a player
character must roll the Inner Conflict move, the player may roll with any
Element except their Style Element.

RESOLVING MOVES
Almost every move is resolved in the following way: when a move is triggered
and calls for a roll, the player whose character triggered the move rolls two
six-sided dice and adds the stat modifier of the chosen Element (shorthand:
roll 2d6 + Element).
NOTE: Some GM moves will force a player to mark an Element. Players cannot roll with
a marked Element. The highest bonus to a roll is a +3; the lowest is -2. This includes
bonuses from other moves or effects. However, after a roll, a player may spend Bonds
to give +1 to the roll’s result (see also the Comfort & Support move).

A total result of 7 or more is called a hit. A result of 6 or less is called


a miss. A result between 7 and 9 on a move will usually have partial or
reduced effect, or add a cost or complication. A result of 10 or greater gets
the maximum success for the move. A roll result of 6 or less usually means
the player should expect the worst to happen, plus the GM may make a GM
move—however, the GM, at their discretion, may still allow the action to
succeed, but then hit the player with a really hard reaction or GM move.
34 MOVE TERMINOLOGY
+X Forward: Add X to the next roll that character makes after this roll. The
GM can say if this carries over between scenes. It goes away at the end of a
session.
+X Ongoing: Add X to all rolls for the scene or a particular situation. A
move which grants this will make clear how long it lasts. It goes away at the
end of a session.
Hold: Some moves generate Hold. Hold is a currency the character who
received the Hold can spend on the results of the move. Hold sticks around,
but if the situation or location changes drastically, the GM may say the
Hold goes away.
Mark Element (Choice): The player can choose to mark whichever Element
they want to mark. Note: This result is different than the GM directing a
player to mark an element as the consequence of a GM move. When the GM
has a player mark an element as the consequence of a GM move, by default
that player must mark the Element just used to modify the roll.

ORDER AND INITIATIVE


The table—GM and players—decides who goes when. A good GM technique
is to establish an order for the session (for example, clockwise around the
table) and generally stick to that throughout play. If a player wants to change
that up and go earlier because of the situation, the GM should allow it.
Basic Moves 35
All moves in HEARTS OF WULIN are written to the perspective of the player
character who may trigger the move. When reading the moves, think of what
the character is doing or has just done to see if it satisfies the trigger text.

COMFORT & SUPPORT


When you assist a fellow PC, roll.
ON A HIT, you lift them up: they may choose to give you a Bond with
them or clear a marked Element.
ON A 10+, you may also clear an Element yourself, ask them a question
they must answer, or give them a Bond with you.
In a scene, you may use this move to aid someone before or after a
roll. Spend a Bond you just created with them to give them a +1 to
their roll.

Comfort & Support acts as both the assist and healing move. It’s also
the way players restore Bonds once they have spent them. See the
Harm and Bonds sections following.

IMPRESS
When you act to impress others or succeed at a competition, describe
your performance and roll.
ON A HIT you impress and convince; pick two options (you may pick
one option twice):
Create a Bond with someone watching.
Clear a marked Element.
Gain a favor from an observer.
ON A 7-9 the GM will offer you a complication or hard choice. Use
this move for public gatherings or explicit or implicit competition,
(artistic performance, form demonstration, or tournaments). If you’re
engaging someone specific, use Hearts & Minds.
36 HEARTS & MINDS
When you pressure someone susceptible to your words, say what you’re
trying to get them to do and roll.
FOR NPCS:
ON A 10+ they bow to your words and do what you want.
ON A 7-9 they may do what you wish or instead choose to:
Alienate: You create animosity between them and someone of your
choosing.
Hesitate: You gain +1 ongoing against them. This lasts until there is a
major change with them in the fiction.
Overreact: You write in or increase your Bond with them.
Reveal: You may ask two questions of them.
FOR PCS:
ON A HIT they may mark XP if they do as you ask. If they don’t, they
mark an Element (choice). They may spend any Bond to avoid this.
ON A 7-9 you also mark an Element if they decline.

For this move to trigger, the GM must decide the target is potentially
susceptible to the triggering character’s words. Characters in an
official capacity, or previously betrayed, or with the upper hand,
or with higher social standing, or the big bad and their lieutenants,
ordinarily will not be susceptible to some forms of persuasion. The
Outsider: Trickster’s role move works around this limitation.
For PCs, this move represents gentle cajoling, persuasion, and light
trickery. If a player character is more forcibly trying to convince or
intimidate a fellow PC, trigger the PC vs. PC Duel Move.
INNER CONFLICT 37
When you come face to face with emotional turmoil and pressure from
an Entanglement or personal issue, mark XP and roll anything except
your Style Element.
ON A 10+ you manage to keep yourself together.
ON A 7-9 you must either flee the scene or mark an Element (choice) to
keep yourself steady.
ON A MISS, the GM makes things much worse.

Inner Conflict most often comes into play when a player character’s
Entanglements are at the forefront of the fiction, but if players
agree, this move can also reflect new situations that pop up in the
story. Players should not roll Inner Conflict every time they see or
interact with someone from an Entanglement, but rather when they’re
brought face to face with the pain related to an Entanglement. For
example, when the person a PC loves talks to them about how much
they’re attracted to the PC’s sibling.
The player should always have a choice about whether a particular
moment rises to the level of an Inner Conflict roll. If a player has
been repeatedly faced with an Entanglement in a session, the player
should not have to choose to roll every time. However, if a player
consistently avoids rolling for a specific Entanglement, the GM may
ask that player to revise that Entanglement.
The GM should be loose about what “flee the scene” means. PCs just
have to remove themselves, not necessarily run off in tears. On the
other hand, GMs should also make hard moves in reaction to an Inner
Conflict miss such as a serious misunderstanding, alienation, grave
offense, revealing betrayals, etc.
38 STUDY
When you study something in order to learn about the world or establish
new facts, roll.
ON A HIT you gain basic information.
ON A 10+ you also get two Hold; ON A 7-9 gain one Hold. Spend Hold 1
for 1 for the following,
Ask a question about a situation or place (escape routes, hidden
details, threats, dangers, etc.).
Ask a question about a person (motivation, desires, intentions, means
of manipulation, etc.).
Ask any other question.
Learn a person’s Scale (below, on your level, above).
Reveal a detail—declare something which changes or adds to the
established fiction significantly.

Players should give the GM a sense of the character’s intent and


what they are seeking before the Study roll occurs. Study represents
deeper and more intense examination of a situation, not simply
looking around. If the player is stuck for questions, each playbook
has some examples to help. Players should feel free to ask any
questions and not be hamstrung or limited by the example questions.
Hold from Study can be kept from scene to scene if the GM permits.
If the situation or person changes dramatically, the GM may say that
the Hold is lost.
When a player selects the option to “reveal a detail,” this should
expose or change something already present in the scene. It might
show that there is an avenue of escape, but not that the characters
find and use an avenue of escape. The GM may ask the player to
justify how their character learned something. The player may
reframe their question if they get stuck.
“Reveal a detail” cannot be used by one PC to reveal something
about another PC without consent. If what the PC is declaring would
significantly impact another PC’s plot, Entanglement, family, etc.,
check in with them first.
OVERCOME 39
When you do something under pressure, roll.
ON A 10+ you do it.
ON A 7–9 there’s a complication. The GM may present you a worse
outcome or a hard choice.
ON A MISS, your attempt fails in a terrible way.

On the 7-9 result, a player can choose not to accept the outcome or
cost and instead simply fail the attempt. In the heat of a scene, GMs
should commonly offer marking an Element (choice) as a cost.
CONFLICT AND
ADVANCEMENT

Scale
Understanding what Scale means in HEARTS OF WULIN is imperative in order
to appropriately resolve conflicts, battles, and duels. When characters are in
conflict, first look at everyone’s Scale. The character with Scale greater than
another has an advantage.
To understand Scale, remember these three keys: Scale is not a number.
Scale is unique between relationships. Scale can change through actions and
circumstances.
By default all player characters are on the same Scale as one another.
However, this does not mean that one player’s Scale relative to an NPC is
the same as another player’s scale to that same NPC. For instance, suppose
Crystal Flower has a higher scale than Tian Yu. It doesn’t mean that Many-
Tempered Xiaohu has greater Scale than Tian Yu as well. Many-Tempered
Xiaohu’s relative Scale to Tian Yu is unknown. Scale is unique between two
characters or groups and should not be assumed.
When players are in conflict, use the PC vs. PC Duel Move. This move is the only
way players can gain greater Scale advantage over one another.
In the Duel section below, notice how Scale sets which move a player resolves.

41
42 DETERMINING SCALE
Unless a player’s move supersedes, the GM always determines the Scale of
NPCs. Narrative and drama drive Scale. Foes fall roughly into three basic
categories: troops, named adversaries, and major villains. Usually troops are
below, named adversaries are equal to, and major villains are above the PC’s
default Scale.
Scale, however, is not set in stone. Events and actions may change it. An NPC
may go away and train to become better than a particular PC or the whole
group. Actions and effects may change an adversary’s Scale, allowing the
PCs to face them on an equal basis. Certain foes working together may be of
a higher Scale, owing to coordination. Some expert troops might be on a PCs
scale through training or sheer force of numbers.
Some foes may be several degrees of Scale higher than the PCs. Each degree
must be dealt with or changed before facing the foes on an equal basis.

CHANGING SCALE
So how can players change Scale to face superior foes?
The dramatic narrative allows characters to increase their Scale relative to
foes they focus on.
In a one-shot, the “in conflict” actions may be enough to even the Scale.
Players can team up, act to change the environment, or use Study to find
a weakness. A player could reduce an adversary’s Scale for themselves,
another PC, or the whole group. It depends on the intent.
In a short multi-session campaign, players can take actions outside the
conflict to change Scale. A good GM rule of thumb is that players can gain
Scale on a foe once each player has contributed to the solution.
For this and all other longer games, players may also use the New Technique
move. The character takes time to study (a scene or longer, GM’s discretion)
and rolls to see if they gain Scale on a particular foe. They roll based on the
number of times they’ve observed or fought their foe. The GM may declare
a foe is of Superior Scale. This means at least one of the PCs must uncover
a way to defeat them. Otherwise the villain will always be above the group’s
scale.
FOR EXAMPLE 43
In a one-shot game, during the climactic fight, Many-Tempered
Xiaohu goes to take on Tian Yu. She is below his scale. Other players
could take actions to change the environment (collapsing walls, filling
the room with smoke), Study to learn the weakness of the Villain’s
stance, burn several bonds with Xiaohu’s character, etc. If they can
do so, then they can bring themselves up to the same scale as the
Villain, but no higher.
In a game with several sessions, players may undertake those tricks
mentioned above, but won’t gain Scale until the next conflict. They
need to prepare and learn. The New Technique move represents this
learning process.

Worthy foes are usually lieutenants and named henchpersons of villains.


They’re generally equal scale with the PCs. Villains are above the PCs in
Scale and require action to successfully face. Major foes, superior adver-
saries, and Big Bads behind the scene may be several degrees of Scale above
the PCs. In this case it will require several tricks or new techniques to fight on
those foes’ Scale.
This is not set in stone: one of the GM moves is to change the Scale of a
foe—revealing tricks or having them go away to prepare themselves to fight.

TEAMWORK AND SCALE CHANGING


As demonstrated below, the Duel move only allows one person to roll a
result. For more about setting up fights, see the GM section on “Scale” on
page 95. How does the GM handle multiple PCs against a single foe?
If Scale isn’t a question, then one PC will be using Comfort & Support to aid
the other. If neither PC is willing to play second fiddle, then they will need to
resolve a PC vs PC Duel to decide (see below). In that case, whoever stated
their intention to attack first is the defender in the duel.
44 If the situation is more about multiple characters working to even the Scale
and take down a superior foe, then one PC is still rolling the Duel, and the
others take actions first to level the field. The GM and players can negotiate
this in a several ways:
B If appropriate, the characters may simply narrate how they’re helping—de-
scribing how they draw off the villain’s defenses.
B Someone may use Study to spot a weakness or opportunity.
B A character could use Overcome to change the environment (setting
things on fire, trapping the foe in a restricted position, lifting the PC into
an advantageous position, etc.).
B A character could use Hearts & Minds or Impress to distract the adver-
sary.
B One PC could first Duel the foe with them even though the villain has a
higher Scale, narrating the loss to show how their sacrifice gives their
friends an opening.
B Several playbook moves could easily fit for these situations.
The Conflict Moves 45
DUEL
When you fight against a worthy foe, roll +Style Element.
IF YOUR SCALE IS HIGHER THAN YOUR FOE’S
ON A HIT you win the conflict. Describe your awesomeness.
ON A 10+ mark XP if you show mercy or let them escape.
ON A 7-9 you may either let them go or finish them with a cost (now or
in the future).
ON A MISS you win, but mark an Element. They escape and may return
at a higher Scale.
IF YOUR SCALE IS THE SAME AS YOUR FOE’S
ON A 10+ you win the conflict and may mark XP if you show mercy or let
them escape. You may declare a shift in the fiction (a change of heart,
impress someone, shift an Entanglement, etc.).
ON A 7-9 choose one:
Win at a Cost: Mark an Element (choice), they escape, you lose
reputation, or other cost.
Narrate Your Loss: Mark XP. Take +1 Forward when you next face
them.
Deadlock. You may reveal a detail or ask a question about them.
IF YOUR SCALE IS BELOW YOUR FOE’S, you lose the conflict.
ON A HIT you may declare how you lose.
ON A 7-9 mark an Element (choice).

Once you have faced or studied a foe above your Scale, you may use
New Technique to even your Scale: study a secret stance, acquire a
weapon, conduct a stratagem, weaken them, cheat, fight alongside
an adversary, a team up with mutual bonds, etc. Potent named foes
may require several steps to become equal in Scale.
46 DEAL WITH TROOPS
When you fight a group of foes who are collectively below your scale, roll
+Style Element.
ON A HIT you defeat them. Describe how you do so.
ON A 10+ you do so easily.
ON A MISS choose: their numbers overwhelm and you must retreat
(mark XP) or you win at a cost. If multiple characters fight troops and
one PC retreats, the others must as well (and mark XP).

While player characters will usually defeat massed, nameless foes,


players have the option to fail for dramatic purposes. Players may,
on rare occasions, fight massed troops on or above the character’s
Scale. In this case, use the standard Duel move, with the group
treated as a single foe.

PC VS. PC DUEL
When you challenge another PC, say what you’ll give them if they
accept your victory. You may offer unspent XP, character actions,
burning Bonds, changes to Entanglements, letting them narrate the
moment, or anything in-game which the GM approves. You put a
single offer on the table.
If the other player accepts, they lose the duel and mark XP. You must
follow through on your offer. If the other player rejects the offer, you
both mark an Element. The offered player chooses to win or draw.

PC duels aren’t necessarily fights. They occur when the strong


desires of two PCs clash and the situation has moved past light
persuasion into a battle for control. Winning in a duel means having
the upper hand, getting your way, and looking like the best. It doesn’t
include death unless that’s accepted by both players as part of the
bargain.
The GM should be loose about what players may offer. A best
practice to keep the moment from slowing down into a prolonged
negotiation is the single offer rule. Sometimes the GM has to
adjudicate who is the challenger.
For example, if a PC is leaving to do something and another player
interposes, it can be ambiguous as to who is pushing the challenge. Is 47
it the PC who tries to push past? Or is it the PC who moved to block
their passage? The GM should make sure both parties are clear. If
neither is willing to accept being the challenger, then consider it a
draw with both sides marking XP.
Note that the PC vs. PC Duel should serve as a moment of high
dramatic tension. If a player uses it as a club in the narrative, the GM
should stop and discuss expectations with the table.

NEW TECHNIQUE
When you go off to develop a new technique to face an NPC foe of higher
Scale, describe your montage and roll +(the number of times you’ve
seen your foe’s fighting form).
ON A HIT you gain Scale against your foe.
ON A 7-9 there’s a significant cost to learning the move. You must have
observed the foe at least once or have a source of knowledge about
the foe. Some foes may require additional actions or preparations to
fully match or exceed their Scale.
48 PC Wounds and Marking Elements
Generally, when a player character gets hurt, exhausts themselves, or suffers
heartbreak, they’ll often have to mark an Element. This can happen as part
of a move’s results or as a GM move from a miss. When PCs mark an Element,
they can no longer roll with that Element’s stat modifier.
When a GM move asks a PC to mark an Element, the PC must mark the
Element the PC just used to modify the roll resulting in the GM move.
Marking an Element is not automatic from a miss, but the GM may include
this as part of their GM move. If a move result says to “Mark an Element
(choice),” the PC may mark any unmarked Element.
When a PC’s Style Element is marked, that PC cannot fight at all and must
instead select another approach to the situation or withdraw.
When all of a PC’s Elements are marked, they are Taken Out, even if the
Wounded box is left unmarked. Taken Out removes that character from the
scene and puts that character in the power of their adversary. Alternatively
or subsequently, the player may decide that their character dies, in which
case the GM should give that player the chance to narrate how the character
dies.

CLEARING MARKED ELEMENTS


There are two ways to clear marks off of Elements: either by using the
Comfort & Support move, or by a natural healing process in a montage
between scenes. The first method, Comfort & Support, can be done within
the action of an ongoing scene but requires a roll. The second method,
the natural healing process, requires a break in the action so the player
can describe a montage showing how their character recovers (meditation,
medicine, study, imbibing, etc.) but requires no roll to clear a single Element.

WOUNDED
Rather than mark an Element, a player may instead mark Wounded on their
playbook. Players may not mark Wounded if it’s already marked. While
Wounded, the PC suffers -2 Ongoing. If the effect of a Move or other event
says “you may clear a marked Element,” the player may choose to unmark
Wounded instead.
ELEMENT DESCRIPTORS 49
Use Elements to color the fiction. The Elements in the playbooks
have positive and negative descriptors. These help players decide
when to roll with a particular Element. When a player is thinking
about their character’s attitude or actions, they should take a look
at which Element(s) they have marked. They should consider how the
negative aspect of a marked Element colors their character’s thinking.
Players can even use these descriptors to color their montage scenes
when clearing an Element through the natural healing process.

Use Bonds
Bonds represent friendship, rivalry, and influence. Each Bond is written with
a name and a value. If a player has a Bond, they can spend it (reduce its
number by one) to gain +1 to a roll. If the player character has a Bond with
someone else, the player character can spend that Bond to give the other
person a +1 to the other person’s roll. Bonds may be spent after the result
of the roll has occurred to influence the outcome. Players may use multiple
Bonds on a roll.
Players can generate new Bonds and invigorate old ones via the Comfort &
Support move as well as several playbook-specific moves. All PCs start the
game with two Bonds, one from each of their Entanglements, each at value 1.
Bonds may have a max value of 3. If the Bond would go to a higher value
than 3, the player with the Bond must reset the Bond to a value of 0, mark
XP, and reveal something about the person they have a Bond with (subject to
the controlling player’s approval).
50 Start of Session
At the beginning of a session, each player reviews their Entanglements and
may choose to revise as many Entanglements as seems appropriate. These
should match changes in the story. Players can freely revise so long as the
character is left with one Romantic and one General Entanglement after
revisions. As always, players should check in to make sure their fellow players
are open to the changes.
After this process, each player highlights one of their Entanglements. This
tells the table which they’d most like to see played out this session and offers
extra XP. Players may collaborate on the highlighting process.

Advancement
Player characters gain experience points (XP) which allows them to grow in
power and ability. Players mark XP when their character:
...TAKES A LOSS in a conflict
...AGREES TO ANOTHER PC’S SUGGESTION when they use Hearts & Minds.
...ROLLS INNER CONFLICT.
...HAS SIGNIFICANTLY INTERACTED WITH THEIR ENTANGLEMENTS. All players
check this at the end of each session and consult with the GM. If the GM
believes the player’s character has interacted with their highlighted Entan-
glement, the player may mark 2 XP. If the player’s character interacted with
their other non-highlighted Entanglement, the player may mark 1 XP. Both
the highlighted and non-highlighted Entanglement must be examined, which
allows a maximum of 3 XP to be gained each session for each player.
When a player character has 8 XP, the player may immediately advance their
character in any of the following ways:
ADD +1 TO AN ELEMENT’S STAT MODIFIER. A player may take this advance-
ment up to five times, but only once for each Element.
ADD A NEW MOVE FROM THEIR CHOSEN PLAYBOOK. A player may take this
advancement up to three times.
ADD A NEW MOVE FROM A DIFFERENT PLAYBOOK. A player may take this
advancement twice. If the move comes from another player’s playbook,
check in with them first.
ADD A CUSTOM MOVE. A player may take this advancement twice.
See Custom Moves page 78.
NOTE: Players may never take additional role moves as advancements.
ENTAGLEMENTS

Entanglements
Player characters’ Entanglements drive the drama of the game, and even
help create the world the characters will inhabit. They provide a direction for
the player’s character, a signpost for the GM, and a source of XP, backed by
a mechanical effect (Inner Conflict). They can also be a challenge to create at
the start. Fortunately, Entanglements are dynamic—players can and should
change them in play, and so should not worry if the Entanglements aren’t
perfect at the start.

WHAT IS AN ENTANGLEMENT?
An Entanglement is an important relationship a PC has with a person which is
complicated by another person. For example:
I’m in love with Ai but they’re in love with Bao.
Chin is a good friend, but my master Da says I must not trust them.
I love Fang, but my elder sister Guanting has told me of her love for them as well.

51
52 In character creation, each player writes two Entanglements: one
Romantic Entanglement and one General Entanglement. A PC’s Romantic
Entanglement should tell us who the character loves, pines for, or has an
infatuation with. A PC’s General Entanglement doesn’t have to have that
level of charged passion, although it can. Aromantic and asexual characters
may take two General Entanglements or shift a Romantic Entanglement to
feelings of friendship and admiration.
For guidance on the cultural contexts for these Entanglements, see Safety
& Content on page 15 and History & Cultural Notes on page 183 for
discussions of Confucian values and the xia code. Entanglements represent
tensions within the characters which you want to play out. Not all have to be
tragic and long-suffering; avoid misery porn. To aid players, each playbook
has some example Entanglements. Players can also find a longer list of
example Entanglements in the Appendix.
During character creation, players go around the table defining one
Entanglement each, one at a time. The GM will ask questions to help flesh
out these relationships. Once everyone has created one Entanglement,
the process is repeated a second time so each player defines their second
Entanglement. Each Entanglement should contain a fellow PC and an NPC.
Entanglement creation should be collaborative. Players must always confirm
consent to the details of the Entanglement with the player of the PC or
NPC named in the Entanglement. That player should feel free to decline an
Entanglement or suggest an alternative which better fits.
Players also get to create new NPCs during the Entanglements creation
process. Players should think about what kind of characters they want to
interact with and write those character’s into their own Entanglements. The
PCs should feel free to define some things about the new NPC: name, faction,
values, appearance, etc. The player is encouraged to take advantage of the
GM’s questions to help develop the new NPC. As the table creates NPCs
in the Entanglement phase, players may want to use NPCs from different,
already-established Entanglements. This cross pollination can create a rich
world, but players should always check in with the player who originally
created the NPC as well as the GM to make sure this fits with how they
picture the NPC.
RELATIONSHIP EXAMPLES
Following are some examples of relationships players should think about as
53
they create Entanglements between other PCs and NPCs:
Parent-child, sibling, step sibling, estranged sibling, student-mentor, sworn
allies, former friends, implacable rival, childhood friend, child of mentor,
child of enemy, fiancé, fellow students, hidden sibling, cousin, bodyguard,
servant, former lover, secret child of parent, leader-follower, commander,
exiled from your faction, romantic rival, engaged to relative, uncle/aunt,
once peer now superior, once peer now junior, relative of dead friend, secret
enemy, the one your master hates, enemy of your family, unrequited love,
reason for your loss, one who made you what you are, one who rejected you,
one you rejected.

SUGGESTIONS FOR PLAYERS WRITING THEIR OWN ENTANGLEMENTS


The following is advice gleaned from the extensive playtests of HEARTS OF
WULIN on advice and best practices for players who want to create their own
Entanglements from scratch.
B You may have two PCs in an Entanglement, but check in with both be-
cause this will often define their relationship as well. PCs shouldn’t fill all
the slots in your entanglements; make sure you create at least one NPC
and place them in a slot.
B Likewise you can have two NPCs in an Entanglement if the table is cool
with that. It may be that you have a great idea, but none of the PCs fit
into the roles.
B Always give your NPCs a name, even if they represent a group. The named
PC may be the faction’s leader, your temple’s master, the head of your
household, etc.
B Any NPCs you make up should be able to make an appearance. It’s harder
to get dead, long-lost, or long-distance NPCs to the table. Plan accord-
ingly.
B Listen carefully to what others establish for their Entanglements. This can
be tough, especially as you’ll be trying to figure out yours at the same
time. Don’t be afraid to stop and ask for a clarification.
B An Entanglement doesn’t necessarily have to be true. It represents what
your character believes about the situation and relationship. You may
believe that Yu loves Liang, but it is possible Yu does not actually love
Liang in reality. We’ll find out in play.
54 B If two Entanglements seem to contradict one another, stop and check in on
that. Do either of the players want to rewrite those to fix the contradiction,
or do they want to let it stand and figure out what it actually means in play?
B Some characters may have multiple identities (the Thief and the Hidden for
example). For Entanglements involving them, make sure you define which
identity connects to the Entanglement.

REWRITING ENTANGLEMENTS
At the start of each session, the GM will check in to see if any players want
to make any changes to their Entanglements. The players should feel free to
rewrite an Entanglement for any reason: if a player character’s feelings for
someone have changed, an involved NPC has died, or even if the Entanglement
just isn’t getting into play like the player hoped, feel free to change the
Entanglement. Players may rewrite Entanglements freely provided the player
checks in with any involved players and make sure they’ve communicated their
expectations to the GM.
Players may also rewrite Entanglements mid-session, especially if there’s been
a shocking revelation or death. Players can simply tell the GM and table what
change they want to make. When playing a short series or one shot, players
may want to be more active about changing Entanglements mid-session to
make sure the Entanglements are in play at the table.

HIGHLIGHTING ENTANGLEMENTS AND XP


After a player confirms or revises all Entanglements, the player must choose
one of them to “highlight” for the GM. Ideally, both Entanglements will
come into play during a session, but highlighting like this tells the GM which
Entanglement to prioritize. At the end of a session, players mark 2 XP if they
encountered or dealt with their highlighted Entanglement and 1 XP if they
encountered or dealt with the non-highlighted Entanglement. For more on XP,
see Advancement, “Advancement” on page 50.

MECHANICAL IMPLICATIONS OF ENTANGLEMENTS


Beyond defining drives and connections, Entanglements have two mechanical
implications. First, during character creation, players choose one character
from each Entanglement and create a Bond between their character and the
named character (see Bonds below).
More importantly, Entanglements are the key trigger for the Inner Conflict
move. Players roll for Inner Conflict when their character is confronted with the 55
tensions and pain coming from their Entanglement. The good news for players
is whenever they roll for Inner Conflict, they get to mark XP. Players won’t roll
for this every time they see someone named in their character’s Entanglement,
but will roll the move when the Entanglement’s dramatic situation is brought
to the forefront in the game. Players might not roll when their character is
talking with their unrequited love—that is, until their love starts talking about
the person they’re infatuated with.

Bonds
Bonds represent a character’s emotional connection—positive or negative—to
other characters. Bonds have a name and a value. Mechanically, a player can
reduce the value of a Bond they have with someone else to give themselves
a +1 to a result after a roll. When a player does this, they should say how that
bonded connection pushes their character forward to do better. Players may
also reduce the value of a Bond they have with a player character to give that
other character a +1 to a roll.
When a Bond is reduced to a value of zero, don’t erase the name or the Bond.
Players can still increase the Bond’s value using the Comfort & Support move.
Reducing the value of a Bond doesn’t actually change the relationship between
the characters—it allows the energy drawn from that connection to improve the
situation.
Players begin the game with two Bonds each with a value of 1. The starting
Bonds are derived from the two starting Entanglements. A player character
may gain any number of Bonds, but the maximum value of a Bond is 3. If a
Bond would ever grow to 4, the player should instead change the value to
0 and mark XP. See Advancement “Advancement” on page 50 for further
explanation.
Bonds are one way players can help someone else in a scene. The Comfort &
Support move allows a player to create a Bond with the person they are trying
to help. Players can immediately spend this Bond to give the other person a
+1 to the result of a roll. Players do not have to write down Bonds created and
used immediately in this way.
Depending on the situation, the GM may also allow a player to create a Bond
with an organization or faction. Bonds are not necessarily positive; a Bond may
be one of hatred, jealousy, or enmity. They may arise from friendship, but they
can also represent debts, obligations, and promises. Bonds aren’t necessarily
reciprocal—a character may feel strongly about another character, but that
character may care nothing for the first.
PLAYBOOKS

The Playbooks
While each playbook represents a different archetype, there’s a great deal of
room for players to make it their own. Mechanically, the differences between
the playbooks lies in the three roles and the choice of playbook moves.
Once a player has chosen a playbook, the player must next choose a Role
from the playbook. Roles give players a unique move (a Role Move) which
no one else can take. Roles also inform the player a great deal about their
character’s place in the world.
Each playbook below has a little guidance to help the player that may want
or need it: an example from a film, novel, or TV show; a reason for playing
this character; and the play agenda for this archetype. Players have room
to make characters their own—what it means to be a thief, a devoted child,
a magistrate, and so forth, within their story. These representations should
consider the cultural context (Confucian values, the xia code). Avoid harmful
stereotypes (honor obsessions, “Dragon Ladies,” and the like)

57
58 Each playbook provides players some suggestions for Entanglements, but
players should feel free to create their own Entanglements or consult the
larger list of Entanglements for inspiration. Each playbook also includes
example Study move questions players may consider when their character
might want to learn about the world.

ON PLAYBOOK MOVES
Playbook Moves take a variety of forms: they can be rolled (in a similar or
identical way that the Basic Moves are rolled) or they might instead give
a bonus in a situation, or give the player access to a resource, or let the
player do something special. Players begin with two Playbook Moves in
addition to their Role Move. With the GM’s permission, a player may choose
their moves during play rather than during character creation. This style of
play allows players the perfect opportunity to select and use a move in the
moment rather than commit in advance, and it is best in short form games like
one-shots.

A NOTE ON MOVE NAMES


The Playbook Move names come from films, TV shows, and novels.
Many are wuxia, but we’ve also drawn broadly from “kung fu” and
historical drama media. While we’ve tried to link the title to the
theme, many are more evocative than accurate, meaning the move
itself may not be a feature of the referenced media. Check out the
shows, movies, and novels for yourself to discover which best echo
the move itself.
60 The Aware Playbook
THINK OF: Li Mu Bai from Crouching Tiger, Hidden Dragon
PLAY THIS CHARACTER IF... you want to be thoughtful and wise or if you want
others to recognize your skill and learning.
PLAYER AGENDA:
B Embrace sincerity
B Speak obliquely about the heart
B Play with everyone’s Entanglements
B Act in the service of something greater
B Show how wisdom provides solutions

AWARE ROLES
Pick One:
MASTER: You’re a paragon of calm and thoughtfulness. When you attempt to
stop a conflict with an NPC, roll. On 10+ you cool tempers. On a 7-9 you have
a moment to negotiate. You must offer the aggressors something they want or
they will press their assault. On a miss you draw their ire to you.
SCHOLAR: You’re a gifted scholar. When you successfully Study based on
history, research, or informants, you always gain an additional 1 Hold. You
gain +1 Forward to act on this information.
TRAVELING TEACHER: People constantly challenge you, seek out your advice,
or beg for you to take them on as a student. Once per session, if you’re in
a reasonably accessible area, you may declare that someone shows up to
interrupt events. You may use this before rolling Inner Conflict to avoid any
roll. If you do, mark XP as if you’d rolled Inner Conflict.
AWARE MOVES
Pick Two:
61
14 BLADES: You can create strange devices and substances (hidden weapons,
smoke bombs, dissolving liquid, etc.). Say what you wish to make and the GM
will tell you what you need (nothing, time, materials, assistance, secret lore,
etc.). Once you have that, roll. On a 10+ you build it. On a 7-9 its effect is
brief or unstable. On a miss, the creation has the opposite effect you intend.
ASHES OF TIME: When you mark an Element as a result of Inner Conflict, you
may immediately create a Bond with someone as you reflect on a lesson they
deliberately or inadvertently taught you.
CLANS OF INTRIGUE: Choose a faction with which you have +1 Forward on
social interactions. They regard you as an honored guest until proven
otherwise.
FINAL MASTER: When you declare a plan, roll. On a 10+ hold 2. On a 7-9 hold
1. While carrying out the plan, you can spend your hold to: add +1 Forward to
a roll, clear an Element, or have a vital item at hand. On a Miss you hold 1,
but the tables are turned on you at some point.
FIVE DEADLY VENOMS: You can immediately spot and identify any kind of
poison or potion before it’s consumed in your presence. If someone has been
poisoned, you have +1 Forward to treat and heal them with Overcome.
LEGEND OF AWAKENING: While you have your Style Element marked, you may
use another Element for combat actions.
THE PROMISE: When you attempt to keep someone from dying in your
presence, roll. On a 10+ they stay in this world, though they may spend time
in a coma or need rest to fully recover. On a 7-9 you may keep them alive,
but you must pay a significant cost. On a miss, their death haunts you. Write
an Entanglement about how their death haunts you.
STORM RIDER: Once per scene you may travel to anywhere within line of
sight. You move like a blur. This can be accomplished regardless of height or
distance as long as nothing completely bars your way.
62 AWARE SAMPLE ENTANGLEMENTS
Choose one romantic and one general. If none of these fit, see the full
Appendix for more sample Entanglements, or write your own.
ROMANTIC
I love _____, but my family member, _____, has been accused of a crime by
_____.
I love _____, who I overlooked for too long; now they love _____.
A prophecy has kept _____ and I apart. _____ is determined to ensure that.

GENERAL
I have discovered my friend, _____, has hidden their true power from me
but told _____, another friend.
My friend _____, suspects _____ of evil, but I remain steadfastly loyal.
I suspect my friend _____’s parent is the villain _____.

EXAMPLE STUDY QUESTIONS


What is everyone overlooking?
MASTER: Who benefits from their anger?
SCHOLAR: What ancient legend surrounds this place?
TRAVELLING TEACHER: Why have they come here?
The Bravo Playbook 63
THINK OF: Little Li, the Flying Dagger Li from The Sentimental Swordsman
PLAY THIS CHARACTER IF... you want to have a good time despite the
duties placed on you or if you want to act as a foil to more morally upright
characters.
PLAYER AGENDA:
AGENDA
B Embrace sincerity
B Speak obliquely about the heart
B Play with everyone’s Entanglements
B Act in the service of something greater
B Enjoy every moment.

BRAVO ROLES
Pick One:
FAVORED ELDEST: You’re the blessed one everyone expects to head your
family, but you may not be worthy. One parent may spoil and defend you
when the other rails at your behavior. But you always have coin; everywhere,
merchants and innkeeps set the finest table for you and your entourage. You
can defer payment; they know your family’s good for it.
GALLIVANT: You travel from place to place celebrating, gambling, and leaving
a trail of broken hearts. Your bad reputation only adds to your aura. Though
not wealthy, you know how to stay ahead of problems. When you would suffer
social, legal, or financial consequences, name someone and roll. On a hit,
they suffer instead. On a 7-9 they know it was you. On a miss, you cannot
evade your debts and your scapegoat learns of your trickery.
THIEF: You have a charming smile and live well, but behind the scenes you
indulge in a life of crime. You’re not a common criminal; you simply deserve
the finer things in life and only steal from those who can afford it: bloated
nobles and corrupt officials. You have a criminal identity with a legendary
name. You also have a foil—a magistrate or investigating official—who pursues
you but passes you information via their bumbling.
64 BRAVO MOVES
Pick Two:
COME DRINK WITH ME: As long as you interact with someone, you hold their
attention. You may lead them into or away from a nearby location. If they wish
to extricate themselves, they must mark an Element or cause themselves
major embarrassment. Note: this move doesn’t work in violent situations.
HEADS FOR SALE: When you ask your contacts for something rare or
forbidden, roll. On a hit, you get what you want. On a 10+ they have precisely
what you require. On a 7-9 there’s a cost or complication. Choose one: it
takes time, uses up your on-hand wealth, attracts attention, or requires a
service. On a miss, word gets back to the wrong people.
IT TAKES A THIEF: You can slip from bonds and pass through locked doors and
windows as if they were open. This extends to attack and defense—your body
moves elegantly so as to not wrinkle your outfit or spill your wine.
LAUGHING IN THE WIND: You have mastered an art (song, dance, calligraphy,
etc). When you express yourself via that art, roll. On a 10+ gain three Hold.
On a 7-9 gain two Hold. Spend Hold one for one on the following list:
People understand your message.
You draw the interest and attention of one person present, tell the GM who.
You clear or mark an Element on a PC present.
You begin to change popular opinion. Tell the GM what you hope for (costs
two Hold).
On a miss you cross paths with an artistic rival or offend someone important.
MIDNIGHT ORCHID: You have a lavish wardrobe. Whenever you would look
bedraggled or dirty, you’re clean and spotless in the next shot, in the same
outfit or a new one. Gain one of the following NPCs as a retainer: Butler,
Assistant, Consort, or Advisor. Name them and give them a short description.
THIEF OF THIEVES: When you break into a location, roll. On a hit, you and your
companions enter quietly. On a 7-9 you must pay a cost if you’re leading
in others: mark Element (choice), spend a Bond, raise suspicions, etc. On a
miss, you find yourself in over your head.
TRACING SHADOW: When you spend time interacting with someone to read
their web of connections, roll. On a hit, the GM (for NPCs) or player (for PCs)
will reveal an Entanglement and a secret they would prefer remain hidden.
Take +1 Forward for Hearts & Minds on them. On a 7-9 your target is aware of
your workings. On a miss, they learn one of your Entanglements.
VIGILANTES IN MASKS: At a glance you may pick out the wealthiest or most
influential person in a room. When you Study in a formal or official setting you 65
have +1 Hold for choices regardless of roll. You gain +1 Forward acting on the
answers.

BRAVO SAMPLE ENTANGLEMENTS


Choose one romantic and one general. If none of these fit, see the full
Appendix for more sample Entanglements, or write your own.
ROMANTIC
I fled from _____ because of the heartache, but _____, their lover, has
called me back to honor a debt.
I am engaged to _____, but have fallen in love with their sibling, _____.
My friend _____ and I vie for the attention of _____ despite their indiffer-
ence to both of us.

GENERAL
Local authority _____ hints they know of my shady dealings against my
senior _____ and their family.
I discovered my sibling _____ has been learning techniques from _____,
master of an enemy clan.
My parent, _____, suspects that my friend _____ works against our faction.

EXAMPLE STUDY QUESTIONS


What’s the best way out of this place?
ELDEST: Who here knows my parents?
GALLIVANT: What’s the most popular entertainment locale?
THIEF: Who else here has criminal intent?
66 The Loyal Playbook
THINK OF: Yu Shu Lien from Crouching Tiger, Hidden Dragon
PLAY THIS CHARACTER IF... you want to be the exemplar of righteousness,
duty, and Confucian virtues.
PLAYER AGENDA:
B Embrace sincerity
B Speak obliquely about the heart
B Play with everyone’s Entanglements
B Act in the service of something greater
B Express tension between duty and self

LOYAL ROLES
Pick One:
DEVOTED CHILD: You’re loyal to your family and they support you. Once per
session you may call in a favor: a letter of introduction, entrance to a private
ceremony, support for a wild plan, etc. They may ask favors or have other
expectations for you.
OFFICIAL: You are a magistrate, judge, or civil servant, giving you a measure
of authority. You have connections who slip you leads and offer assistance.
Choose a contact type: street beggars, court hangers-on, members of a
particular faction, etc. You can always obtain basic information or minor
help, so long as it doesn’t cost them or put them in danger. For hard-to-find
information or dangerous favors, you must offer them something they want.
SWORDSMAN: All in the wulin world have learned combat, but only a few
have devoted themselves as deeply as you. You serve your family and clan by
striving to be the best hero. You have an additional Wounded box. When you
mark your first Wounded box, you’re bloodied and cut, but suffer no penalty.
When you mark your second Wounded you take -2 Ongoing.
LOYAL MOVES
Pick Two:
67
DIVINE SKY SWORD: When you roll a Hit against a lesser foe or a 7-9 on a Duel
against a foe of equal scale, you may radically change the location of the
conflict—forcing your opponent into a nearby area, off a cliff with you, through
a window, etc.—in addition to other choices.
FLYING DAGGERS: You may spend a Bond with someone to arrive at their
location. If you consent, others may spend a Bond with you to have you show
up in the nick of time. Say how you arrived so fortuitously.
HEAVEN SWORD AND DRAGON SABRE: You possess a legendary blade which
can be recognized wherever you go. You gain +1 when you Deal with Troops or
Impress someone from the martial world.
A HERO BORN: When you Comfort & Support an ally and immediately spend a
Bond you create, give them +2 instead of +1 on their roll.
LAWLESS KINGDOM: When someone lies or breaks a promise to you and you
find out, you gain a Bond with them. In addition to normal options, you can
spend this to have one of their plans or activities go awry. Say what happens.
If you reduce this Bond to modify a roll that is against them, add +2 to your
roll.
LEGEND OF THE MOUNTAIN: When you defend someone or something, roll. On
a Hit you keep them safe and choose one from the list below. On a 7-9 you
must also mark an Element (choose) or let the GM complicate the situation.
Take control of something
Change the location of the conflict
Gain a Bond with the protected person
On a miss, they or someone else suffers worse for your efforts.
STRIFE FOR MASTERY: When you give NPCs an order based on authority they
respect, roll. On a hit, they choose one: obey, step aside, muster a weak
assault, or freeze. On a 10+ pick one option they may not choose and take +1
Forward against them. On a miss, choose: mark an Element or have someone
important regard this as overstepping your place.
TRAIL OF THE EVERLASTING HERO: When you hunt someone, roll. On a hit,
you know exactly where to find them and can track them until you do so. On
a 10+ they’re not alerted and you take +1 Forward against them. On a miss,
someone unpleasant finds you first.
68 LOYAL SAMPLE ENTANGLEMENTS
Choose one romantic and one general. If none of these fit, see the full
Appendix for more sample Entanglements, or write your own.
ROMANTIC
There is mutual unrequited love between _____ and I because of my duty
to _____.
I love _____, but they are wed to _____, whom I serve.
I love _____, but I have sworn revenge against their family member, _____.

GENERAL
I swore to _____ that I would protect _____, but they would be offended if
they knew.
My sibling _____ disparages me, and my parent, _____, won’t condemn
them for some reason.
I remain loyal to my master, _____, despite how they treat my younger
sibling, _____.

EXAMPLE STUDY QUESTIONS


Who is in charge here?
DEVOTED: How can I bring honor to my family?
OFFICIAL: Who here looks the shiftiest?
SWORDSMAN: Where did they learn their style?
The Outsider Playbook 69
THINK OF: Mei from House of Flying Daggers
PLAY THIS CHARACTER IF... you want to be distanced from the wulin world, but
drawn back into it by relationships and promises.
PLAYER AGENDA:
B Embrace sincerity
B Speak obliquely about the heart
B Play with everyone’s Entanglements
B Act in the service of something greater
B Act against convention

OUTSIDER ROLES
Pick One:
REBEL: You rebel against something: a corrupt official, your original faction,
the Empire itself, etc. When you call on your fellow rebels for help, roll. On
a hit, you secretly assemble a small group to aid you. On a 7-9 choose one:
it takes time, you cannot do this again until you’ve performed a quest, the
group is small in number, or you attract unwanted attention. On a miss, your
group is caught before they can gather.
TRICKSTER: You’re a trickster, happy-go-lucky and smart. You know how to
use the rules of the wulin and outside world to your advantage. You may
use Hearts & Minds against those who would not otherwise be susceptible
to your words. If you Miss, you harden their heart and may not use Hearts &
Minds against them in the future.
WANDERER: You have restlessly traveled the land and have aided many
people. The first time each session you’re in a town or region, roll. On a hit,
someone remembers you favorably; gain a bond with an NPC. On a 10+ they
owe you a debt of gratitude. On a miss, you learn of tragedy or betrayal you
left in your wake.
70 OUTSIDER MOVES
Pick Two:
A DEADLY SECRET: You know the martial world well. When you first meet
someone from another faction or group you may ask about or declare one
detail of their reputation or their clan’s activities.
HAVE SWORD, WILL TRAVEL: Once per session, you may declare you arrive
somewhere in the nick of time to aid or intervene. Afterwards you may explain
how you came to be there.
HEROES SHED NO TEARS: When you roll a hit, on Inner Conflict, choose up
to two witnesses. For each, you may choose the following: gain +1 Forward
against them; give them -1 Forward on Inner Conflict (PCs); change their mood
(NPCs); or spend a Bond to have them visit you privately this session.
HOUSE OF TRAPS: When you reveal a trap you’ve secretly set, roll. On a hit,
your opponent activates it and presents an opening. On a 10+ take +2 forward
against them. On a miss, the trap raises the stakes and consequences.
THE IMPOSTOR: You can assume a perfect disguise. If you’re impersonating
someone specific, you must have seen them and have their garb. When you
might be challenged, roll. On a Hit your disguise fools them. On a 7-9 they
have a delayed suspicion. On a Miss your disguise falls apart at the wrong
moment.
REIGN OF ASSASSINS: When you become undetectable using shadows and
concealment, roll. On a hit, no one can see or interact with you until you
decide they can. You can break this by choice or attacking. On a 7-9 you
remain hidden but leave some trace behind or alert a foe. On a Miss your
attempt fails and leaves you vulnerable.
ROYAL TRAMP: You may attempt to escape a situation even when surprised.
When you try to bolt, roll. On a Hit you get away and may take another with
you. On a 7-9 choose a complication:
You must mark an Element
You end up in another dangerous situation
You leave evidence behind
You lose something valuable
On a miss, you leave yourself vulnerable.
THE WATER MARGIN: You may appear as any faction to those who do not know
the truth of your allegiances. They accept this until proven otherwise.
OUTSIDER SAMPLE ENTANGLEMENTS
Choose one romantic and one general. If none of these fit, see the full
71
Appendix for more sample Entanglements, or write your own.
ROMANTIC
_____ and I love one another, but that will change if they learn of my
history with _____.
I love _____, but their sibling, _____, considers me beneath them.
I rejected _____, but _____—who I desire—loves them.

GENERAL
I’ve learned my friend _____ has been betrayed by their teacher _____ but
they will never believe me.
I took part in a crime against _____, my friend _____’s sibling.
My friend _____, suspects _____ of evil, but I remain steadfastly loyal.

EXAMPLE STUDY QUESTIONS


What’s wrong with this place?
REBEL: What’s the best way around official attention?
TRICKSTER: Who is most nervous about being revealed?
WANDERER: Who here needs my help?
72 The Student Playbook
THINK OF: Yilin from Smiling, Proud Wanderer
PLAY THIS CHARACTER IF… you want to play the innocent in a complex world
of corruption and falsehoods, revealing truth through your questions.
PLAYER AGENDA:
B Embrace sincerity
B Speak obliquely about the heart
B Play with everyone’s Entanglements
B Act in the service of something greater
B Revel in naïveté

STUDENT ROLES
Pick One:
HOPEFUL APPRENTICE: You have to prove yourself and your natural talent.
When you battle someone above your Scale, you do not lose immediately.
You may mark any Element to keep your clearly-superior foe busy. This gives
others breathing room to perform other actions, protect people, or get
something they came for. If you do this to cover the group’s escape, then
everyone gets away, including yourself.
TEMPLE WANDERER: You belong to a temple, but have decided (or have been
told to) explore the temporal world. When wearing your temple attire, locals
treat you with respect and even bandits may think twice before attacking. You
may ask for and be given hospitality while travelling.
YOUNGER SIBLING: You understand devotion and dedication even in the face
of suffering. When you spend a Bond to gain a bonus on your roll, you gain +2
instead of +1.
STUDENT MOVES
Pick Two:
73
BLADE HEART: When you attempt to change the loyalty or purpose of a worthy
agent of the Villain, roll. On a 10+ your words reach them. They will act to
aid you right now. They may come with you, go to face their master, or flee.
On a 7-9 your words make them hesitate. Choose whether your words plant
doubts in their mind or if they take inadvertent action to assist you. On a
miss, they fool you with a seeming change of heart.
FACE TO FATE: At the start of a session, roll 2d6 without any Element. On a
6- mark XP and the GM gains a soft move from fate for later use. On a hit,
write down the roll result. At any time during the session, you may swap this
roll result for any result belonging to you or your allies. You or your ally then
adds the Element and resolves the roll as usual. The swapped-out roll goes
away and no one marks XP for it. If the roll has not been swapped by the end
of the session, it goes away.
LISTENING SNOW TOWER: You’re inexperienced, but somehow you alone value
wisdom. When you offer advice to another PC and they ignore it, you take +1
Ongoing to rescue them from their self-inflicted troubles.
THE PROUD YOUTH: When you seek the guidance of an elder, either in the
present or a flashback, tell them the challenge you face and roll. On a hit,
they tell you what to do. On a 10+ they reveal their own secret connection
to the problem. If you listen to the elder’s advice, take +1 Ongoing for the
problem. If you go your own way, mark XP. On a miss, they don’t have time for
you because of shocking events; mark an Element.
RAGE & PASSION: Roll after someone has embarrassed themselves or
offended someone else. On a hit, if it is simply in the fiction, you may change
something said into softer words. If it is a failed move, you reduce the effect
from the GM hard move to a soft move. Depending on the situation, a 10+ may
skip over it completely. On a miss, you worsen the offense.
SACRIFICE: When you mark the Wounded box, all of your allies gain +1
Forward.
SMILING, PROUD WANDERER: This is your chance to see and learn about the
world. Once per scene, you may ask one question from Study without rolling.
STATE OF DIVINITY: When you use Comfort & Support in a conflict situation to
clear an ally’s Wounded box, you may clear an Element on someone as well
(including yourself).
74 STUDENT SAMPLE ENTANGLEMENTS
Choose one romantic and one general. If none of these fit, see the full
Appendix for more sample Entanglements, or write your own.
ROMANTIC
I love _____, but my teacher, _____, killed someone dear to them.
_____ advised me not to pursue _____, but secretly wooed them.
I humiliated myself in front of _____, who I desire, and _____ will not let
anyone forget it.

GENERAL
My teacher, _____, has passed me over in favor of _____, my rival.
I suspect _____ of evil, but _____, who I respect, believes in them.
My senior, _____, disapproves of me, and my friend _____, agrees with
them.

EXAMPLE STUDY QUESTIONS


How can I impress everyone?
APPRENTICE: What isn’t my master telling me?
TEMPLE WANDERER: Who here shows respect and devotion?
YOUNGER SIBLING: What has my sibling done?
The Unorthodox Playbook 75
THINK OF: Liu Jinxi from Dragon
PLAY THIS CHARACTER IF… you want to hide something about yourself and
have a weird secret that shapes your world.
PLAYER AGENDA:
B Embrace sincerity
B Speak obliquely about the heart
B Play with everyone’s Entanglements
B Act in the service of something greater
B Conceal your truth

UNORTHODOX ROLES
Pick One:
ACCIDENTAL: You say you don’t know martial arts and you believe that. But
somehow you tumble through conflicts and flummox opponents. You have
a Style Element, but no style or weapons beyond what you mistakenly pick
up. It could be luck, a curse, or forgotten teachings. The first time you fight
a named opponent, you gain +1 Forward. However, in every fight, you must
always show your opponent mercy.
HIDDEN: You hide your martial skills. You flee enemies, run from duty, or
protect someone secretly. When you fight—against named foes or troops—you
may hide your stance. They will not recognize your skill. If you win at a cost,
you may offer discovery. On a miss, your opponent realizes you’re unusual.
You have +1 Ongoing to Hearts & Minds to convince someone that you’re
ordinary. If another PC tries to pierce your disguise, resolve that as a PC vs.
PC Duel. At any time you may choose to fully reveal yourself. Choose a role
from a different playbook and completely replace this move with that one.
PRODIGY: You have great power, perhaps beyond your ability to control. You
may be untrained, cursed, or gifted with these techniques. Once per session,
you may roll an additional die after rolling and take the two highest results. If
you do, you create a problematic fallout on a 7-9 result..
76 UNORTHODOX MOVES
Pick Two:
FEARLESS FIGHTERS: When you have your Style Element marked, you may opt
to continue fighting by rolling +# of Elements marked (max. +3). If you do so
and have to mark an Element, you must mark Wounded and cannot continue
fighting.
THE GOLDEN LION: You have a loyal pet. It has been trained and responds
to your commands. Describe its attributes. Once per session, your pet may
intercept a physical threat; they take the injury and are out of action until the
next session.
HIS NAME IS NOBODY: When you deliberately head off alone into a dangerous
situation, roll and mark XP. On a 10+ you’re ready for the challenge; take +1
Forward. On a 7-9, you’re unready—the enemy can act before you. The GM
will say how (even the Scale, seize something, change the locale, reveal a trap,
close off escape, frame you, etc.). On a miss, you fall into their trap or ambush.
KID WITH THE GOLDEN ARM: When you try to break something which can be
broken, roll. On a hit, you break it. On a 10+ you do so spectacularly or with
impressive control. You may create cracks, etch a trace around a character,
shatter into powder, break later, or collapse something massive (like an inn).
On a 7-9 you simply break it or you may take the 10+ result by marking an
Element. On a miss, choose: mark Element or have your breaking go horribly
awry.
SHADOW BOXING: A secret group or order aids you. You may not be aware of
their assistance. Once per session, you can flashback to some preparation,
interference, or negotiation they’ve done on your behalf. Describe it and roll.
On a hit, they succeed. On a 7-9 they do so with attention or reduced effect.
On a miss, their interference causes you more trouble than help.
A TASTE OF COLD STEEL: When you Study a situation looking for potential
trouble, you may freely ask one of these two questions in addition to your
regular Hold: Who here is looking to cause trouble? What trouble is X looking to
cause? You gain +1 Forward when you interfere with that trouble.
TEN MILES OF PEACH BLOSSOMS: You have +1 Ongoing when interacting with
common, salt-of-the-earth folk. You know how to show them you’re one of their
own.
WAY OF CHOICES: When you defeat a named foe, you may humiliate them
comically if you show them mercy. You don’t mark XP but instead gain a
Bond with them. You may also choose a person or group who now views your
opponent in a different way. Say who the group is, as well as how the group
now sees the named foe.
UNORTHODOX SAMPLE ENTANGLEMENTS
Choose one romantic and one general. If none of these fit, see the full
77
Appendix for more sample Entanglements, or write your own.
ROMANTIC
I disguised myself to get close to _____, but _____, their lover, suspects and
hates me.
I still pursue _____, who rejected me, despite the interference of _____, who
holds an unrequited love.
I am engaged to _____, but have fallen in love with their sibling, _____.
GENERAL
My master, _____, has secretly trained me as part of a revenge plot against
my friend, _____.
My sibling, _____, and I were separated at birth and _____ raised them to
destroy my clan.
_____ knows my secret and threatens to tell my friend _____ who will not
understand why I’ve deceived them.

EXAMPLE STUDY QUESTIONS


What’s the best place to hide?
ACCIDENTAL: Who seems most upset by my apparent skill?
HIDDEN: Who seems most suspicious of me?
PRODIGY: What here shouldn’t I break?
78 Custom Moves
HEARTS OF WULIN allows players to create new moves as part of advancing.
Custom moves can be based on a player character’s fighting style, but may
encompass other aspects or approaches. Players can take this advance
twice.
Custom moves shouldn’t duplicate or supersede moves from another
playbook. Players should check in with the table to make sure their concept
for a custom move doesn’t step into someone else’s niche. If the player wants
some models for moves outside the standard six playbooks, look through the
new moves in the Fantastic (“Supernatural Wuxia” on page 157) and Courtly
(“Playing Courts & Politics” on page 123) variant sections.

HOW TO CREATE MOVES


PbtA moves generally fall into three forms, but many variants exist:
FORM ONE: Roll. On a hit you succeed. On a 10+ you get full effect and/or a
bonus. On a 7-9 you get a partial effect or there’s a cost/complication.

EXAMPLE: BLADE DANCER


When you whirl and weave in a brilliant display of your technique in an
effort to keep everyone’s attention, roll.
ON A HIT for a time all eyes are upon you. An ally may act without
observation due to your distraction (rescuing someone, stealing
something, moving past, etc).
ON A 10+ you may create a Bond with an ally or observer, impressed
by your skills.
ON A MISS your actions draw attention to what you hoped to conceal.

FORM TWO: This move gives you a situational bonus, change to a basic move,
access to a new approach, or another ongoing effect.

EXAMPLE: SPINNING SPEAR STORM


When you Deal with Troops, you may handle two different groups
at the same time. You keep both occupied and apply your effects
equally.
FORM THREE: Roll. On a 10+ you generate X Hold; on a 7-9 you generate
X<Hold. Spend that Hold to pick choices of effects from a list. 79
EXAMPLE: WEB OF INFLUENCE
When you go to help out the less fortunate by calling in favors and
contacts, roll.
ON A 10+ generate three Hold.

ON A 7-9 generate two Hold.

ON A MISS generate one Hold, but someone you try to help suffers
because of their connection to you. Spend the Hold one for one to:
Place someone in a job or position
Restore someone’s rights or property
Give someone an educational opportunity
Gain someone an audience with an official or judge
Provide sustenance or medical care for a time

Custom moves can have a defined miss result for a rolled move. When the
miss result is undefined, the miss condition decision is left in the hands of the
GM.
Some PbtA games allow “advances” to a basic move. This means adding an
additional or heightened effect when the result of a roll is 12 or greater. While
no rule as written in HEARTS OF WULIN has this effect, there’s no reason a
player could not do this as a custom move or even do this as an expansion to
a role or playbook move.
Avoid linking moves to specific Elements. Custom moves should not change
Scale between players or modify the PC vs. PC Duel. It’s recommended that
moves don’t create another currency or system which has to be tracked. The
GM must approve the final form of any custom moves.
GAMEMASTERING

Introduction
This section is addressed directly to Gamemasters and people who want to
learn how to Gamemaster HEARTS OF WULIN. It offers advice about using the
moves, figuring out playbooks, optional settings, and more. HEARTS OF WULIN
builds on the Powered by the Apocalypse framework created by Meguey and
Vincent Baker. Three PbtA games in particular have influenced and shaped
HEARTS OF WULIN. They are The Veil by Fraser Simons, Masks by Brendan
Conway, and Pasión de las Pasiones by Brandon Leon-Gambetta.
Before you run HEARTS OF WULIN, you should know that I (Lowell) approach
the game and rules loosely. I’ve created this game to fit with my GMing
style. You may find the triggers looser and more subject to negotiation than
other PbtA games. I interpret moves on the fly, substitute results in because
they make sense in the fiction, and favor moving the game forward over rule
accuracy. I do this while checking in with the players to make sure they’re
cool with how the game flows.
That means that if you take a literalist, highly-mechanized approach to these
rules, you may have a harder time with them. My editor has worked to adjust
the rules to be friendlier to the mechanically-minded GM, but my original
style and work is the basis of these rules. The rules ask for improvisation and
tweaking on the fly. There’s lots of grey space between the moves. I’ve erred
on the side of making the move text shorter over trying to manage all cases.

81
82 GM Principles and Agenda
Here are things to keep in mind as you run HEARTS OF WULIN.

LISTEN
The single most important thing you can do is listen attentively. Listen for
what players leave out of their backstory and ask questions to fill that in.
Listen for the moments when they get excited so you can give them more of
whatever grabbed their passion. Listen for their hesitations and check in to
make sure they’re cool with what’s happening at the table.

COLLABORATE
Give the players room to establish details and facts about the world. Let
them tell you how people see their faction, who leads their family, what
deeper meaning their fighting style has. This goes beyond the improv
principle of aiming to say “yes” to players’ suggestions. You want to invite
them to articulate their ideas. Be ready to accept whatever they declare
using the Study move. It may mean changing your thinking about the story or
plots, but make those changes.

ESTABLISH THE WULIN WORLD


Establish the world of the wulin for your players. Build off of what they’ve
presented. If they’re all loyal or tightly connected to factions, then those
groups will appear often and have overlapping and competing agendas. If
the players only hone in on one or two factions, center those and make them
important. If everyone’s estranged or distant from factions, then those orders
can be in the background, moving things around the board at a distance.
Show how the wulin exists both outside the ordinary world of the peasant
and farmer as well as Imperial authority. The default assumption for HEARTS
OF WULIN is that the Emperor and Imperial authority lie far away. Characters
instead deal with the Emperor’s representatives: governors, magistrates, and
spies. If this isn’t the case, talk with your players about what the Emperor is
like and how they relate to him (or her).

REMIND THEM OF DUTY AND FAMILY


Beyond Entanglements, PCs have obligations and duties to others. Promises
have to be kept, status must be maintained. Remind them of filial obligations
and bring those to bear. Even if the character is a wandering loner, they still
need to maintain some reputation.
EVERYONE SPEAKS OBLIQUELY ABOUT FEELINGS...
PCs and NPCs struggle to fully express themselves. They should talk around
83
their passions or use allusions to speak of their heart. Speaking openly
should be a challenge and have repercussions.

...BUT THE GM DOESN’T HAVE TO


Make the subtext into text. Express matters in the words of your NPCs, but
make clear what they’re saying. Offer that truth to the players and let them
decide how to react to that.

THINGS ALWAYS HAPPEN WITHOUT WARNING


The narrative can shift at any time. Wuxia stories have characters reveal
themselves to be someone else, present twists not heretofore suggested,
change sides, appear coincidentally at the right place, and have ambushes
and traps weirdly prepared. Don’t be afraid to use your GM moves to change
things dramatically. The players have that power through the Study move so
don’t hesitate.

SET YOUR “FANTASTIC”


On the flip side, help define at the table the limits of martial skill, inner
power, and lightness movement. Some of that relates to the level of fantasy
you establish at the start (see Fantastic Wuxia “Supernatural Wuxia” on page
157) . But do the skills of characters generate visual effects like sparks
or flames? Can they use ordinarily soft objects like paper or feathers as
weapons in combat? Or are those effects more subtle, like ripples in the air.
Some groups want a more realistic approach—most don’t. If your players want
big, flashy stuff (ala Zu: Warriors from the Magic Mountain), let them have it.

GIVE TIME FOR ROMANCE


Provide plenty of opportunities for PCs to interact with the characters in their
Entanglements. Remember that how a character views anothers’ feelings
in those statements may not be the truth. But also offer PCs lots of other
amazing NPCs to fall in love with and become the objects of their affection.

HIT THEM IN THE FEELS


Inner Conflict’s your best friend as the GM. Bring those situations to bear as
quickly as possible. When a PC fails an Inner Conflict roll, you get to make a
move. Don’t hesitate to lean into that. What would be the most emotionally
painful thing to happen now? Do that.
84 ENTANGLEMENTS CHANGE
Remind players that those Entanglement relationships aren’t set in stone.
NPCs may die, hearts may change, betrayals may be revealed. We give the
players an opportunity to make those changes at the start of the session. Ask
if they still feel that way.

ESTABLISH LIMITS OF PLAYER CHANGE


The Study move is quite powerful and literally game-changing. As a GM,
you’ll need to roll with those changes. If a shift offered by a player dramat-
ically changes the established fiction, stop and ask them to define how far
that reaches and what that change implies. Remember that PbtA always has
room for collaboration and declarative statements about things; players can
always do that. The Study move lets players make bigger changes.

DON’T ALIENATE THE UNINITIATED


Some players will come in without a strong sense of the genre. Give them
time and space to describe things. Help them with the ideas and vocabulary.
Let them concentrate on describing what we would see “on screen,” but point
out if players fall back into harmful stereotypes. Avoid references to movies
or TV shows for these players except to suggest sources for them to learn
from. If a fellow player leans into throwing out references ask them to explain
what they mean to those who haven’t seen the movie or show.

LISTEN TO THOSE WHO KNOW


If a player of Chinese heritage points out something about the play: listen to
what they have to say. If they suggest something is problematic or offensive
in play, fix that. At the same time, don’t demand they do the labor of
explaining things at the table. Respect their lived experience.
GM Moves 85
When a player rolls a miss, you may make a GM Move. Moves that push and
cause small problems are called Soft Moves. Moves that gut punch and
change the situation are called Hard Moves. If a player’s move already spells
out the results of a miss, interpret those and then decide if you also want
to throw a soft move into the mix. If a move doesn’t spell out what a miss
means, then you may hit the player with a hard or soft move.
You want your GM moves to be interesting and push things forward. They
shouldn’t just crush what the player wanted or intended to do. Instead it
should keep the narrative moving but increase the costs of consequences.
One of the most delicious things you can do on a miss is to tell the player
they succeed at what they were doing—and then pull the curtain away to
show how doing that has made things worse: an ally falls into someone’s
clutches, their enemy discovers what they’re up to, a lover turns out to be a
turncoat.
The most basic soft move is to have the player Mark an Element. They should
usually mark the Element they rolled with or the Wounded box, but if it’s
appropriate you may allow them to choose. Marking an Element uses up
player resources but keeps the momentum of the scene. You can combine
marking an Element with another soft move to make things tougher. Consider
where you are in the session. Do you need more complications or do the
players already have enough on their plate?
GM moves don’t have to directly and explicitly connect to the failed action.
Your move affects the drama, and could fictionally be far away. So if a PC
fails an Inner Conflict roll, we might cut away to a scene somewhere else with
someone they care about betraying them secretly. Remember the player
at the table can know lots of things their character does not, just like the
audience of a book, show, or movie.
It’s a good idea to get in the habit of checking in after you deliver the blow
of a hard move: “Does that sound cool?” “Does that seem fair?” “How does that
sound?” If a player hesitates when you ask, talk with them to find something
that still challenges but fits with their conception of the scene.
86 A variation on the classic “Hint at Future Badness” move of PbtA is what I call
“The Hard Move Shelf.” To do this, I remind the player that I’m taking that
miss, and the hard move from that miss, and I’m putting it on the shelf for a
little later in the session. I remind them I have it there. Later in the session, I
bring it back to cause major complications just when they’ve forgotten about
it. I usually use this to mentally move forward plots the players can’t see now,
but will see soon.
The most important rule of GM moves: don’t use these to undercut or
eliminate player success. If a player has succeeded at a task—like sneaking in
or convincing someone to take an action, a miss on their next move shouldn’t
immediately reverse that. It can add complications, make the next steps more
challenging, or hint at future problems. Exceptions can occur, but generally
be wary of destroying something a player’s just accomplished.

Ideas for Hard Moves


AN ALLY’S ACCIDENTAL BETRAYAL: They learn now or later that a friend has
tried to help them, but instead has given away plans or secrets to their
adversaries.
APPLY LONG SUFFERING WOUNDS: They don’t just mark an Element, but have
an old injury come back to haunt them—mental, emotional, or physical. Ask
the player how that changes what they’re doing.
BRING LOYALTIES INTO CONFLICT: Something in their actions or associations
betrays their duties. This might come in a flashback, or an agent might
speak up about this.
CATCH THEM IN REVENGE BY ASSOCIATION: Even if the characters are
innocent, they may discover that they’ve run up against old enemies or
recriminations against their family, order, or faction.
CHANGE SOMEONE’S SCALE: A foe reveals their true level or form. An ally
turns out to be weaker than expected. Note: if a PC has used the Study
move to determine a person’s Scale, be cautious about altering it later, or
without making it obvious the Scale has changed.
DRAW THEM TOGETHER: If the PCs are in different places, use your move to
force them back together, perhaps complicating their plans.
FACE THE PAST: Something comes back to haunt them—a person betrayed, a
promise broken, the legacy of their faction’s misdeeds.
FORCE A STRUGGLE: Something comes up for grabs—an item, an opportunity,
an alliance. If they do not seize the moment, they will lose it. 87
HAVE A CHALLENGER APPEAR: Someone challenges a PC on something they
hold dear: love, honor, their family name. They may be a rival or a new
enemy.
HAVE SOMEONE CONFESS: Reveal a dark secret to the PC of a betrayal or
failure. Is forgiveness possible?
HAVE SOMEONE FALL IN LOVE WITH THEM: Affairs of the heart make things
complicated: a comrade’s sibling develops a crush, someone forbidden love
reaches out, or an enemy reveals their desires.
HINT AT CORRUPTION: Raise suspicion about those who lead. Suggest that
strange coincidences have grave import.
INVOKE LOYALTY TO TEACHERS & MENTORS: They’re called on by those they
respect to change their course, betray their friends, or return to the fold.
THREATEN OR KILL THEIR FRIENDS, FAMILY, AND LOVERS: The wulin world is
full of dangers and the ruthless will strike at anyone.
LEVEL ACCUSATIONS: Someone charges the PCs with a crime or betrayal.
PEEL BACK A DISGUISE: An NPC turns out not to be who they say they are—in
behavior or appearance.
PRESENT THE IMPERIAL SHADOWS: Agents of the Emperor or other
authorities outside the wulin world make their presence felt. Magistrates
and officials begin to take notice and interfere.
REVEAL HISTORY’S HIDDEN TRUTH: Show what their elders have tried to
conceal from them. Have them uncover the falseness of the stories they’ve
been told.
SEND A MYSTERIOUS INVITATION: A note or letter arrives which offers some-
thing but is clearly a trap. Reveal bait to draw them in.
SUGGEST FUTURE DEVASTATION: Hint at what tragedy or terror looms on the
horizon. If something is not done or changed, this will come to pass.
GAMEMASTERING
MOVES

The Basic Moves


This section offers some advice about using the basic moves at the table,
including specifically some ideas about what GM moves may work best.

COMFORT & SUPPORT


This is the move players use to directly assist another PC. It can be activated
and rolled before or after the target makes their roll. Unlike other PbtA
games, rolling this assist move before the aided move roll occurs still has a
positive effect and is worthwhile: on a hit, the player can always gain a Bond
or clear an Element. On a 7-9, the person doing Comfort & Support may
create a Bond for themselves with their target. Then, if they need to, they can
immediately spend that Bond to give their target +1. The 10+ result helps both
parties and can be used to create Bonds both ways.
If a character has time to rest and relax between scenes, they can freely
narrate what they do to recover and clear one marked Element without the
need of this move. Use Comfort & Support as the “healing” move when time’s
an issue or when someone has multiple Elements marked.
On a miss: Have them mark an Element or spend a Bond. Putting someone in
danger as a result of their attempt also works well. It’s a good opportunity
to have a character lose something or have someone get away as a result of
the PC’s interference. It’s important that any move you do hits the person
actually doing Comfort & Support and not necessarily their target.

89
90 HEARTS & MINDS
Go to this move when players approach someone who might not want to go
along with their suggestion, but who they could reasonably persuade. The
GM should determine what “susceptible” means in this case. High status
NPCs or those being asked for something dangerous probably won’t listen.
The Trickster role move gets around this, so if a Trickster is in the party, you
should be tighter about who will listen and obey so the Trickster role can be
used to full effect.
Keep in mind that a 7-9 result doesn’t automatically mean the target says
no—you can opt to have them say yes. That’s a good call where the other
choices would halt the scene’s momentum.
Note: Don’t use or allow players to use Hearts & Minds for seduction—those
kinds of scenes should be negotiated and consented to at the table.
On a miss: They go along but betray the PC quickly. They react by calling
backup and escalating the scene. Someone important sees the interaction
and thinks less of the PC. Ask the player how they stumble over their words
and look foolish. The whole interaction turns out to be a trap.

IMPRESS
This is a situational move and you’ll find yourself going to Hearts & Minds
more often. This should be used for big public displays like speeches and
demonstrations of skills. However, this move has a good payoff when used
sparingly. It can create Bonds, gift favors, and let a PC clear their own
marked Elements. Players may choose the same option twice. When you offer
a cost or complication on a 7-9, it should be a hard choice for the player.
Possible costs or complications: They alienate a friend. They knock an ally
out of the competition. Their enemies learn something about them. They
gain the romantic attention of someone they shouldn’t. They upset the plans
of someone in authority. Or they succeed in a way which embarrasses their
faction or clan.
On a miss: They offend the audience or the powers that be. They destroy
something of great value. A friend or ally is arrested or beaten in response.
Their rival succeeds in a glorious way. They’re thrown out.
INNER CONFLICT
Inner Conflict is one of the most important moves in HEARTS OF WULIN. It
91
will drive the action. It’s a chance to show off a PC’s cool Entanglements
and explore their backstory. If a player rolls Inner Conflict for an specific
Entanglement, give a cool down before pushing on that Entanglement
again. Inner Conflict has broader uses than just Entanglements. If a PC hits
emotional turmoil from their backstory, consider using Inner Conflict.
Ask the player this: “Do you think this moment rises to the level of Inner
Conflict?” If yes, go to the roll. If no, let the player respond to the situation
freely. The trigger for this move is deliberately open to negotiation.
Read the 7-9 “Flee the situation” result broadly. They can make an excuse
and leave, run, shut down and sulk, or shift attention to others. The key here
is that the fleeing isn’t subtle—someone will notice it. Marking an Element
means that the character keeps themselves together, but it also means that
they can continue to engage with the situation and try to change it.
Occasionally an Inner Conflict roll will look like a player disclaiming respon-
sibility. Players will sometimes ask to roll Inner Conflict when they have to
choose between two terrible things (“Do I spare my brother and let the threat
continue or sacrifice them to stop this evil?”). You should never ask for those
as a GM—you don’t want to steal their autonomy on top of forcing a tough
choice. But if a player asks for that, it means they’re genuinely struggling
with the choice and want to show that. When this is the case, slow down
and have the player describe the two choices as they see them. Make sure
the player actually wants to go to the dice. Feel them out to see if there’s
an option they want but haven’t yet realized or can articulate. If they’re in a
genuine quandary, use the move. Even then don’t say X will happen based
on the roll. Instead, on a miss, ask them what’s the worst choice. On a hit,
ask them what’s the best choice. The roll becomes a mechanic to force that
articulation.
On a miss: The softest move you can make is to have them mark the element
they rolled with. More interestingly you can deepen or complicate that
emotional beat. A rival appears, the person they’re talking to misunderstands
their intention, someone’s offended by their behavior, they walk into an
additional obligation they didn’t expect. Now they have to figure out how to
deal with that.
92 INNER CONFLICT OPTIONAL VARIATIONS
If you find Inner Conflict generates too much XP for your liking, instead allow
players to only mark XP the first time they roll Inner Conflict for a particular
Entanglement (limiting it to bonus 2 XP per session).
The 7-9 result of Inner Conflict is a turning point moment to see if a character
can work on the relationship or instead complicate it. A few playtesters felt
this result gave no upside. Here’s an alternate move text you may use: “On
a hit, you hold yourself together and may mark XP. On a 10+ you may ask
a Study question about the person or situation which triggered the Inner
Conflict. On a miss, you must mark an Element or feel the situation.” (Note:
this option removes default marking XP for rolling Inner Conflict).

OVERCOME
Overcome is a catchall move useful when a more specific move does not
seem to apply: sneaking around, breaking in, travelling through hostile
climates, climbing dangerous cliffs, etc. Even in these situations, only have
one player roll the move rather than everyone. You’ll save yourself time and
energy. Check to make sure none of the PCs have a move which better fits the
situation. Anything’s open as an option on a miss, but make sure you don’t
destroy preceding successes.

STUDY
This move can be a challenge for players. The openness of possible questions
can sometimes freeze up players. You may want to have a set of sample
questions drawn from your favorite PbtA game to help folks out. Since a hit
offers basic information, you can use this to help point players in fruitful
directions.
Make sure to have a player explain how they’re exploring or investigating.
Are they talking to contacts? Hitting the streets? Listening in on conversa-
tions? Rifling through old records? Players rarely ask “too big” questions, but
if they do, knowing their method can help you refine what they’re asking.
This move allows players to declare facts about the story. That is the most
powerful tool players have in shaping the story. They have free rein except 93
where it breaks the tone of the game or contradicts established facts. The
former’s more important than the latter. Explaining how an apparent contra-
diction isn’t one can make a great twist. For example, in an early HEARTS OF
WULIN session, a player (Fraser) established that his character’s sister knew
no martial arts. While Fraser’s PC had been trained as an assassin, his sister
remained innocent. Later, following his sister, he used the Study move and
changed that up—revealing that she had also been trained in secret but as
a potential weapon against Fraser’s character. It changed the course of the
session and added new dimensions to earlier interactions between the two.
If a character reads an enemy’s Scale and it changes later, the PC should
be made aware that the Scale has changed. They might see that the NPC
has learned a new form since they saw them last or shifted into a previously
unseen stance.

STUDY AND MYSTERIES


Running mysteries with this kind of information gathering/estab-
lishing move can seem like a challenge. In practice though, I’ve found
it makes mystery adventures more accessible and interesting. Players
ask questions when they want to be surprised and see how the
pieces are put together. Players make declarations when they have
cool ideas about how things could go. In either case, the GM has the
chance to frame that information, make sure it fits with established
facts, and ask players to describe how they make those discoveries.
If a player makes a declaration, integrate it. They’re pointing to
things they find interesting. “What about players who just use that
to solve the mystery right away?” That should tell you they’re not
as interested in playing a game around solving a mystery. If they’re
doing that to short-circuit, exploit play, or undercut other people’s
enjoyment, that’s an insight into their personal character.
94 STUDY AND MYSTERIES (CONT.)
That being said, you can tweak Study if you want mysteries as the
central theme. First, take out declarations as an option. Second,
players have to justify and establish methods and sources for the
questions they ask. Third, establish a definitive set of questions
players must use for Study. For example:
What’s my best approach here?
What’s being hidden or overlooked?
What’s the history of this?
What are they feeling?
But even in this case, you need to be flexible about your solution and
not have it fixed in stone.
For an alternate approach, check out Brindlewood Bay by Jason
Cordova. This mystery-centered PbtA game uses prepared mysteries,
but not in the way you might imagine. Each case has a list of specific
clues (a broken pin in the shape of a crane, bruises indicating a
six-fingered blow, the corner of a burnt scroll). When players perform
a Study-type move, they gain a clue from the list chosen by the GM.
When enough clues have been gathered, the players collaboratively
come up with a solution based on that evidence. They then roll
based on clues vs. the mystery’s difficulty. The result reveals if they
solved the mystery, got a few things wrong, or completely botched
it. There’s more to Brindlewood Bay and if you’re interested in a novel
approach to mysteries with strong player collaboration, you should
check it out.
Scale 95
Determine Scale based on the dramatic needs of the scene. Set it up and then
let the players deal with it. Once you’ve established it and figured out what
kinds/number of steps need to be taken to even it out, don’t fudge that.
Players are always the same Scale as each other for Duels. That’s a dramatic
convention of the game. If a character trains to defeat another PC, it doesn’t
change scale. Instead, that’s fiction which leads into the Duel move.
If players want to act to reduce someone of an equal Scale to a lower Scale,
that’s possible. However, generally it’s less interesting and exciting.

Duel (and Framing Combat)


HEARTS OF WULIN combats usually resolve with a single die roll. That means
the GM needs to give Duels (and Dealing with Troops) space to breathe.
Battles should feel important and say something about who the PCs are. Take
time to resolve these moves. Set the stage and the battlefield. Once a PC’s
clearly going to a Duel move, describe the environment and, when possible,
show the stakes (emotional or physical).
Duels should spotlight characters. I try to have something ready for each PC
present in those scenes: named combatants, masses of troops, or something at
risk. Before resolving any fighting moves, I check in and establish clearly what
everyone’s doing. Then my players and I work through what we’ve framed and
resolve each move, saving any climactic duel for the last. That means we have
two steps: declaration and narration for everyone followed by resolution and
narration for everyone.
NOTE: you can have multiple foes available for the players, but don’t force matchups.
Offer opportunities, but let the players decide what they want to do.

Another combat framing technique comes from the World Wide Wrestling
RPG. In that game’s wrestling matches, the opponents create a collaborative
description of the fight’s back and forth until they reach a highlight moment.
Then they roll to see what happens. In HEARTS OF WULIN, you can do some-
thing similar by describing how NPC characters seize the initiative and start out
overwhelming the PC. Describe how the NPCs injure the PCs, force them back,
or reveal their secret tricks. Then ask the player how they turn the tables and
seize the conflict’s momentum. Shift that into the player’s description of how
their character fights and then roll the move to see what happens.
96 Duel acts as a mirror to Internal Conflict. The latter only affects the emotions
of a character, the former can change the external world. Internal Conflict
shows the limits of the PCs. Our wuxia heroes possess unearthly skills, but
they’re shackled to their feelings. That makes it vital that any Duel move
showcases PC control and competency. Give the players lots of room and
time to describe how they do things in a Duel and how awesome it looks.
There are a couple of ways to decide who sets up whom for a roll when two
player characters are working together in a Duel. First, if the opponent’s
clearly tied to the emotional/personal stakes for a player character, then
suggest that player character roll and the other player character describes
the set up of the scene. Second, If there isn’t a clear emotional/personal
stake for one player character, then poll the player characters involved in the
scene to see who is setting up whom. The key is to give the supporting person
a chance to describe how they use their style or awesomeness to draw off the
enemy’s guard, put them in a bad position, set up the following attack, etc.

DUELS AND COSTS


The 10+ result for a Duel of characters on the same Scale lets the player mark
XP if they show mercy or let them escape. This should be a cost, so showing
their adversary mercy shouldn’t be an easy pick. You can say that they must
let the villain go if they want that sweet XP. Alternately spend a few moments
hinting at what letting their foe live with skills intact might mean. Crippling a
foe but letting them live isn’t merciful.
It’s often easy to overlook the other benefit of the 10+ result: creating a
change in the fiction. Give the player a moment to describe what shifts.
For the Win at a Cost, pick from the 7-9 result, and be creative. Some ideas
include the following: something they’d hoped to protect in the scene is
broken, an NPC suffers injury, their dress or weapon is destroyed, someone
else takes credit for the victory, they suffer a scar, they suffer a temporary
condition (blinded, exhausted, dizzy, etc.), they reveal a secret to someone
nearby.
EXTENDED DUEL OPTIONAL VARIATIONS
One of the tropes of certain kinds of wuxia cinema is the highly staged duel.
97
It’s a final showdown between two foes. The scene does not move immedi-
ately to the clashing of swords, instead the characters wait, observe, and
shift until one moves and then suddenly the whole fight is over. This section
highlights an Extended Duel rule variant that can be used just for this type of
dramatic, ritualized engagement.
An Extended Duel has three phases, represented by three new player moves
that must be played in order to resolve the fight: Face Off, Concentration,
and Clash. Scale in these scenes is extended from the original three Scales
(Below Your Scale, Equal Scale, and Superior Foe) to five Scales ( Below Your
Scale, You have the Edge, Equal Scale, They have the Edge, and Superior
Foe).
Before such a duel begins, invite any non-participating players to add details
to the scene. Establish where the Scale stands at the start.

OPTIONAL MOVE: FACE OFF


This phase is about intimidation and presence. The player might
project force or exude calm. They want to put their foe off-balance
and learn something about them.
Roll anything but your Style Element.
ON A 10+ gain two hold. ON A 7-9 gain one hold. Spend it one for one
from the list. Each item may only be chosen once:
Take a +1 Forward to either Concentration or Clash. Say what you
notice about the form or stance of your opponent that gives you an
advantage.
Learn the Scale of your foe in relation to you.
Ask a question about their purpose, emotions, or motivations.
Declare something about the situation or the fighting style of your
opponent.
ON A MISS, you reveal a weakness and shift the scale one degree in
favor of your opponent.
98 OPTIONAL MOVE: CONCENTRATION
This is about the combatants focusing their energies to act with
precision and speed.
Roll anything but your Style Element or the Element you rolled for
Face Off.
ON A HIT take +1 Forward to Clash or shift the conflict one degree in
your favor.
ON A 7-9 mark the Element you rolled.

ON A MISS concede the duel or continue with the Scale shifted one
degree against you.

OPTIONAL MOVE: CLASH


Clash ends the fight with a sudden burst of energy and action, almost
too fast to see. Roll with your Style Element and resolve the result on
the following table:
FOE BELOW SCALE:
ON A 10+ you win the conflict—describe your victory. If you show mercy
or let them escape, mark XP. You may also declare a change in the
fiction. You may clear an Element.
ON A 7-9 you win the conflict—describe your victory. If you show mercy
or let them escape, mark XP.
ON A MISS you win, but must mark an Element (choice).

YOU HAVE THE EDGE:


ON A 10+ you win the conflict—describe your victory. If you show mercy
or let them escape, mark XP.
ON A 7-9 you win the conflict—describe your victory.
ON A MISS, you lose. You may choose to mark an Element (choice) or
let the GM make a move.
OPTIONAL MOVE: CLASH (CONT.) 99
EQUAL SCALE:
ON A 10+ you win the conflict—describe your victory. If you show mercy
or let them escape, mark XP. You may also declare a change in the
fiction.
ON A 7-9 choose one:
Win at a Cost: mark an Element (choice), they escape, you lose face,
or other cost.
Narrate Your Loss: mark XP. Take +1 Forward when you next face
them.
Deadlock: you may reveal a detail or ask a question about them.
ON A MISS you lose. Mark your Style Element and the GM may make a
move.
FOE HAS THE EDGE:
ON A 10+ choose one:
Win at a Cost: mark an element (choice), they escape, you lose face,
or other cost.
Narrate Your Loss: mark XP. Take +1 Forward when you next face
them.
ON A 7-9 mark an element (choice). Then choose one:
Deadlock: you may reveal a detail or ask a question about them.
Take -1 Forward against them.
Narrate Your Loss: mark XP.
ON A MISS you lose and mark an Element (choice). If you mark your
Style Element, you may narrate how you lose. Otherwise the GM
narrates. Then the GM makes a move.
SUPERIOR FOE:
ON A 10+ you lose. You may describe how you lose.
ON A 7-9 you lose. You may describe how you lose. Mark your Style
Element.
ON A MISS you lose. The GM narrates how you lose. Mark your style
element plus one other. Then the GM makes a move.
100 DEAL WITH TROOPS
This move doesn’t have to involve violence. The hero could overcome a group
with deception, oratory skill, or athletics. They might force the group back out of
a location, run them ragged in a chase, or get a crowd to turn hostile and bar the
group’s way.
What defines a unit of “troops” is up to you, and it’s legitimate to have several
bands present in a scene. If players ignore troops to deal with a named foe, those
troops can still cause problems. Have a character mark an Element to represent
their harassment or have them use Overcome to actually get to their target.
Better equipped, trained, or experienced groups of troops might be on the same
Scale as a PC but they should never be a Superior Foe. To resolve battles against
same scale troops, adapt the Duel move.
NEW TECHNIQUE
New Technique is a way for players to deal with tough Superior Foes. As
discussed in the Scale section, depending on the dramatic arc and number of
sessions available, some foes should not have their Scale reduced on the first
encounter. This should be reserved for major foes who will be returning and tied
into the emerging plot and web of Entanglements.
For example, suppose you are running a one shot where you want a Superior
Foe Scale villain whose Scale cannot be reduced in the first scene. You need to
have them appear early, maybe even in the first scene of the session. This gives
players the chance to use New Technique once or more throughout the session
so the one shot can be potentially resolved in conflict with that same villain.
If someone has used the New Technique move, they should be given the chance
for the spotlight in any climatic duel. If the session’s run long and you’ve hit the
big scene without players having done New Technique, you can either have a
character perform the move in flashback or with a sudden epiphany.
PC V. PC DUEL MOVE
Always check in before going to the PC Duel move. Going to the PC Duel move
means other means of resolution have broken down. Usually one character
wants something to happen and the other does not. The move’s weighted
slightly in favor of the challenged party. Use your discretion in defining who
is the challenger and who is the challenged. If a player’s aggressively putting
themselves in the way of someone else to force a confrontation, they could be
the challenger despite the fiction.
When someone triggers the PC Duel move, walk them through the list of
possible items to offer. Make specific or additional suggestions based on what’s
happening in the game.
GAMEMASTERING
PLAYBOOKS

The Playbooks
In playtests, GMs have noted that playbook moves, while important, get used
significantly less than basic moves. That is typical of PbtA games, but even
more so in HEARTS OF WULIN. Inner Conflict and Study drive the story, but
playbook moves help players define what makes their character different.
As the GM, you don’t have to know the text of every player’s moves—instead
make clear that they’re responsible for spotting triggers. That said, from
the second session on, look for opportunities to lean into what characters
do well. If a move hasn’t come up for a while, think about what you can add
to help trigger it. Alternatively, if a player has a hard time using a playbook
move, let them trade to change the unused move for another one that may
see more play between sessions.

101
102 Aware
Players often make Aware characters significantly older, but they don’t have
to be. An Aware can be associated with a temple or place of learning. Ask
players how that institution interacts with the world. Figure out why their
character has chosen to wander or serve a heroic life, rather than retreating
to a life of contemplation.

AWARE PLAYBOOK ROLES


For the Scholar, note that the Study roll must be 7+ to gain the benefit. Ask
them to show how they’re using scholarship to gain the information. For the
Traveling Teacher, keep an eye open to suggest when the player might want
to trigger the role move (especially if they have many Elements marked).
Because this move turns aside an interesting dramatic moment, the person
who pops in to interrupt should be striking and fun.

AWARE PLAYBOOK MOVES


14 BLADES: Because this move requires a scene to set up, let the effects
be spectacular. Alternatively, you might want to let players retroactively
declare they’ve built something. In this case, “a debt to someone” is a good
cost to apply.
CLANS OF INTRIGUE: I recommend you let the player choose in play which
faction this applies to. If the story changes significantly, let the player
repick.
FINAL MASTER: Read “a plan” loosely for this move. Let the player sketch it
out, but don’t require details. Allow them to retcon preparations to match
the situation.
LEGEND OF AWAKENING: This signals a player who wants their characters to
suffer and struggle through the pain. Let them have it.
THE PROMISE: “Costs” can be resources, material, or debts. Alternatively,
the physician might need to make themselves sick to save the patient.
Perhaps they have to mark an Element they can’t clear for the rest of the
session. Players should only have one new Entanglement from this move at
a time; if a new one happens it replaces the old one.
Bravo 103
Let this character be the life of the party—people should know and appre-
ciate them for their devil-may-care attitude.

BRAVO PLAYBOOK ROLES


You should be over-the-top with the extravagance of the Favored Eldest. Let
them live as high as possible. You can have a debt called in as a hard move,
but you should hold off until the player has had a chance to play this up. Be
generous about what the Gallivant can get out of—let them use this to evade
an Inner Conflict if the player would like. Because it’s highly situational, make
it potent when it does trigger. Establish your Thief’s criminal identity during
character creation. Avoid confusion by establishing which (if any) other PCs
know they have this other self. This is key for Entanglements—does someone
love the real character or their persona? Do they know they’re one in the
same?

BRAVO PLAYBOOK MOVES


HEADS FOR SALE: Because this move requires a scene, what they can obtain
should be super useful. Alternatively, you might want to let players retro-
actively declare they’ve hunted something down. In this case, “requires a
service” is a good cost to apply.
THIEF OF THIEVES: Overcome would usually be the move used to simulate
a break in or stealth. This move should be more potent—letting the player
slip by guards, traps, and uncertain paths. On a success, they start close to
their final target.
TRACING SHADOW: Players should get consent before using this on a fellow
PC. On a hit, they can learn one Entanglement of the target’s choice.
VIGILANTES IN MASKS: If someone takes this, be sure to provide lots of
noble, official, or high society gatherings.
104 Loyal
The Loyal’s a good choice if someone is unsure what they want to play. It’s a
clear, reliable archetype.

LOYAL PLAYBOOK ROLES


The Official gains some additional powers in the fiction, beyond what the
move lays out. If a player overuses this, consider GM hard moves which have
the player questioned by their superiors, pulled from a case, or suspended.
The Swordsman’s extra Wounded box is marked first and gives no penalty. In
the heat of a scene, players will often forget they have this resource. Remind
them they can mark Wounded instead of an Element.

LOYAL PLAYBOOK MOVES


FLYING DAGGERS: If your player takes this move, be liberal about splitting
the players up. Make sure a player doesn’t use this to intrude and stomp on
another player’s moment. They should check in and get permission.
HEAVEN SWORD AND DRAGON SABRE: It doesn’t have to be a sword, but they
do have to give the weapon a cool name.
LAWLESS KINGDOM: If a player picks this, they’re asking to be caught up in
deception and betrayal. Give that to them. Several things have to happen
to trigger this move, so you’ll want to set it up early. If a player is having
a hard time using this move, they might use Study to make a declaration
which reveals duplicity.
LEGEND OF THE MOUNTAIN: Take a broad view of what can be defended: a
group of people, doors to a temple, a mountain pass, etc. You may permit
players to defend a fellow PC who has just suffered harm. In this case,
retcon to show how the player jumps in to save the day.
STRIFE FOR MASTERY: The key phrase here is “an authority they respect.” Is
the PC acting in someone’s name or do they have a symbol of their office?
This move is an alternate and enhanced version of Deal with Troops at its
heart, but this move can still be triggered without immediately resorting to
violence.
Outsider 105
While this character stands outside society, they should still have friends
and peers among the PCs. Lone-wolf characters are almost always less
interesting than their players think. They should still have some connections
which draw them back in. Watch out for characters who declare themselves
anti-authority. Often, rather than dealing with real tyranny, they push back
against those actually trying to help them as well as decisions made by the
group of PCs.

OUTSIDER PLAYBOOK ROLES


If you have a Trickster in the group, you can afford to be tighter about who
can be affected by Hearts & Minds. The Wanderer role implies the group will
travel. If someone takes Wanderer and the game ends up remaining in one
place, replace “town or region” with “neighborhood or group.” Alternately let
them repick their role.

OUTSIDER PLAYBOOK MOVES


A DEADLY SECRET: If someone takes this, make sure to have lots of cool
factions and orders pop up in play.
THE IMPOSTOR: By default, generic disguises work in wuxia stories. Persons
can disguise themselves as any gender (and vice versa) perfectly. This move
allows for amazing changes and disguises beyond that: the character can
completely assume someone’s appearance, manner, and voice. In a movie,
you’d have another actor in their place. Note: be aware that cross-dress-
ing, being trans, and being enby are not the same. Be sensitive with your
portrayals and presentation.
REIGN OF ASSASSINS: Note that this move does require some darkness and
cover to use.
106 Student
This is the most hopeful archetype. If they belong to an order or temple, find
out why they’re out on the road. What is their group’s public reputation?

STUDENT PLAYBOOK ROLES


If someone takes the Hopeful Apprentice, you should be liberal when adding
higher Scale foes to your stories. If someone takes the Temple Wanderer
and the story doesn’t really move from place to place, allow their right to
hospitality to be invoked in different neighborhoods.

STUDENT PLAYBOOK MOVES


BLADE HEART: Provide lieutenants and agents for the player to talk to.
Blade Heart is a sneaky and valid way to find out if someone is the real
threat or just a servant.
FACE TO FATE: It’s easy to forget this move. As with the “hard move shelf”
mentioned earlier, a miss can hang out there as a threat.
LISTENING SNOW TOWER: Be generous about how you define “advice.”
RAGE & PASSION: This move is highly situational, so let its effect be equally
powerful. It can be done before a larger group of witnesses. It’s a good
follow up to a miss on Hearts & Minds or Impress.
SMILING, PROUD WANDERER: While this move doesn’t require a roll, the
player may follow it up immediately with a Study move.
Unorthodox 107
This playbook has the most potential to change the tone of your game. Each
role requires some set up and can change the game’s focus. Be sure you’re
cool with that before letting a player choose this playbook.

UNORTHODOX PLAYBOOK ROLES


The Accidental suggests comedy, so absolutely make sure that is alright with
the table. The Accidental shouldn’t know that they can do the things they
can do; they just happen. If the player wants a character who knows their
own talents, advise they choose the Hidden role instead. Often, the Hidden
will have a dual identity—have the players decide in character creation who
knows what about this dual identity. If someone has an Entanglement with
the Hidden, do they know of the Hidden’s talents? What name do they know
them under? The Hidden doesn’t have to appear as a non-martial artist. They
might be concealing their true form. The Prodigy’s fallout should reflect their
lack of control and inability to restrain themselves. If they break something,
make sure it’s something which will cause problems or that they wanted to
preserve.

UNORTHODOX PLAYBOOK MOVES


FEARLESS FIGHTERS: If someone takes this move, they’re signaling they want
their character to endure hardship. Oblige them.
HIS NAME IS NOBODY: Give players who take this lots of opportunities to
walk into traps, be lured by mysterious messages, or embarrass themselves
before a court.
A TASTE OF COLD STEEL: When using the Study move, asking one of the listed
questions does not use up Hold.
108 Additional Advice & Optional Mechanics
RUNNING ONE SHOTS
The following are recommended procedures for running a one shot adven-
ture, especially useful when running at a convention.
Introduce yourself and your pronouns. Have everyone introduce themselves
and their pronouns. Go through CATS and safety tools. Do Lines and Veils
anonymously (use index cards turned in to you if playing face to face).
Establish session length and talk about when you’re going to have breaks.
Tell players you plan to wrap a little before the end time (this is especially
important for convention games). Mention that you may push or hard frame
scenes in the last thirty minutes so that you can get to a dramatic resolution.
Go through the playbooks’ themes quickly. If people dither about which
one to take, try to get them to narrow it down. As soon as someone gives
a definite opinion, give that playbook to them. Walk through the character
creation process up to Introductions and Entanglements.
To keep things simple, either have players choose one playbook move or
let them pick moves during play. You can also tighten things up by having
players only come up with a Romantic Entanglement. This can cause you
to lose some player input, so only do this if time has gotten away from you.
Either don’t worry about XP or lower the bar necessary for taking an advance.
Don’t worry about highlighting Entanglements.
Have players introduce themselves—establish the order in which you call
on people (alphabetically, around the table, character keeper order, etc).
Go in the same order having everyone come up with one Entanglement and
then around again to pick their second one. If playing face to face, track this
relationship map on a large piece of paper or white board in the middle of
the table.
After Entanglements are done, take a break. Give yourself time to think about
what incident fits with the characters. When you get started, point out the
order you’ve been using. Tell the players you’re generally going to stick with
that, but anyone can jump in to change that up. If you think there is going to
be investigation in the story, you can set a rule that info found by players in
one scene will be known by PCs in the next scene (unless they deliberately
withhold the information). It might not make sense in the story, but it will
hugely help move things along.
If you don’t want to start with the PCs in one place, split them into pairs. Let
them interact and move forward and then work to bring those pairs together. 109
A good device is to have an early combat against groups or troops and/or
minor named foes. A classic is to have one pair meeting in an inn to share a
drink and the other spotting an ambush being set up for the first group.

ADVICE ABOUT MOVES


If you want a tighter focus for the PCs, have them start with their role move
and one more, chosen in play. HEARTS OF WULIN plays well with just a role
move for each character if you want to keep things really simple.
On the other hand, if you want to expand the options available, you’ll find
other playbook moves in the Fantastic and Courtly sections. Look for moves
which stand on their own without reference to setting-specific mechanics. You
can pull those together as additional moves all players have access to with
an advance.

ADVICE ABOUT XP AND CAMPAIGN LENGTH


HEARTS OF WULIN is tuned for a four to twelve session campaign length
with consistent players maxing out their characters. Usually this means an
advance every other session or so. If this feels too slow, reduce the cost
for an advance to five. Alternatively, keep the cost at eight XP, but let the
players mark XP when they roll a miss. If the default progression feels too
fast, remove the XP for rolling Inner Conflict.
ADVICE AND AN OPTIONAL MOVE FOR
SOLO SCENES TO DEAL WITH GRIEF
Sometimes a player wants to narrate a scene about their character going off
by themselves to weep, deal with their feelings, or vent their frustration to
the mountains. This is very in-genre. You can do this as a montage for healing.
It’s possible to interpret this as an Inner Conflict, but in playtest, that did not
feel quite right. Here’s an optional move which borrows from the excellent
“Process Your Feelings Out Loud” move from Brandon Leon-Gambetta’s
Pasión de las Pasiones.
NOTE that the wuxia genre is not simply about suffering and pain. Moments of grief
and emotional turmoil should be balanced with levity, heroism, and success. Avoid
fetishizing moments of true pain or lapsing into parody.
110 OPTIONAL MOVE: DEAL WITH GRIEF
When you go off by yourself to struggle with your emotional turmoil
and pain, narrate your montage and describe the natural beauty of the
backdrop. Then roll.
ON A 10+ you find some solace or insight. Choose two:

Clear an Element
Ask a Study question about someone from your Entanglements
Create a Bond with someone from your Entanglements
ON A 7-9 choose one.

ON A MISS you may clear an Element but a rival learns of your


emotional tumult and makes plans to use it to their advantage.

ADVICE AND AN OPTIONAL MOVE FOR


SCENES TO DEAL WITH MISUNDERSTANDINGS
Here’s an optional move which is highly situational.

OPTIONAL MOVE: DEAL WITH MISUNDERSTANDINGS


Once per session, when the group meets a wulin stranger, everyone
decide which PC immediately conflicts with the stranger. The player
should describe the misunderstanding leading to this and roll +Style
Element.
ON A HIT the PC may choose to win or choose to leave it undecided. If
the latter, they mark XP and gain a Bond.
ON 10+ they may reveal a detail about the stranger.

ON A MISS the result is undecided but the stranger will learn some-
thing dangerous about the PC and hold a grudge.
SCENARIO
STARTERS

36 Hearts of Wulin Starting Incidents


These are quick scenario starters for a one-shot, campaign beginning, or to
kick off a new arc. Keep a few in mind and you should be able to find one
which fits with your players’ roles and backgrounds.

1. TRAITORS’ PARTY
A famous family invites the PCs and many others to a celebration, but it’s a
cover for a plot by one of the hosts. They want to identify someone as a lost
heir, rival, or vengeance-seeking child. For example, they killed someone’s
parents duplicitously and now fear revelation. The killer hosts don’t know
exactly who they’re looking for. This setup could connect to a PC or else
someone has started a rumor to endanger them or create a distraction.
Alternately, someone outside the hosts plans to take advantage of the
gathering and frame the PCs.

2. TOURNAMENT OF ASSASSINS
A tournament has been announced. Is it a public one? Does it have a
stated reward? Is the purpose to celebrate the skills of wulin masters or
perhaps something more sinister? Perhaps a notable foe of the organizers
will be expected to make an appearance—someone connected to the PCs.
If the sponsors of the contest are themselves villainous, it may be a chance
to show them up. Those villains may also act behind the scenes against
righteous persons. Consider the pressure to win the PCs (or NPCs) face from
Entanglements. A variant is a secret or hidden tournament, perhaps even one
the PCs have been entered into without their knowledge.

111
112 3. DEADLY WEDDING
One of the PC’s factions is hosting a wedding. This may be the bride or
groom’s family or perhaps they’re simply hosts. One of those being wed
should be an NPC named on an Entanglement. Is this wedding a surprise
or a long awaited event? What agendas do the families have in making this
bond? Perhaps it’s a union with an enemy clan in order to gain a truce. Who
besides the PCs might want this ceremony stopped? Who will lose face if that
happens? Ideally, the PCs should be obliged to make sure everything goes
off without a hitch.

4. A LIFE LEFT BEHIND


An important faction leader prepares for his “washing of hands” ceremony.
This will signal his retirement from the wulin world. Representatives have
gathered from many clans. Who will succeed this elder or take advantage of
the power vacuum? Why is this leader really removing themselves from the
wulin world? What unfinished business and history might come back to roost?

5. SECRET DUEL
One or all of the PCs receive letters challenging them to a duel with a rival
(or a friend). Perhaps they receive challenges from one another. We open with
the PCs arriving at the chosen dueling ground, only to discover that neither
party actually sent the message. Who did? Why were the characters chosen?
What’s the mysterious organizer’s purpose: a bet, an ambush, drawing them
away, engaging them for a mission, defeating them all at once, or something
else? What’s unique and interesting about the location they’re called to?

6. TREASURE OF MYSTERY
An object of political, ceremonial, or historical importance must be
protected—a weapon, a gift, a person. Many would love to obtain it. How
is the item tied to an NPC named in an Entanglement? Is the object to be
protected in a place—like the household of one of the PC’s factions? Or will
it be transported, with the PCs among the escort? What rumors do they hear
about gathering thieves?
7. THIEF OF VENGEANCE
A thief has struck throughout the wulin world, hitting at least one of the PC’s
113
factions. What makes this thief distinct and different? Do the robberies have
another purpose, such as antagonizing someone, drawing out a target, or
exposing villainy? The PCs or someone close to them can be set to bringing
the thief to justice. How will the PCs deal with hints or suggestions that this
rogue may be someone they know and perhaps even love?

8. AGELESS MASK
Years ago, a coalition of heroes from several factions defeated and killed
the legendary villain Ageless Mask. Now someone is killing faction members
and leaving signs pointing to this monster. Did Mask survive and if so, how?
Or has someone else taken up the mantle for their own nefarious purposes?
What do we really know about what Mask did and how they were defeated?
What secrets have those involved kept hidden?

9. THREE EAGLES STRIVE


The leadership of one of the factions comes into question through stepping
down, illness, or death. Now several notable figures vie to take over.
Alliances and betrayals abound with the PCs drawn into the battle via their
Entanglements. Will some of the candidates stoop to nefarious tactics to
assume this mantle? Why is the leadership changing hands? Was one of the
hopefuls involved in pushing this forward? What will a PC do if they find an
NPC named in their Entanglement has acted less than righteously?

10. BLACK SUSPICION


The characters find an NPC friend or lover has been arrested for a serious
crime. This NPC has been linked to a notorious thief, legendary bandit, or
deadly killer. The magistrates found convenient written evidence implicating
them. Who stands to benefit from their friend taking the fall? How badly will
their associate suffer if their innocence is not proven quickly? Did the criminal
have anything to do with framing them? Did the friend actually do this, but
someone still faked the evidence?
114 11. ALLIANCE OF BETRAYAL
Tensions have long simmered between two wulin factions, but now they
have come to an accommodation. One or more of the PCs should be tied
to these factions. How and why have they settled these matters? Was the
split a friendly rivalry between orthodox factions or between righteous
and unrighteous? Who believes this alliance of friendship is dangerous or
foolhardy? Representatives from one of the clans come to call on the other.
These representatives must be protected and honored; at the same time,
they must be observed. Notable gifts will be exchanged—things of value—the
loss of which could bring embarrassment to many people.

12. THE MISSING MASTER


The head of one of the PC’s factions has vanished, leaving his group in
disarray. Did they leave deliberately, has someone taken them, or is the
evidence ambiguous? Who will step into their position? How will this change
cause problems for the characters and their Entanglements? Is the vanishing
part of a larger plot, perhaps even orchestrated by the clan leader? Who has
been acting strangely since the disappearance?

13. TANGLED HEARTS


Two lovers have run off together, causing disruption and dismay within
a faction connected to a PC. How are one or both connected lovers
entangled with the PCs? Perhaps this incident has hurt an NPC named in an
Entanglement (perhaps an object of affection, sibling, or loyal friend). Did
they have cause to go? What secrets might be revealed by their departure
and who would want this kept quiet? Will the families hunt them down? Will
the PCs be called on? Are the pair truly in love or is there something more
sinister at work?

14. REVENGE OF GŌNG


While the Gōng Clan was destroyed some time ago, some have spoken of
a secret or true reason for their vanishing. Recently, wulin have turned up
dead, with marks that suggest a master of the Gōng’s deepest arts. Few will
talk about it. Someone connected to the PCs lives in fear: perhaps a parent,
a master of an NPC named in an Entanglement, or even one of the PCs. Did
someone from the Gōng survive, is someone trying to frame the Gōng, or
both?
15. HIDDEN MESSENGERS
Our characters come across a dying wulin, clearly struck down by expert
115
hands after a beating. The victim speaks of someone hunting for a secret
message. This victim was only one among many suspected of carrying the
secret. Were they a messenger? A member of some secret group? An agent
of the government? Who hunts this message and what is it? Is it details of a
conspiracy, a lost manual, or location of a treasure? What tells the characters
that they have now come into the sights of these killers?

16. SEVEN DEADLY ARTS


Word has come out that a legendary lost scroll of a powerful or forbidden
technique has surfaced. Now every faction and clan openly seeks it, though
some claim to want to destroy it. How has it been hidden? Who is reputed to
have it? What drastic lengths will factions go to in order to obtain it? Who has
already betrayed someone in their quest to obtain the lost secrets? Is there
really such a manual or is this a plot to sow discord within the wulin world? If
it does exist, what forbidden powers does it contain?

17. CONSPIRACY WITHIN


Only the eldest child of a small wulin faction survives a mysterious attack.
Which faction did the victims belong to? Some say that the family was
destroyed to gain a legendary secret technique or item. What other rumors
have spread about the attackers? The surviving child is caught in between
multiple factions seeking to protect them and perhaps gain an advantage.
What do the PCs want from the child? What will the killers do to get what they
want?

18. IRON JUSTICE


A wicked governor oppresses the people. They raise taxes, draft farmers
as labor, and preemptively suppress sedition. They have a cadre of loyal
magistrates. One or more wulin factions have allied with the governor to help
to enforce his rule. Now they persecute and eliminate other groups. What will
the PCs do if their own faction refuses to act against this? Go into rebellion?
Ally with the villain? They have no good options, as fighting the governor is
the same as fighting the Emperor. It’s a vast distance to the nearest impartial
authority and the governor closely monitors for those attempting the trek.
(Note: This scenario depends on how you’ve positioned authority and the
Emperor).
116 19. DEADLY JOURNEY
A friend has received a sign that indicates they’re been targeted by a
notorious gang of assassins. Nevertheless, this friend must travel to a
faraway temple for a secret reason. Why are they doing this despite the
danger? How will the heroes keep them safe? Who has forbidden the PCs
from getting involved?

20. POISONED DUEL


A friend, peer, or one of the PCs goes to answer a challenge. When they
arrive, they find their challenger dead in a dishonorable manner and
evidence pointing to their involvement in the murder. Who killed them and
how? Alternately: the duel begins, but the challenger dies from poison a few
moments in and evidence again points to the friend or PC.

21. WAR OF CLANS


The leader of an unorthodox faction has vanished, leading to accusations
against one or more of the PC’s factions. A full scale war looms, with blame
sent in all directions. The PCs learn of this when they’re ambushed as a first
sortie in the conflict. Where is the leader? Who was involved? How will the
power vacuum be filled?

22. TEST OF DEDICATION


The heroes are called to attend a set of instructions and meditations given by
one of the most honored factions. They arrive, along with several of the NPCs
named in Entanglements. The atmosphere is stifling, with tight rules and
restrictions on behavior. What will give? Who is present? Who ought not to be
present? What secret agendas wait in the wings?

23. FAMILY OF BLOOD


One of the NPCs named in an Entanglement has been acting strangely—
avoiding contact, changing their mood, or lashing out at friends. Someone
has secretly contacted the NPC and revealed a dark secret about the NPC’s
heritage. Is it true? What does the informer have to gain from passing along
this information? How does it change the PC’s Entanglement?
24. THE LONGEST DAY
In the city, the heroes hear that a notorious outlaw/rebel was captured but
117
managed to escape. The method and means suggest a larger conspiracy
afoot. Can they track down the rebel? What is the conspiracy’s larger plan?
Who is working behind the scenes to foil the PCs efforts? What public event or
festival seems to coincide with these events?

25. CONTEST OF LANTERNS


A festival is coming up soon and several factions look to gain favor and
respect. They have the chance to put on entertainment, present displays,
and arrange feasts. At least one other faction is prepared to go to great
lengths to ensure the factions do not succeed. How will the PCs make the
most of this event?

26. SECRETS NEVER END


A friend, peer, or PC discovers that their supposed parent is not their
biological relation. Apparently, this person was sent to live with a false family
to protect them from a greater threat. How does this relation complicate the
PCs relationships? Who is evil or good in this situation—the adoptive parents,
or the biological parents who sent their child away? What deeper historical
conspiracy has been hidden by these events?

27. PHOENIX GATE INN


The PCs have been called to a great inn. Each travels for a different reason,
and some of the NPCs named in Entanglements may be along for the journey.
When the PCs arrive, it is clear that this is an ambush—and not a little one.
Who has set this up? Who is the real target? Escaping the trap will not be
easy. What obstacles will the PCs have to pass through to gain safety?

28. FINAL KILLER


For decades the Haunted Killers have been agents of death for the Emperor.
They have struck down all foes. But now the Emperor has turned against
them and ordered their death. The PCs discover one of the NPCs named in
an Entanglement harbors the last member of this group. Why would this NPC
protect them? What sinister secret lies behind the Emperor’s decision to
destroy the group? What deadly foe pursues this sole survivor?
118 29. STOLEN FACES
An NPC named in an Entanglement or a PC is accused of being “Dragon
Face” and attacked by a group of desperate villains. The PCs find there is
a bounty for the corpse of Dragon Face. The wanted poster drawing looks
identical to the attacked person. Is this a disguise or a lost sibling? What has
Dragon Face done and where are they now? Who pursues Dragon Face not for
vengeance but for love?

30. THE AVENGING ONES


An NPC named in an Entanglement asks the PCs to help them carry out
revenge against a person or group who devastated their family. However,
before or after the vengeance is carried out, it is discovered that this target
was not involved at all. Is this a deliberate plot on the part of the NPC to get
the characters involved, or has the NPC been duped? In either case, what
larger reason lies behind this?

31. WORD OF THE EMPEROR


The Emperor has issued an edict calling for members of certain factions to
turn themselves in, including at least one faction with a PC member. Is this
a prelude to eliminating these groups? What faction does the Emperor favor
and what authority does this faction now command? Will the PCs go on the
run, try to find a solution, or strike back and free their fellow wulin warriors
from Imperial forces? Note: This plot can be used to kick off a game which is
chaotic and on the road or to shake up the status quo of a longer campaign.

32. TAKING TIGER CITY


Foreign forces, a sinister faction, or ravaging bandits have taken over the
home city of a PC or NPC named in an Entanglement. With Imperial armies tied
up elsewhere, locals must look to their own factions for help. What system of
control do the invaders use? Who dear to the PCs has been captured? How
will the PCs strike back and free the city from this villainous grip?
33. VALLEY OF MIST
A hero of one of the PC’s factions retired years ago and went into seclusion.
119
Now a threat from the past has returned, and only this veteran knows how
to defeat the threat. The PCs must locate this person, evade those who
would stop them, and make their way past traps and defenses. How will they
convince the hermit to join their cause? What connection is there between
this retired hero and one of the NPCs named in an Entanglement? Which
child of the retired wulin will immediately fall in love with one of the PCs?

34. BEFORE THE STORM


A threat is coming: a strong storm, a gang of assassins, or an army. Someone
dear to the PCs refuses to move out of its path. How is this person related
to one of the PC’s Entanglements? Why will this person not leave? Who
else hopes to take advantage of the oncoming threat? What secrets does
everyone wish to remain hidden?

35. BLACKENED HEART


One of the NPCs named in an Entanglement comes to tell their worries about
their household. The head of the household has recently passed and now the
spouse of the leader has remarried. The NPC suspects foul play. They hint
that their own life may be in danger since they could inherit or because they
know something they shouldn’t. How will the PCs ingratiate themselves with
this household? Is there a threat? If so, where does the threat come from?
Who else stands to gain with this challenge to succession?

36. SECRET KILLER


The PCs receive word that a legendary villain has hidden themselves for
years away in a remote village. The PCs are sent to uncover this villain and
bring them back to justice. Unfortunately, the PCs’ target has concealed
themselves well among the populace. How will the PCs reveal the truth?
What will the locals say? How is this criminal connected to one of the NPCs
named in an Entanglement? Who else searches for the villian? Is the hidden
villain actually sinister or have they concealed themselves for a noble
purpose?
COURTLY
WUXIA

Courts and Wuxia


WAYS OF THE COURT
Scholar-warriors and cultivators are refined and well-mannered. Deemed
as members of the gentry, their speech is often courteous and poetic. Their
behavior is often courtly. In many stories, they are well-versed in ways of the
court, including court politics and intrigue. Even within their own clans, they
are polite and speak in a cultured manner. Sometimes this also indicates that
they hail from great clans and have excellent upbringing. They show kindness
and generosity in their actions.

COURTLY PURSUITS AND ELEVATED TALENTS


EPITOME OF REFINEMENT: The xia are the epitome of refinement. Handsome,
well-dressed and well-spoken, they cut striking figures. Scholars and war-
riors, they are both at home when reciting poetry and when displaying their
martial skills. They show off respected talents like the playing of the qin or
writing calligraphy and poetry.
PLAYING QIN: The imagery of the scholar-warrior playing the qin/zither is a
common motif in many wuxia shows and novels. In many titular scenes, the
xia seeks a moment of solitude and meditation by playing their qin besides
a flowing stream with tea or fine wine at hand while they contemplate the
future or indulge in a moment of self-reflection.

121
122 TEA AND WINE: With the air of a connoisseur, the xia appreciates tea and
wine. It’s not unusual to see the xia and their friends seated around a table
enjoying fine pu’er tea or well-aged Shaoxing wine with a spread of delicacies
before them. Enjoying tea and the arts attached to tea is one of the beloved
themes in wuxia.
POETRY: Cultured, the scholarly xia is able to eloquently quote and write
poetry. They are adept at calligraphy and Chinese ink painting. With this level
of refinement, wuxia heroes attract admirers who are drawn to their poetry
and their artistic soul. Best of all, tea and poetry makes a perfect combina-
tion. Note that in HEARTS OF WULIN, players are encouraged to create scenes
of nonbinary protagonists passionately and lovingly engaged in poetry
together.
COURT INTRIGUE AND POLITICS: Attuned with the arts and classical litera-
ture, it’s not surprising that the xia and cultivator are also able to navigate
through court and clan intrigue and politics. It’s all a game of subtle word-
play and cloak-and-dagger tactics. The xia speaks thoughtfully and empa-
thetically, deflecting danger and defending wronged individuals. Refinement
has taught the xia not to be hasty. Therefore, puns and wordplay are part of
the game with the usual assortment of courtly manners and courtesy. Stories
feature the xia and their allies thrown into messy court intrigue and getting
out alive by both sword and wit. With a quick turn of phrase or poem, the xia
can defuse dicey situations.
Clan intrigue and politics, involving family/clan or shifu/master, are often
very tricky. Like the courtly games, the xia weaves through these too with a
keen eye and quick thinking. Well-mannered and soft-spoken, they deal with
clan politics deftly. Familial relationships are complex and often too messy to
untangle, leading to scenarios fraught with peril. One wrong move (or word)
and the protagonist can be in a lot of trouble. Filled with loopholes and twists,
court and clan intrigue are dangerous. Hearts are at stake. It takes superb wit
and a certain level of artistry to be able to survive through it!
Playing HEARTS OF WULIN involves intrigue and its attendant Bonds and
Entanglements. How the players form and break Bonds and Entanglements will
create drama. However, navigating family drama is not easy and shouldn’t be
used to make players feel uneasy or uncomfortable. For more on player safety,
see “Safety” on page 15.
Playing Courts & Politics 123
Many Chinese wuxia and historical dramas take place in a palace, revolving
around intrigues and passions. It’s easy to reframe a HEARTS OF WULIN game
for this setting by resetting the fiction a little. This section offers new basic
moves, roles, and playbook elements for players and GMs who want a deeper
set of mechanics to play this style of game.
Pick and choose from these add-ons. Note that some add-ons depend on
other game systems, so read carefully.

“REALISM”
Some historical dramas can be (but aren’t necessarily) more grounded and
realistic when it comes to the wulin world and abilities. If your group decides
they want a more restrained game, talk about how everyone might calibrate
the limits of such elements. Can PCs run up walls? Balance on branches?
Make incredible leaps? A few wild playbook moves can be justified by
dramatic license (for instance, Flying Daggers from the Loyal playbook).
Others will need to be swapped out for moves from other, unused playbooks
(for instance, Kid with the Golden Arm from the Unorthodox playbook). Be
generous in your readings.

WHAT IS A COURT?
A court is a gathering place for those who want to be literally and figuratively
close to the ruler. Those individuals may be trying to manipulate and
undercut their rivals. They may be trying to succeed or replace the ruler.
Series like Princess Agents, Rise of the Phoenixes, and Princess Weiyoung
center around court struggles. They combine the romantic melodrama of
innocents caught up in these affairs and political machinations as nobles
try to seize the throne, destroy their enemies, or simply gain revenge for
historical slights.
On the other hand, some stories have a more informal sense of court. In The
Smiling, Proud Wanderer, the court is a set of wulin factions with old rivalries
and an ongoing struggle to see who will be chief of the Five Mountains Sword
Sects Alliance. In that story, the ruler is established by power rather than
hereditary authority.
124 STARTER QUESTIONS FOR PLAYING A COURTLY GAME
By default, HEARTS OF WULIN offers a fantastic and mythical China. If you
wish to set your stories in an actual, historical court, please be respectful
and do the research necessary to present it accurately.
WHAT KIND OF COURT IS IT? Is it an alliance of factions, confederation of
pirates, empire, kingdom, noble household, regional lord, school, or some-
thing else?
WHAT KIND OF RULER DOES IT HAVE? Are they a chief chosen by acclaim,
hereditary ruler, lord selected by higher power, master chosen by trials,
regent, survivor, usurper, warlord, or something else?
WHAT’S THEIR DEMEANOR? Are they aged, cruel, cultured, exacting,
hedonistic, in thrall, innocent, manipulative, meddling, moody, popular,
paranoid, reclusive, vengeful, young, or something else?
WHAT’S THEIR MAJOR SOURCE OF AUTHORITY? Is it a bloodline, fear, military
favor, network of agents, old repute, popular acclaim, regency, respect for
their predecessor, scheming, someone behind the throne, web of alliances,
or something else?
The table should also decide what kind of physical space the court occupies.
Is everyone under one roof? Are there different houses for the noble
factions? Does it move from place to place?
Once everyone has a sense of the general shape of the court, the group
should select three threats which currently face it:
THREATS: Alliance Among Old Enemies, Bad Omens, Banditry, Border
Skirmishes, Conspiracy for Overthrow, Corruption, Droughts, Earthquakes,
Famine, Flooding, Factional Fighting, Local Authorities Rebelling, Monsters,
Piracy, Plague, Pollution, Pretender to the Throne, Questions of Succession,
Rival Nation Threatens War, Something Valuable Stolen, Storms, Supernatu-
ral Forces, Wulin Clashes, or something else.
New Mechanic: Influence
These rules add a new resource called Influence. Influence in HEARTS OF WULIN
125
functions similar to Bonds and is an abstraction representing a character’s pull,
connections, and general goodwill. Like Bonds it can be spent, in particular for
the new The Game of Court move and Social Duel move. Unlike Bonds, players
do not track it for individual connections. Instead each character keeps track of
a single pool of Influence they have accumulated. By default, PCs have a cap of
3 on their Influence and begin the game with 0 influence.
Modify the Basic Moves in the following way so players can gain Influence:
IMPRESS: Add gain +1 Influence as an option.
COMFORT & SUPPORT: On a 10+ you may choose to gain +1 Influence instead of
a Bond, question, or cleared Element.
HEARTS & MINDS: Instead of trying to get them to do something, you may
simply attempt to extract Influence from an NPC. On a 10+ they give you +1
Influence. On a 7-9 they may give you that Influence or pick one of the other
choices.
The GM also has a new move, Cost Influence. They may have players give up
Influence to pay for a move’s cost or as the result of a miss

NEW MOVE: THE GAME OF COURT


When you attempt to put your plots and schemes into action, roll
+Influence spent.
You may not spend Bonds to assist with this roll.
ON A 10+ gain two Hold. ON A 7-9 gain one Hold. Spend Hold one for
one to make someone (including yourself):
Alienate a key ally.
Be subject to or avoid an investigation.
Conceal all traces of your involvement.
Gain a reputation.
Lose or gain favor or position.
Obtain or close off access to a protected object or person.
Slow or divert one of their plots.
Spend resources.
Take or lose control of a key location or resource.
Gain +1 Influence.
ON A MISS, the GM will flip the move back on you by imposing one of
the choices on your character.
126 In base HEARTS OF WULIN, players can frame the Duel move for social conflict
with an NPC. This move is a more detailed variation.

VARIANT MOVE: SOCIAL DUEL


When you take on a political foe in a struggle of words, arguments, and
revealed machinations, roll. You may either spend Influence or Bonds
to affect this roll, but not both.
IF THEY ARE ABOVE YOUR SCALE:
ON A HIT you lose but may describe how you manage to survive their
manipulations. Mark an Element (choice).
ON A 10+ you gain +1 Influence as your determination impresses some.
ON A MISS your opponent crushes you. Lose all Bonds and Influence
and be prepared for the worst: exile, condemnation, destruction of
your line, etc.
IF THEY ARE BELOW YOUR SCALE:
ON A HIT you win the struggle. They suffer embarrassment, humiliation,
loss of authority, and/or an end to their plotting. They lose value to
their superiors and will be cast aside.
ON A 10+ gain +1 Influence or maneuver for an even harsher punish-
ment for your foe (jail, exile, execution, line destroyed, etc).
ON A MISS choose: you win but at a cost, or you’re unable to press
your case and mark XP.
IF THEY ARE THE SAME SCALE:
ON A 10+ narrate your brilliant approach or stratagem. You may
undercut their position, destroy their support, bring their plans to
a halt, direct the wrath of higher powers against them, or force a
physical duel.
ON A 7-9 choose one:
Win at a cost: You must take drastic steps to succeed. Reduce
Bonds and/or Influence in any combination by three, make a prom-
ise that disrupts one of your Entanglements, or sacrifice a friend. If
you do, take the 10+ result.
Stalemate: Neither of you come away with the edge. Gain +1 Influ-
ence.
Give Ground: You lose. Suffer embarrassment, but mark XP and
take +1 Forward the next time you face them.
Social Interactions & Moves 127
These rules create more options for social interactions. They overlap the
basic moves. The players and GM should negotiate about which move to
use on a case-by-case basis. Here are general guidelines on when the moves
might be most appropriate:
IMPRESS: If the character is at a large scale performance or event and trying
to show off, then use this one. For example, suppose the character wants to
make a grand entrance into court.
HEARTS & MINDS: If a player wants to use gentle persuasion, manipulation,
or light intimidation to force an individual to take an action roll this move.
This move will also work well for a situation where one PC is trying to whee-
dle another PC to do as they ask.
PC VS. PC DUEL: If, a PC is trying to make a fellow PC do something they do
not want to do through intimidation, threats, blackmail, guilt, demands, or
agitated persuasion, then the Duel move may be most appropriate, but let
the target decide what they believe is most appropriate (Hearts & Minds or
Duel). Note: the acting player should have the option to not move forward if
they don’t feel it’s appropriate to escalate.
COMFORT & SUPPORT: Use this when one PC attempts to aid, cheer, or oth-
erwise restore another, even if their motives might not be the purest.
THE GAME OF COURT: Use this move when a character wants to indirectly
affect things through social manipulation and pulling strings. Use this move
when a PC wants to reduce the social scale of an NPC foe. Note: the GM
may require the social equivalent of New Technique to reduce the scale of
Superior Foes.
SOCIAL DUEL: When a player character faces down an NPC political foe
one-on-one with the intent of defeating them, putting them in their place, or
taking them off the table, use this move.

NEW MECHANIC: MARTIAL SCALE & SOCIAL SCALE


With these new mechanics, characters need two kinds of Scale. The first,
applying to physical duels, is Martial Scale. The second is Social Scale. This
acts as a kind of protection for foes. If someone is of equal or higher Social
Scale, you must duel with them socially when you face them in public. The
reverse does not hold true for PCs—if you wish to avoid a physical duel in
public you’ll need to make a social move.
128 Like Martial Scale, all PCs have equal Social Scale. However, the kinds of things
PCs can now offer for a PC vs. PC Duel increases ( for example, support, allies,
and influence).
Just as a PC might work to reduce someone’s Martial Scale, a PC can take actions
to reduce Social Scale. Scale may come from many sources, see below. There can
be Social Superior Foes. This means PCs will need to use New Technique to ferret
out the secrets of their foe’s position and authority, and then work to exploit that
weakness.

New Character Detail: Agenda


During character creation, after setting Entanglements, players should set
an Agenda for themselves. This should describe the reason their character is
involved with the court and what their character wants to accomplish. Players
should select from the following list:
B Bring down (person, group)
B Discover the truth about (person, group, history)
B Gain prestige for (self, group)
B Gather support for (plan, person, group)
B Get close to (person, group)
B Impress (person, group)
B Obtain office or position for (self, person)
B Prevent revelation about (self, person, group, history)
B Prove innocence of (person, group)
B Reveal (person, plan) as a villain
B Steal (object, affection)
B Support (person, group)
Agendas are a guideline for the fiction with mechanical support. When characters
are forced to act directly against their Agenda, they roll Inner Conflict. Like
Entanglements, players can change and rewrite Agendas in play. The group
should check in on Agendas at the start of each session.

Playbook Adjustments
To play a courtly game, the following suggested changes should be made to the
playbooks. Each playbook has a new optional role for players to choose, and
each playbook has moves that should be removed and new moves that should be
swapped in their place. Additionally, each playbook has example Entanglements
that may be selected that are more appropriate to the courtly setting.
The Aware Playbook 129
NEW ROLE: TUTOR
You’re respected as a scholar or expert, though perhaps you do not
understand your place. Think Bai Letian from Legend of the Demon Cat or
Gongsun Ce from the Lord of Justice series.
Take +2 Forward when you have a Duel (Social) against someone of a superior
scale. In addition, on a 10+ you gain the attention and interest of a mysterious
benefactor.

CHANGES TO AWARE PLAYBOOK MOVES


Remove the following moves from the Aware playbook: 14 Blades and Legend
of Awakening. Add the following moves:
NOBLE ASPIRATIONS: When you rally a crowd to your cause, roll. On a hit, you
succeed and may direct their anger, grievances, or fanaticism towards your
desired aims. On a 10+ choose two: your role is hidden, the crowd survives,
there’s no retaliation. On a 7-9 choose one. On a miss you turn the crowd
against you and what you represent.
TO SUBDUE EVIL: When you fight alongside or call in agents of authority, take
+1 Forward.

AWARE COURTLY SAMPLE ENTANGLEMENTS


ROMANTIC
My student _____ has feelings for me, but my heart belongs to _____.
I took up this post to become closer to _____, but _____ keeps working to
keep me away from them.
I feel pangs when my colleague _____ instructs _____.
GENERAL
_____ tells me not to worry when _____ belittles their studies, but I grow
ever angrier.
I suspect _____ maneuvered to bring me into court because of my connec-
tion to _____.
I keep trying to invest _____ in their studies, but _____ continually draws
them away.
130 The Bravo Playbook
NEW ROLE: PRINCELING
You’re among the many wealthy nobility, further down the line of succession or
heir to a smaller faction. Think Prince Jingyang from The Flame’s Daughter or
Ning Yi from The Rise of Phoenixes.
When you go to manipulate courtly gossip, roll. On a hit, you may ask for a rumor
about a person. You may enhance, change, or reduce that rumor or another. On
a 10+ you may declare an entirely new rumor which will take a life of its own. On a
miss, your efforts create a dangerous rumor about you or an ally.

CHANGES TO BRAVO PLAYBOOK MOVES


Remove the following moves from the Bravo playbook: Thief of Thieves and
Vigilantes in Masks. Add the following moves:
INVINCIBLE EIGHT: You have a group of skilled agents at your disposal.
Choose what kind: guards, scholars, spies, saboteurs, merchants, etc. When
you send them out to perform a task, roll. On a 10+ they succeed admirably at
what you sent them to do and no one’s the wiser. On a 7-9 they succeed but
either suffer loss and injuries or reveal your handiwork. On a miss, they turn
against you. You will need to recruit new agents to replace them.
LOVE ON DELIVERY: When you attempt to manipulate the affections of an NPC
towards another, roll. On a hit, they will find themselves taking or losing
an interest in spite of themselves. They will find themselves torn about
their existing feelings. If they’re unattached, they will act to meet or avoid
the object of their feelings. On a 7-9, there’s a complication. Choose: a
third party resents your interference or someone from your Entanglements
misunderstands and becomes jealous. On a miss, your efforts have the
opposite effect and you create a rift with someone from your Entanglements.
BRAVO COURTLY SAMPLE ENTANGLEMENTS
ROMANTIC
131
It is assumed that _____ will wed _____, but I need to drink every time I think
of it.
_____ started to flirt with _____, thinking they were stealing them away from
me, not realizing I actually pine for [first blank].
I love _____ who I have known all my life, but _____ continually reminds them
of my youthful indiscretions.
GENERAL
_____ claims to be my friend, but I see how they treat my rival _____ with
deference.
I betrayed my friend _____ when _____ challenged them in court, and they
have not forgiven me.
My parent _____ has told me that _____ stands in the way of our plans, but
I cannot bring myself to betray them.
132 The Loyal Playbook
NEW ROLE: ADVISOR
You’re a trusted courtier, officer, or appointee. Think Commander Ziyu from
Shadow or Yuchi from Young Detective Dee.
You’ve learned to navigate the palace well. When you try to gain access to a
protected person, location, or item, roll. On a hit, you make your way in. On
a 10+, you do so quietly, impressively, and without fuss. On a 7-9 there is a
complication. Choose: a rival’s already there, your time is cut short, or word
of your violation leaks out in the worst light. On a miss, it turns out to be a
trap.

CHANGES TO LOYAL PLAYBOOK MOVES


Remove the following moves from the Loyal playbook: A Hero Born and Trail
of the Everlasting Hero. Add the following moves:
EMPEROR AND HIS BROTHER: When you work to change the course of your
own faction, roll. On a hit, you shift opinion. Choose one: they rethink a
major decision, reinstate someone who has fallen out of favor, or give back
something they controlled. On a 7-9 there’s a cost. Choose: you create a
major obligation for your faction, you lose the trust of your leadership, or
you reveal a dangerous secret about yourself. On a miss, you fail to convince
them and the outcome is worse than you feared.
TRUST AND BROTHERHOOD: You have a wide network of support and favors.
You may have up to six Influence at any time.
LOYAL COURTLY SAMPLE ENTANGLEMENTS
ROMANTIC
133
I don’t mind when my friend _____ mocks me for my restraint, but it kills me
when _____ laughs along with them.
I adore my superior/subordinate _____, but they only think of their duty to
_____.
I promised _____ I would aid them in wooing _____, but in doing so I have
fallen in love with (one of them).
GENERAL
I received the post which _____ had promised to my sworn ally _____, but
they refuse to understand how important it is to my family.
I promised _____ I would not reveal their failings, but I fear their efforts will
harm _____.
I helped _____ gain their position with _____.
134 The Outsider Playbook
NEW ROLE: FOREIGNER
You come from the North, South, Desert, Provinces—just not here. Consider
why you’ve been welcomed to this court. Think Lai Xi from Warriors of Heaven
and Earth or Kukai from Legend of the Demon Cat.
When you leverage your strangeness or alien manners to disrupt a social
event, roll. On a hit, the gathering or meeting is broken up. On a 10+ you
may skew things to arrange a new meeting between parties. On a 7-9 your
actions have costs. Choose: make a new enemy, mark an Element (choice),
or lose support of an ally. On a miss, your embarrassing disruption cements
connections between the parties you wish to split.

CHANGES TO OUTSIDER PLAYBOOK MOVES


Remove the following moves from the Outsider playbook: House of Traps and
The Water Margin. Add the following moves:
THE SONG OF GLORY: When you Social Duel you may use both Bonds and
Influence. When you play The Game of Court, you may use Bonds instead of
Influence to roll.
SWORD STAINED WITH ROYAL BLOOD: When you act to change a physical
conflict to a Social Duel, roll. On a 10+, your opponent must accept. On a
7-9, they must accept or suffer two consequences you choose from the list on
The Game of Court. On a miss, your words ring false and the physical conflict
proceeds. The GM chooses one consequence from The Game of Court to
apply to you.
OUTSIDER COURTLY SAMPLE ENTANGLEMENTS
ROMANTIC
135
_____ mocks me for my manners, but I tolerate it because their sibling
_____ has stolen my heart.
I fell in love with _____ when they visited my people, but they deny any
knowledge of them or their customs when _____ is around.
My friend _____ has changed their manner after I let slip about my time
with _____.
GENERAL
_____ has shown a curiosity about my people, but _____ has warned me to
not believe them.
While _____ does not bear a grudge for the conflict which killed their par-
ent, their siblings will not forgive _____.
_____ wants to know more about my people, but it is difficult to disabuse
them of the rumors, lies, and slanders which _____ spreads.
136 The Student Playbook
NEW ROLE: HEIR
You are the declared or commonly-believed heir to the ruler. Everyone
knows that someday you will be in command here. You may or may not
have accepted that, but you wield power without realizing it. The ruler may
approve of you or believe you’re a potential rival. Think Wu Luan from The
Banquet or Zhao Liying in Princess Agents.
At the start of each session, if you have no influence, gain +1 Influence. When
you spend Influence for The Game of Court, roll with +2 instead of +1 for each
Influence spent. You may roll with up to +4 for this.

CHANGES TO STUDENT PLAYBOOK MOVES


Remove the following moves from the Student playbook: Face to Fate and
Smiling, Proud Wanderer. Add the following moves:
GOLDEN LOTUS: When you set up an event, party, or gathering, roll. On
a hit, absolutely everyone must attend for fear of being left out. Take +1
Forward on a social move you make during the scene. On a 10+ choose: gain
1 Influence, draw out someone from hiding or reclusiveness, or gain an office
or appointment from someone in power (GM chooses). On a miss, something
goes catastrophically wrong. Choose: a rival puts on a better event at the
same time, your theme offends someone important, or bad omens appear and
everyone quickly leaves.
SHADOW: You have a body double, trained to mimic your every word. When
you reveal in a scene that it isn’t you but your double, roll. On a hit, the
revelation is a shock. You may suddenly and unexpectedly appear or cut to a
scene elsewhere to show what you’re doing at the same time. On a 7-9, there
were cracks in the performance, mark an Element (choice) and pick one NPC
who suspected something. On a miss, you appear but choose: your double
acts on their own secret agenda or suffers devastating harm.

Like the Thief and Hidden roles, the Shadow move creates ambiguity of identity. It’s
important to establish who knows what during character creation. Which PCs know of
the double? If someone has an Entanglement with the Shadow player, does it refer to
the PC, the double, or both?
STUDENT COURTLY SAMPLE ENTANGLEMENTS
ROMANTIC
137
_____ is far beneath me in social status, but I fear what _____ will do to
them if that’s discovered.
_____ spends all their time trying to draw me out, but everything reminds
me of what happened to _____.
I helped _____ gain their position, but they have since become overly close
with _____, whom I desire.
GENERAL
I have taken the newcomer _____ under my wing, but I suspect their sibling
_____ is involved in something nefarious.
I love my naive sibling _____, but I fear that their admiration for _____ is
dangerous.
I have to keep my ambitions for revenge against _____ hidden from my
sworn friend _____.
138 The Unorthodox Playbook
NEW ROLE: SERVANT
You’re a handmaid, assistant, guard, or the like. Perhaps this is merely
a cover for other activities. A few see and confide in you, perhaps even
becoming friends. But most above you overlook you as you move through
the court. Think Chu Qiao in Princess Agents or Lie Ruge from The Flame’s
Daughter.
After a private conversation between a PC and another character, explain
how you were in a place to overhear it and roll. On a 10+, you hear everything
and manage to escape without detection. On a 7-9, you hear everything, but
one of the involved parties sees you leave or finds evidence of your presence.
On a miss, you hear and see nothing, as your superiors catch and punish you.
The GM may decide if your presence is reasonable in the fiction.
(Credit and thanks to Brandon Leon-Gambetta)

CHANGES TO UNORTHODOX PLAYBOOK MOVES


Remove the following moves from the Unorthodox playbook:The Golden Lion
and His Name is Nobody. Add the following moves:
THE BANQUET: When you protect someone from the anger or oppression of
those in power, roll. On a hit, you succeed and protect them immediately and
from future repercussions. On a 10+ choose one: take +1 Influence, gain a loyal
assistant or informant, or cause their oppressor social embarrassment. On a
7-9 choose one: the protection is temporary or you lose someone’s backing.
On a miss, your intervention makes things worse for them, if not right now
then in the near future.
THE SHADOW WHIP: You have a complete alternate identity within the court.
You could be a guard, a minister, or something else. You can change between
your guises with implausible speed. Revelation of your alternate identity is
up to you.
UNORTHODOX COURTLY SAMPLE ENTANGLEMENTS
ROMANTIC
139
_____ is far above me in social status, and _____ will be furious if they even
suspect a connection.
I love _____ but their desire for revenge against _____ has poisoned their
heart.
I owe _____ everything, but despite that my heart belongs to _____.
GENERAL
_____ pushes me to accept their friendship, but doing so risks my family
_____.
_____ would be furious if they knew _____ had involved me in secret plans.
_____ has given me private, secret training, but _____ will be enraged if
they learn of it.
140 GMing a Courtly Hearts of Wulin
RIVALS
When thinking about court rivals for the PCs, consider how the rival has the
power they have. The reason can serve as the source and guide for moves
you make against the PCs. These will also be the things the heroes can strike
at to even the Scale.
Also consider their rival’s plots, plans, and agenda. What do they want? If
you want to make this concrete, use Clocks as demonstrated in the games
from the Forged in the Dark game system. A Clock has four, six, or eight
segments. Write down what happens when the clock fills. Mark a tick on
the clock a) as all or part of a GM move or b) when the players have to do
extended recovery scenes. If players interfere with a plot, rewind the Clock
and remove ticks. If you do choose to use Clocks, decide if you want to make
the status of the Clock known to the players or secret. Public knowledge
means the players can see and feel pressure from the plot. You may or may
not tell them the details of the scheme or what happens when it fills. If you
keep the Clock hidden, you can reveal it when the players investigate or take
a Study move to understand the situation. In any case, you should be clear
with your players about your use of Clocks.
REASONS YOUR FOE IS A HIGHER SOCIAL SCALE
B They’ve carefully accumulated blackmail material over the years.
B They have a long-standing reputation for honor and fairness.
B The secret cache of wealth they embezzled years ago.
B Old glory on the battlefield.
B Privy to secrets of the highest.
B A network of agents who bring them rumors and whispers.
B A cadre of agents with secret techniques who eliminate rivals.
B Those who oppose them have a history of vanishing.
B Backing of the military.
B Support from an order of political advisors.
B Prophecy from a seer about their importance.
B Tied to the ruler by marriage.
B Tied to the ruler by blood.
B Has the ear of the ruler’s spouse.
B Rivalries and infighting between the PCs.
GMING PLAYER CONFLICT IN A COURTLY SETTING
Introducing explicit social mechanics means opening up new arenas for
141
players to mess with one another. In particular, the social mechanics give
tools to affect other players indirectly through court manipulations and
affecting ally NPCs. Direct conflict—social or physical—should still be handled
via the PC Duel move. Either player involved can ask to move to that.
Talk with the table about how they feel about this kind of play. Does anything
go? Should NPCs involved with Entanglements be off the table? Use your
safety tools to support this discussion.

MANAGING FACTIONS
Start by defining a face character for each faction and giving them an agenda
or plot perhaps even establishing a Clock for the agenda or plot. Write down
a couple of characteristics or key words for each faction. You could also rank
them by power to help you visualize who can push whom around. Don’t have
too many factions; after you add in ones created by the players you should
have 5-7 total.
While most of your play should roll out from backstories, Entanglements, and
moves, with a court game, you may want to generate some of the behind-the-
scenes goings on between factions and groups. If you want inspiration for
the plots and plans, use a Faction Matrix. This technique is inspired by the
mechanics in The Green Law of Varkith published by Magpie Games.
Make a table with the names of the factions in a header for the rows and
columns. The rows show who is doing something, the columns show who
they’re doing it to. For each faction, roll to determine which Action from the
list below they’re currently up to and then randomly determine which faction
(including itself) that Action is targeting or affecting. If a faction’s Action
targets itself, it may suggest a division within the faction.
142 ACTIONS
1 Attack: This could be a concerted assault, whispering campaign, duel,
assassination, or public debate. The nature depends on the initial group
and relation to the target. If the group’s previously done a Discern Strength
or Expansion action, I use the outcome from that action as the target rather
than rolling.
2 Expansion: The faction works to gain something from someone else:
territory, patronage, recruits, rights, honor, status, etc. This hasn’t yet risen
to the level of an attack. Instead, they’re beginning to push and prod. An
internal target could indicate some kind of building project or gathering of
power.
3 Gather Information: The group is investigating another faction—history,
membership, plots, goals, etc. This isn’t necessarily hostile; they could be
exploring an alliance or searching for something. An internal target sug-
gests a hunt for dissension, researching history, or even looking for spies.
4 Discern Strengths: The more aggressive version of Gather Information.
Here the group is looking for weak points and avenues of assault. This could
be the prelude to an attack or expansion. The faction might also decide
that such a conflict isn’t worth it or store the info away for a rainy day.
5 Event: The group is planning some kind of ceremony or party. The
target may be the faction they’re honoring, trying to impress, or working
to exclude. Think tournaments, banquets, musical performances, operas,
weddings, coming of age rituals, or retirement celebrations.
6 Bargains & Exchanges: The group publicly makes deals or arrangements
with another faction. This could be an alliance, exchange of prisoners,
cessation of hostilities, or something else. Interesting stories can come
from odd couples here. An internal target suggests an alliance to bring the
faction under tighter control (or the opposite).
7 Secret Deals: The group carries out behind-the-scenes machinations.
Perhaps they settle old debts, conspire against a third group, or agree to
aid one another on something both want hidden. An internal target could
represent a conspiracy within the faction.
8 Entrench Power: The faction works to bolster defenses, assure loyalties,
or improve public image. If they’ve recently made gains, they work to secure
those. This result doesn’t need a target unless you want to know who might
be driving them to it.
9 Send Expedition: Agents travel out for some purpose. They might be
sending the vulnerable away, seeking an object of power, or contacting a
143
distant embassy. In any case, they dispatch people beyond the outside
the Court. The target may share in the expedition, protect it, disrupt it, or
attempt to outpace them.
10 New Arrivals: New forces or faces appear. These may be members from
another branch of the faction, a replacement for losses, or an old agent
returning from travels. Their arrival should suggest a change in the status
quo.
11 Recruit Outsiders: An attempt to increase numbers. Depending on the
group, this could be enrolling students, adding a new sub-family, or hiring
mercenaries. It could show a weakness in the group or preparations for a
bigger operation.
12 Change Approach: This should be a big event or shift. The faction could
give up an ongoing project, renounce old allies, or move into areas it’s
never had interest in. Why is this happening? Has a new leader arisen? Has
some prophecy come to light? Or have they been hiding their real inten-
tions all along!
One roll should generate plenty of background material to put into play.
Several sessions down the road, once some of those stories have been told,
you may want to generate another matrix. The changes between those two
can generate fruitful stories.

GMING WARFARE
Historical epics with wuxia elements like Red Cliff and Nirvana in Fire feature
sweeping battles. HEARTS OF WULIN offers two options for handling this:
detailed (Warriors of the Dynasty) and backdrop (The Field of Battle) . Note: if
a battle pits two PCs against one another use the PC Duel move instead.
The detailed procedure simulates the clash of armies. Establish the scale of
the enemy force relative to the PCs’ forces. Dramatically, it should always be
higher if there’s time for the PCs to even things up. Give players the oppor-
tunity to carry out actions to change the Scale. For example, encourage the
players to give rousing speeches, scout the terrain, or prepare stratagems.
If there’s no time to prepare, the forces should be of equal strength to make
things interesting. Note: if the forces start on equal footing, the GM may
let players take actions to raise their army’s Scale. This makes for a less
interesting final resolution, but allows for more PC interaction.
144 WARRIORS OF THE DYNASTY
The PC side chooses a number of things from the list below to put at risk. The
group should agree on these choices. They must put at least one thing at
risk. They can then make the battle roll at +0. For each additional item risked,
they may add +1 to their roll (maximum +3). You do not need to name which
PC or NPC is at risk yet.
What Will You Risk?
B Your life
B The life of a valued NPC
B Permanent scarring or injury
B Loss of face or respect
B The lives of your troops
B Temporary victory
B A key resource or location

Once the players have established their roll modifier, have them roll and
resolve on using the outcomes below:
If the enemy forces are of a lower scale: on a hit, you win soundly and lose
nothing. On a 10+ you gain an additional benefit (capture a general, free
prisoners, gain allies, seize a strategic location, etc.). On a miss, you must
choose to lose one of the things you risked. If you do, you win. If you don’t,
your forces cede the field.
If the enemy forces are of equal scale: on a 10+ you win but there’s still a cost
to be paid. The players chose one of the risked items to lose. On a 7-9 you
win but must sacrifice two things you risked. The players and GM each pick
one from the items wagered. If you wagered only one, the GM picks. On a
miss, things fall apart. Choose one: a) suffer defeat but manage your retreat.
The players choose one risked thing to lose. OR b) you win but the cost is
high. Lose everything risked. If you risked only one thing, the GM picks one
more from the list.
If the enemy forces are of higher scale: on a 10+ you may win if you sacrifice
everything you risked (at least two items); otherwise, you lose at no cost.
On a 7-9 you lose and the players must lose one thing risked, their choice.
On a miss, the loss is devastating and complete. Lose everything risked. If
you risked only one thing, the GM now chooses two more to lose and any
surviving PCs are captured.
THE FIELD OF BATTLE
If you don’t want to simulate the whole battle, you can make the conflict a
145
backdrop upon which the players can gain glory. Use this move:

THE FIELD OF BATTLE


When you head into battle, roll.
ON A 10+ your courage and valor are unprecedented. Hold 2.
ON A 7-9 you hold your own and your comrades respect you. Hold 1.
Spend this Hold one for one for a selection from the Glory list. For each
Hold spent, also gain a pick from The Game of Court results list.
ON A MISS the tide turns against you. Mark an Element and make a
sacrifice (your life, your beauty, your health, the life of an ally, the
respect of something you value, etc.).
GLORY LIST
Capture a named foe
Deadlock in a duel with a superior enemy
Defeat an enemy leader
Devise a decisive stratagem
Force an enemy unit’s retreat
Hold a position despite the odds
Infiltrate behind enemy lines
Obtain a legendary or exquisite item
Rescue an important person
Save cut off troops
Seize plans, codes, or secrets
Take up the banner of a fallen ally
(Other as fits your character’s fiction)
146 Additional GM Resources for Courtly Games
COURTLY SCENARIO STARTERS
B Rumor has it that the ruler has been replaced by their body double. One
of the PC’s Entanglement connections is completely convinced of this.
What are the signs? What desperate action might their friend take. Where
is the ruler?
B After several members spoke out about the ruler, the Court has ordered
a sect or religious faction to be arrested. At least one important PC friend
belongs to this group. How will they handle this? How will the rest of the
courtly forces move to take advantage?
B A general has returned after a series of striking victories. They have the
love of the public and the loyalty of their troops. With their influence, they
have quietly questioned the ruler’s choices and decisions. One of the PC’s
factions has aligned itself with the general, creating new tensions.
B The ruler has recalled to the capital a royal scion of the previous dynasty,
granting them favors and showering them with gifts. Is this a move to
make their own heirs upset? Does this new prince have something the
ruler wants? How do the PCs’ factions react to this shift?
B The leader of a wulin sect or alliance of sects has died. With no clear
successor, several candidates have arisen. The ruler supports one in
hopes of bringing the sect under closer control. But friends of the PCs
support others. Who is behind the scenes manipulating these choices?
What happens when there are rumors or even proof that the late leader
died unnaturally?
B The ruler has announced a great celebration, but rumors reach the PCs
that this is a ruse. The gathering is a call which cannot be reasonably
refused and all nobles must attend. One of the PC’s friends suspects that
they will be among those targeted. Can the players discover the truth or
change the ruler’s course?
B The first prince and heir has become ill and the imperial physicians have
been unable to cure them. Now rumors are swirling that this illness is in
fact some kind of poisoning or curse organized by a faction, the ruler, the
ruler’s spouse, or someone else. One of the PC’s friends has vanished
after looking into the matter. Alternately, a leader in one of the PC’s
factions has asked them to turn a blind eye.
B The ruler has announced a tournament for all of their favorite games and
events (riding, combat, calligraphy, etc). It is hinted that major gifts and 147
posts will be given to those who do well. Behind the scenes, factions have
begun to maneuver: securing masters, interfering with participants, and
looking to gain political capital. How will the PCs take advantage of this?
B Behind the scenes something major has happened that the ruler wants to
keep quiet. The execution of a judge, vanishing of a minister, and strange
late-night meetings offer some hints. Is it an uncovered conspiracy? The
theft of coin die castings from the Imperial Mint? Revelation of a past
crime? One of the PC’s friends comes to them in a panic that they are
about to be implicated, but in what?
B All of the court has begun to anticipate a forthcoming wedding. Is it a
prince? A duke? The ruler themself? What duties do the PCs have? What
kinds of gifts will be auspicious? What happens when a friend of the PCs
asks their help in sabotaging the marriage? Perhaps they’re implicated in
the vanishing of the bride or groom.
B A foreign embassy has arrived, bringing with them unusual cultures,
foods, and beliefs. Does the ruler hope to secure an alliance or has this
legation come to ask for something? Who doesn’t want the conference
to go forward? Do the new arrivals have another agenda? What happens
when one of the PC’s friends (or a PC) falls in love with one of the delega-
tion?
B Over the last few months, the ruler has begun to listen to the advice and
prophecies of a mysterious seer. Now, based on their readings, a grand
and sweeping project is planned for the city (giant statue, raised shrine,
redirecting the flow of the river, etc.). This has thrown some faction’s
plans into turmoil and played into the hands of others. What can the PCs
uncover about this seer? How can the players bring justice and order to
the court?
148 COURT GENERATOR
For a quick court you can roll on these elements or have the players choose
them. This creates six focus characters from factions and their agendas. They
can be split by their current status (In Favor, Neutral, or Out of Favor) and
reputation (Upright or Questionable).

IN FAVOR, UPRIGHT
1 Uncle
2 Admiral
3 Lord
4 Overseer
5 Secretary
6 Bureaucrat
Agenda
1 Reduce Another’s Power
2 Calm Dissent
3 Aid the People
4 Gain Office
5 Secure Treaty
6 Glory for Faction

IN FAVOR, QUESTIONABLE
1 Dowager
2 Patriarch
3 Censor
4 Elder
5 Aunt
6 Senior
Agenda
1 Protect the Status Quo
2 Gain Office
3 Uncover Secrets
4 Personal Glory
5 Enflame Dissent
6 Gain Ruler’s Symbol of Support
NEUTRAL, UPRIGHT
1 Commissioner
149
2 Judge
3 Heir
4 Widow
5 Administrator
6 Brother
Agenda
1 Stability in the Kingdom
2 Change Ruler’s Ways
3 Reveal Criminals
4 Prevent War
5 Give Voice to the Voiceless
6 Arrange Marriage

NEUTRAL, QUESTIONABLE
1 Abbot
2 Princess
3 Chancellor
4 Consort
5 Magistrate
6 General
Agenda
1 Silence Dissent
2 Bring Down Their Enemies
3 Prevent Treaty
4 Accumulate Wealth
5 Begin War
6 Advance in Power
150 OUT OF FAVOR, UPRIGHT
1 Hero
2 Predictionist
3 Matriarch
4 Mistress
5 Chief Advisor
6 Prince
Agenda
1 Accumulate Wealth
2 Advance in Power
3 Restore Something
4 Prove Someone’s Innocence
5 Gain Office
6 Support Grand Project

OUT OF FAVOR, QUESTIONABLE


1 Queen Mother
2 Minister
3 Governor
4 Lord
5 Master
6 Mayor
Agenda
1 Hide Criminals
2 Support Grand Project
3 Put Followers into Power
4 Reduce Other’s Power
5 Destroy Office
6 Stop Grand Project
FANTASTIC
WUXIA

Fantasy, Magic, and Spirits in Wuxia


THE SUPERNATURAL WORLD
The supernatural is a fascinating world all by itself. Ghosts, spirits, the undead,
immortals, and demons—the supernatural has become an important compo-
nent in recent wuxia and xianxia stories, thanks to the influence of movies such
as A Chinese Ghost Story and Legend of the White Snake.

SHAPESHIFTERS
The most well-known shapeshifters or jing in Chinese folklore and mythology
are the hulijing, the fox spirits. They disguise themselves as beautiful women
(and sometimes men) so that they can steal valuable chi/energy from unsus-
pecting men. Unfortunately this aspect of the fox spirits can be extremely
out-dated, misogynist, and patriarchal.
Spider and snake shapeshifters are also popular, especially in Journey To The
West and The Legend of The White Snake/Lady White Snake. Like the hulijing,
they are cast in an unfavorable light. Feel free to discard/throw misogynist
notions out of the window!
The shapeshifters often seek to cultivate immortality and would meditate (or
cultivate) for thousands of years to attain that invaluable state. However, due
to their animal natures, they always end up falling from grace and reverting
back to their original true forms.

151
152 IMMORTALS
Immortal ladies are known as xian nǚ. They are always portrayed as ethereal
beauties who serve as handmaidens and ladies-in-waiting in the Jade
Emperor’s courts or the Queen Mother of the West’s courts (xi wang mu).
Apsaras are celestial dancers and singers of Indian and Buddhist origin that
are related to xian nǚ.

SPIRITS, GHOSTS, UNDEAD & DEMONS (OH, MY!)


Chinese mythology speaks of eighteen levels of Hell filled with evil. It is a
dangerous place to venture where a mortal would risk losing life and soul!
Within this heinous realm lurk angry spirits, wandering ghosts, the undead, and
the demons who strive to torment people. The gates of Hell are guarded by
animal-headed creatures known as Ox Head and Horse Face. In Taoist parlance,
the eighteen levels of Hell are where the yin energy resides as an overpowering
force. Everything is off-kilter. There is no yin and yang balance. Evil and
unorthodox folk thrive on these negative energies and seek to harness them for
nefarious purposes like domination of the wulin world or control of the undead.
The jiangshi is a popular undead and supernatural being in horror and wuxia
stories. Immortalized in Hong Kong movies of the 80s and 90s, this being has a
greenish pallor and hops on two legs with hands stiffly outstretched. It’s often
said many households have raised wooden thresholds so that they would deter
jiangshi from hopping over. Like zombies in Western movies, the jiangshi is a
horrifying undead monster, raised from the dead by an unorthodox practitioner
in some unholy and dark ritual.
Gui, or ghosts and spirits, are also common. Generally considered evil, they
either dwell in Hell or roam the earth as wild ghosts (ye gui), forever hungry
and vengeful. In certain cases ghosts appear as helpful or positive spirits. The
concept of the ye gui hails from the Taoist-Buddhist “preta”: supernatural beings
suffering greatly from extreme thirst or hunger. The preta roam the earth looking
for food and other objects they desire. Festivals such as the Ghost Festival/
Hungry Ghost Festival are held to appease these ye gui and wandering spirits
with shows, burnt offerings, and offerings of food and drink. These festivals are
now more practised by the Chinese diaspora in Southeast Asia.
Just like humans, ghosts may be good or evil.
Demons are another category altogether. Denizens of Hell, they are absolutely
hideous creatures who torment the living and the dead. The various levels of
153
Hell are governed by demons who torture souls who have committed heinous
crimes. They cut off tongues, hang souls by their feet, and plunge them in
burning pools. Demons are often portrayed as villains and antagonists, though
these days, stories with demons and humans falling in love are not uncommon
and are well-received by audiences all over. There are even kind-hearted
demons.
Some demons from popular fiction include Baigujing, the White Bone Spirit
from Journey To The West who hungers for the monk Tang Sanzang’s flesh, as
well as the White-Haired Demoness who has appeared in numerous movies.

DRAGONS & OTHER MYTHOLOGICAL CREATURES


Dragons and other Chinese mythological creatures are a regular feature in
wuxia and xianxia. They’re generally associated with royalty and the court.
Dragons in Asian mythology are often considered more benevolent than their
Western counterparts. Yet, the dragons in wuxia and xianxia can also be
capricious and malevolent, especially when they are thwarted. Ambitious and
selfish dragons abound in stories. There are TV serials with dragons in human
form blending in to avoid notice. Some enjoy meddling in human affairs. For
example, in some versions the dragon prince in Journey To The West appeared
as a human first before being transformed into a white horse as punishment for
his crimes. Pili’s wuxia puppet series is rich with dragon mythology, focusing
on the dragons’ vaulted power and strength. The protagonists are imbued with
draconic power, often enabling them to perform feats of amazing prowess.
Phoenixes, qilin and even mermaids are interwoven in wuxia and xianxia
stories. With the advent of CGI and special effects, the inclusion of realis-
tic-looking mythological creatures is now possible in many movies and TV
drama serials.

HIGH “MAGIC,” OR XIANXIA


Xianxia involves a lot of “magic” or fantastical feats of energy and chi, often
accumulated via strenuous cultivation and meditation. It is also a product of
various philosophies and traditional Chinese medicine. Cultivation is often
perceived as magic as it involves the manipulation of will and energy.
154 TAOIST MAGIC
Taoist rituals often involve a fair amount of energy manipulation as well as a
knowledge of ritual tools and words.
The toolbox of a Taoist priest consists of items (peach wood swords and horse
tail whisk) and manuals (Thunder Magic). Swords are a part of a Taoist priest’s
regalia, used to exorcise and slay evil spirits and other negative influences like
harmful emotions. The ritual swords are made of peach wood known to contain
spiritual properties. Taoist priests use the whisk like a duster to banish spirits
during exorcism ceremonies.
Priests are sought after to prevent drought and to appease the gods. Often, in
movies and novels, the priests and practitioners use paper talismans inscribed
with ritual words done in elegant calligraphy. These paper talismans are used
to stop jiang shi and other undead/demonic beings, ward living areas, protect
homes, and banish evil spirits. In essence, the work done by these priests is
spell work. The rituals and rites are often vividly portrayed in movies and TV
drama serials such as A Chinese Ghost Story. The portrayals often have links to
shamanistic rites from the past.

SELF-CULTIVATION/CULTIVATION
The priests and practitioners are required to cultivate and hone their chi and
neigong. As such, priests engage in practices connected to martial art forms
like tai chi and qi gong. The onus is on the practitioner to be self-aware and
to perfect the accumulation and flow of chi inside and outside of themselves.
They strive for balance. Imbalance of yin and yang might cause disorder, so
practitioners cultivate and practice hard, building their inner strength and
energy or “neigong.”

AMAZING FEATS OF CHI & NEIGONG


Stories are replete with heroes and heroines embarking on rigorous journeys
of self-cultivation. Sword maidens are able to soar from tree to tree. The xia
floats on air, seemingly effortlessly. Advanced/high-level practitioners are
even able to perform amazing feats of chi and neigong like flying or leaping
across bodies of land and water. Some may be able to balance delicately on
their swords while the blades float in mid-air.
MYTHOLOGICAL CREATURES & CULTIVATING IMMORTALITY 155
Stories exist of celestials, shapeshifters, and other mythological creatures
eager to attain immortality by cultivating and meditating. Immortality is the
most sought-after goal of many cultivators, both human and non-human.
Cultivation is the long and hard way to achieve it with many spending hundreds
(or even thousands) of years secluded in caves and special places.
Of course, there are shortcuts. The Seven-Gowned Maidens are a group of
fairies that pick the delectable peaches from the Immortal Peach Garden in the
palace of the Queen of the West. These peaches impart immortality. Anyone
who eats them becomes immortal. In one tale, the fruits prove far too delicious
and tasty for Sun Wukong who then supped on the fruits, earning the wrath of
the Queen and the entire celestial court.
The story of Chang E flying to the moon is also linked to immortality. In some
versions, she steals the elixir of immortality meant for her spouse Hou Yi. In
other versions, she steals and eats the elixir instead because Hou Yi is such a
cruel and abusive husband and undeserving of this gift. As a result, she ends
up fleeing or flying to the moon.

TRADITIONAL CHINESE MEDICINE (TCM)


The basis of cultivation and amazing feats of chi is traditional Chinese medicine
centered around the belief that the human body and circulation is a moving
intricate network of points, meridians, and pathways. Illnesses are a sign of
blockages or stagnancy. Hence, TCM physicians use acupuncture to stimulate
and unblock the stuck or stale chi.

CLEARING MERIDIANS & BLOCKAGES


Xia display a keen awareness of TCM and the human anatomy as this is part
of their training, especially for xianxia stories. Movies, TV dramas, and manga
show valiant heroes and heroines helping their severely-injured comrades
and allies by clearing poisoned meridians with just a few jabs of the finger or
placing their palms on the affected areas.
156 MAGICAL RITUALS & RITES
MAGICAL ELIXIRS (XIAN DAN) & MEDICINES
TCM knowledge is also popularly displayed in the form of magical elixirs and
medicines. Often the wuxia heroes find themselves on a journey to seek out a
magical pill or potion that would impart immediate miraculous healing or, best,
immortality to the person who swallows it. Xian dan (literally “celestial pill”) is
one that is highly sought after by practitioners eager to attain immortality. At
times, they fall prey to ambition and simple greed and end up going down the
unorthodox path just to achieve their goal.
One such example of xian dan is Ji Gong (The Drunk Monk) who rolls his body
dirt (!) into a pill so that he could cure people. His methods are often odd and
hilarious.
MAGICAL WEAPONS & RELICS
Associated with elixirs and medicines are magical weapons and special relics
which protagonists and antagonists in these stories strive to obtain—anything
to help increase their chi or accelerate the speed and level of cultivation.
Practitioners wield swords (jian or dao), sabers, spears and all forms of
weaponry imbued with magic or power. Many weapons are ancient relics,
passed down from famous (or infamous) warriors. The weapons can either be
good or bad, taking in consideration how they are forged or used. Some relics
are evil, demanding a heavy blood price, while others are pure and good.
Complicated story arcs contain protagonists becoming twisted because of their
magic weapons. Many stories depict the horror and tragedy in how orthodox
leaders and heroes turn evil when they come in close and prolonged contact
with particular weapons or relics. Like Gollum from The Lord of the Rings, they
can become obsessed with a relic and would fight anyone who tried to stop
them.
With such lethal powers, the weapons and relics are given beautiful and
elaborate names like Ice Star Sword, Heavenly Sword, or Dragon Saber. Even
daggers can be powerful weapons in wuxia stories, as demonstrated in Xiaoli
Feidao series by Gu Long.
Playing Fantastic Wuxia 157
The wuxia genre contains many fantastic elements. Within wuxia stories,
some skills and talents appear superhuman but actually come from specific
training and knowledge. By default, HEARTS OF WULIN and the classic forms
of wuxia accept things like:
INCREDIBLE FORMS OF MOVEMENT, often called Lightness, allowing heroes
to run up walls, perform great leaps, balance on thin branches.
VULNERABLE PARTS OF THE BODY which can be attacked to weaken an oppo-
nent’s powers or make them vulnerable.
MEDICINE WHICH CAN PERFORM MIRACLES of restoration and healing.
More exists beyond this short list in wuxia stories. Groups are encouraged
to define the level of fantastic within their setting—what typical martial skills
can do.
Other wuxia media exist which include more elements of the supernatural:
sorcerers, ghosts, shape-shifters, monsters, etc. These elements can be
divided into two groups: Supernatural Wuxia, which adds these elements,
and Xianxia, which takes that and turns it up to 11.

Supernatural Wuxia
Players should check out some of the great touchstones for this genre:
Painted Skin I & II, Bride with White Hair, Encounters of a Spooky Kind, A Chinese
Ghost Story, Legend of the Demon Cat, and Seven Swords. The TV series Glorious
Nights of the Magical Tang and Romance of the White Hair Maiden also fit in.
Because HEARTS OF WULIN abstracts mechanics significantly, most of
the supernatural elements can be handled by reframing and recoloring
characters and ideas. Players can easily change the scale of what’s possible.
Groups can play without distinct mechanics for a higher Scale sorcerer. It
simply changes how the players have to approach the problem.
That being said, this section provides many options to enhance playing a
supernatural game. These are divided into base mechanics—meaning those
players will always likely use—and optional mechanics, which the GM and
table will want to decide on together.
158 New Moves & Mechanics
FACING THE SUPERNATURAL
In this genre, the mere act of facing the supernatural can break even the
most solid of heroes.

NEW MOVE: FACING THE SUPERNATURAL


When you face a new supernatural manifestation alongside the unready, roll.
ON A 10+ your calm and determination hold them steady. ON A 7-9, choose 1:
bear the brunt and mark an Element (choice),
someone panics and spreads chaos,
someone panics and causes injuries,
or the manifestation claims a victim.
ON A MISS, the situation goes out of your control and the power of the
supernatural foe increases.
Once the unready have faced such a foe, they’re considered ready.
If a PC declares themselves unready, they may mark XP.

THE STUDY MOVE & THE SUPERNATURAL


If players want to enhance the distinctiveness of the supernatural, restrict
the Study move. Only allow characters with an appropriate background or
role to ask questions regarding a supernatural manifestation. In this case, or
if the GM determines the PC needs further help, use this move:

NEW OPTIONAL MOVE: SEEK EXPERT


When you ask an expert about a supernatural manifestation you’ve
witnessed or seen evidence of, roll.
ON A 10+ they provide you with answers. You may ask two questions
about the manifestation or make one declaration.
ON A 7-9 they’re cranky or recalcitrant, choose one: ask one question
before they drive you away or take the 10+ result if you provide them
something idiosyncratic they want (declare their superiority, provide
a legendary wine, carry them across a river, etc.).
ON A MISS, choose: they provide you with misleading information or
they’re secretly associated with or responsible for the manifestation.
SCALE & THE SUPERNATURAL
Like more conventional foes, supernatural villains can be of a higher Scale.
159
Unlike conventional foes, supernatural villains don’t fight the heroes the
same way. To represent this, GMs should consider their Scale Superior (see
Scale, page 41). Heroes cannot deal with a Superior supernatural threat
within a scene the first time they face it. They may drive it off or escape. But
to gain Scale, the player characters must find a Bane. This is a variation on
the New Technique move.

NEW MOVE: UNCOVER BANE


When you seek out a Bane by study, practice, or consultation, roll.
ON A 10+ you discover a Bane. It doesn’t claim another victim in the
meantime. Choose one:
it can only be used once,
it is costly/rare,
it is forbidden,
a rival controls access,
it harms you, or it damages something important. Describe what it is.
ON A 7-9 choose two and it claims another victim while you work.
ON A MISS despite your belief in it, the Bane fails. Alternatively, the GM
may decide it succeeds but there’s a horrific cost.
160 New Variant: Options for Monsters/
Supernatural Foes
CORRUPTING: This foe is dangerous to engage. You must mark an Element
(choice) when Dueling them. Nastier versions require you to mark a specific
Element associated with the being (or Wounded if that’s already marked).
INSIDIOUS: When you Duel this creature, roll +Bonds spent instead of an
Element. If you cannot or will not spend Bonds, roll +0 and as if the foe is a
higher Scale.
UNDYING: The foe is the same Scale, but when defeated it dissipates or
vanishes. The “show mercy” option is removed for Duel. The “at a cost”
choice for the 7-9 result is changed to “Mark an Element, reveal a secret, or
embarrass yourself.” This foe can return in a later scene. This cycle can be
broken by discovering a Bane to remove this power.
VENOMOUS: If you mark an Element as a result of a Duel, it cannot be
cleared without expert knowledge about the supernatural.
VINDICTIVE: This foe hurts innocents nearby. When facing a Superior Scale
foe, this happens on all but a 10+ result. For a Same Scale foe, a 7-9 result
only has two options: lose and mark XP or win at a cost (innocents or allies
harmed).
VITAL POINTS: As a cost or GM move in a Duel, this foe can lock down one of
your moves, your choice. You cannot use that ability until you have a scene
with someone who has supernatural expertise who can assist you. A partic-
ularly powerful foe might have this as a cost to even engage them. (Note:
this ability is meta and so choices don’t have to logically sync up).
Use Found Magic 161
If your characters come across magical talismans, wands, supernatural
scrolls, or the like, they may want to use them. The first step is to Study an
item. They can then use the move Use Found Magic. If a character cannot or
chooses not to Study, they roll Use Found Magic at +0.

NEW MOVE: USE FOUND MAGIC


When you attempt to use an item of supernatural power which you have
found, roll.
ON A HIT it works. Choose one: it must be recharged to use it again;
mark an Element—while you bear the item, you can only use that
Element to roll to use the item; it vanishes back whence it came after
use.
ON A 7-9 choose one: the item does not do what you thought or there is
a significant cost to using the item (harm someone dear, alienate one of
the NPCs named in your Entanglements, destroy something of value, or
gain a permanent mark upon your body).
ON A MISS you lose control of the powers in the worst way.
162 Playbook Adjustments
To play a more supernatural and fantastic game, the following suggested
changes should be made to the playbooks. Each playbook has a new optional
role for players to choose, and each playbook has moves that should be
removed and new moves that should be swapped in their place. Additionally,
each playbook has example Entanglements that may be selected that are
more appropriate to this setting.

The Aware Playbook


NEW ROLE: SORCERER
There is a lot of symbology and association of Taoism with magic in these
stories. Some of that comes from an effort by historical Taoists to present
themselves as possessing such powers. It might be better to use a more
neutral name for this role. In any case, think Yin Chik-ha from A Chinese Ghost
Story or Priest Tsui from Encounters of a Spooky Kind.
When you Duel with supernatural forces, take +1 Ongoing.

CHANGES TO AWARE PLAYBOOK MOVES


Remove the following moves from the Aware playbook: 14 Blades, Clans of
Intrigue, and Legend of Awakening. Add the following moves:
FURIOUS SWORD, MAD FLOWERS: When you Deal with Troops, on a hit you may
choose one of the following additional options: force the group into another
location, bind them to prevent their movement, disarm them of arms or
equipment, or dispatch them quietly so as not to raise alarms or attention.
GOD OF GAMBLERS: When you compete in a game of chance, roll. On a hit, you
win. On a 10+ you cause financial distress or obligation to someone playing.
On a 6-, you still win but you are cut off, kicked out, or accused of cheating.
However, if you roll two 1’s with this move, you lose the game and this move
until you complete a quest or task of the GM’s discretion.
PHOENIX FLYING IN THE SKY: You can communicate across vast distances via
some supernatural medium (messenger familiar, dreams, visions, voices, etc.).
You must know the person you’re talking with. If you have a Bond with your
target, they can speak back.
AWARE FANTASTIC WUXIA SAMPLE ENTANGLEMENTS
ROMANTIC
163
I saved _____, who I desperately love, but _____ took credit and has used
that to begin courting them.
I love _____, but my senior, _____, and the rest of my clan believe they
serve a dark force.
I failed to save _____ from turning to the dark side, and out of love I accept
_____’s blame of me for that.
GENERAL
I can sense a dark destiny if my friend _____ maintains their love for _____.
It was _____’s fault that my sibling _____ fell into the thrall of dark powers.
_____ is too hot headed to be dealing with these dark forces, but _____
keeps encouraging them.
164 Bravo Playbook
NEW ROLE: MONSTER HUNTER
You have dedicated your life to tracking down monsters. In your time on the
road you have learned their tricks and ways. Think Xia Bing from Painted Skin
or Xiaolan from Monster Hunt.
Your experience allows you to use the Study move on supernatural creatures
without access to experts or records. When you try to see through the
illusions and disguises of monsters and supernatural creatures, roll Study.
Without spending Hold you may ask: What is this creature called? If the
target is above your Scale, your Study questions may offer impressions rather
than specifics. You begin with an additional Entanglement to either a ghost
who loves you, a monster you protect, or a creature seeking revenge tied to
someone they care for.

CHANGES TO BRAVO PLAYBOOK MOVES


Remove the following moves from the Bravo playbook: Laughing in the Wind,
Midnight Orchid and Vigilantes in Masks. Add the following moves:
DEMON CATCHER: When you stalk someone quietly, roll. On a hit, they have
no sense of your presence before you appear. Take +1 Forward against them.
On a 10+, you may also choose one: change the environment in a subtle way,
remove something from their person, substitute something for an item of the
same relative size and weight, or have a hidden path of escape. On a miss,
you’ve played into their hands.
LEGEND OF THE WOLF: Take +1 Ongoing to orchestrate an act of revenge
against someone who has harmed a person named in one of your
Entanglements.
SHADOWLESS SWORD: When you reveal you know a second combat style after
rolling for a Duel, raise your level of success (6- becomes a 7-9, 7-9 becomes
a 10+). Write in the name and Element of this style. If the new style’s Element
differs from your starting Style Element, it replaces that one and is used for
both styles going forward. Then erase this move. Choose another move at the
end of session, but keep the second style (and Style Element, if different) as
part of your character’s backstory.
BRAVO FANTASTIC WUXIA SAMPLE ENTANGLEMENTS
ROMANTIC
165
_____ looks so much like my love who died at the hands of a monster, but
they are promised to _____.
My sworn brother, _____, continually shows me up in front of _____, despite
knowing my feelings for them.
I promised _____ I would never forget them, but now they haunt me to keep
me apart from _____.
GENERAL
_____ believes what I do is evil and they have begun to make my friend _____
question my actions.
I suspect _____ knows of my friendship with the secret monster _____.
The monster _____ saved my life and has asked for help wooing _____.
166 The Loyal Playbook
NEW ROLE: ALCHEMIST
This can represent a fantastical version of Chinese medicine or acupuncture.
Think Egg Shen from Big Trouble in Little China or Hu Qingniu from The Heaven
Sword and Dragon Saber.
When you Duel someone equal to your Scale, you may enflame one of their
Elements. Say which Element you wish to target. If the Duel roll is a hit,
in addition to the normal results, they are driven by one of the negative
impulses associated with the Element until treated. On a 10+ they will be
completely unaware of the source. On a miss in the duel you enflame yourself
in addition to other results.

CHANGES TO LOYAL PLAYBOOK MOVES


Remove the following moves from the Loyal playbook: Divine Sky Sword,
Heaven Sword and Dragon Sabre and Lawless Kingdom.
Add the following moves:
HELL’S WILD STAFF: When you Duel or Deal with Troops, you may always
choose to move the conflict to a nearby location, even against foes of
superior Scale. Take +1 Forward when you Deal with Troops from a secure
point (bridge, gate, doorway, etc.).
IN THE HAND OF BUDDHA: When you search for mystical locations or fonts of
power, roll. On a hit, you find one. On a 10+, clear an Element and you may
utilize the location’s power immediately. On a 7-9 there’s a seal, obstruction,
or guardian. On a miss, the source is corrupted and unleashes new dangers.
ONCE UPON A TIME: When you use your techniques to read the world, you may
Study to uncover events and details from even the distant past related to a
scene or object.
LOYAL FANTASTIC WUXIA SAMPLE ENTANGLEMENTS
ROMANTIC
167
When their lover _____ asked me to save _____’s life, I never thought I
would fall in love with them.
My heart aches for my teacher _____, but _____ would bring me to ruin if I
said anything.
I love _____, but _____ continually brings up how one of my order caused
their family sorrow and loss.
GENERAL
_____ shows signs of sinister training, but my companion _____ loves them
so much.
I suspect _____’s sibling _____ has been touched by dark powers or per-
haps even replaced by a shapechanger.
I still owe loyalty to my master _____, but they took advantage of _____’s
family.
168 The Outsider Playbook
NEW ROLE: CURSED
You are bound by the forces of fate and destiny. This may have a concrete
form, such as a mystical person who has control over you. Think Nip Siu-sin
from A Chinese Ghost Story or Lian Nichang from The Bride with White Hair.
You have a four segment Clock. In play, you may add a tick to the Clock to
give yourself +1 to your roll. Additionally, you may add a tick as a cost or
consequence. When your Clock fills, a future scene will showcase a terrible
event involving a close NPC. They might be injured, haunted, or seek revenge.
You reset this Clock when you deal with their issue.

CHANGES TO OUTSIDER PLAYBOOK MOVES


Remove the following moves from the Outsider playbook: A Deadly Secret,
The Imposter and The Water Margin. Add the following moves:
EERIE MOON AND EVIL STAR: You have been hurt by otherworldly forces in
the past, leaving you marked. When you enter a place clearly tainted by a
supernatural presence, now or in the recent past, roll. On a hit, you perceive
the hidden energies and may ask a Study question about it. On a 10+ take +1
Forward in dealing with it and learn the manifestation’s purpose. Additionally
you may always mark an Element (choice) to have a supernatural foe engage
you before other targets.
GHOST VILLA: When you flee to your private refuge, describe it and roll. On a
hit, you reach your sanctuary. On a 10+ choose one: bring someone with you,
clear an Element, or discover an omen suggesting your next course of action.
On a miss, choose: the way is blocked and you find yourself in immediate
peril or you reach it but reveal the location to someone dangerous.
SECRET RIVALS: When you conceal a small object (knife, gem, message, etc.)
on your person, it cannot be found. Anytime someone tries to take a small
object away from you, roll. On a 10+ you may hide or hand the object off
without anyone noticing. On a miss, you fumble the object, or the other
person gets the item, GM’s choice.
OUTSIDER FANTASTIC WUXIA SAMPLE ENTANGLEMENTS
ROMANTIC
169
_____ continues to step between _____ and I to protect them from my
curse, and I can’t say I blame them.
I fled from _____ because of my curse, but when I see them with _____ now,
my heart aches.
I love _____ but they have become jealous of the time I spend with _____.
GENERAL
Despite telling them not to, _____ has begun to ask _____ about my past
and I fear what they will say.
_____ doesn’t believe my curse caused the death of someone dear to them,
but their sibling _____ does.
I suspect _____ knows much about my curse, but accusing them will offend
_____.
170 The Student Playbook
NEW ROLE: EXORCIST
Through study or experience, you have learned how to protect yourself and
others from malign forces. Think Ning Choi-san from A Chinese Ghost Story or
Abbot Fahai from Legend of the White Snake.
When you create a barrier to expel or bar a supernatural spirit, roll. If the
spirit is of a higher Scale, mark an Element (choice). On a 10+ you do so,
forcing the spirit away for a time. You may ask one question about the spirit.
On a 7-9 you do drive them away, but there’s a complication. Choose: mark
Element (choice), someone is left out, something breaks, someone becomes
vulnerable, or the effect is fleeting. On a miss, your efforts make things worse
for you and others.

CHANGES TO STUDENT PLAYBOOK MOVES


Remove the following moves from the Student playbook: Listening Sword
Tower, Rage and Passion, and Smiling, Proud Wanderer. Add the following
moves:
BOOK OF HEROES: When a nearby ally would mark an Element, you may mark
one instead. If you do so, gain a Bond with them.
ETERNAL LOVE: When you remember a past-life connection to someone,
describe it and take +1 Forward in dealing with them. When you reveal that
connection to them, roll. On a hit, choose one: halt their current action, clear
an Element (you or them), make them answer a question, or drive them off.
On a 7-9, roll Inner Conflict over what you’re not telling them. On a miss,
your past-life story connection ended tragically and you turn them against
you fully.
UNDER THE POWER: When you protect a group of innocents or bystanders,
roll. On a hit, you provide them safety from whatever threatens them. On a
10+ choose one: relocate them a distance away, gain a Bond with them, push
someone reluctant to action, or inspire an ally who may take +1 Forward or
clear an Element. On a miss, the most vulnerable are caught outside of safety
and suffer the full effect of the threat.
STUDENT FANTASTIC WUXIA SAMPLE ENTANGLEMENTS
ROMANTIC
171
I love _____, but _____ continues to remind them of my failure to save their
sibling.
_____ has offered to be my patron and more, but I’ve fallen in love with
their (child/sibling/servant) _____.
I pine for _____, but I destroyed them and their lover in a past life, who has
also been reborn as _____.
GENERAL
_____ asks me for insight and advice, but I suspect that is at the behest of
_____ who worries me.
My sibling _____ adores _____, but I can sense a dark presence around
them.
I have hidden that my sworn brother _____’s inattention caused the tragedy
which haunts _____.
172 The Unorthodox Playbook
NEW ROLE: IN HUMAN GUISE
You are secretly a monster, drawn to the human world through desire and
love. Think Susu or Qingqing from Legend of the White Snake or Xiaowei from
Painted Skin.
You hide your true face from others, including fellow PCs. Decide what your
tell is (birthmark, fear of jade, obsession with jewels, etc.). You have +1 when
you use Hearts & Minds to create or enhance misunderstandings between
people. At the end of a game session, if you have created complications with
another PC’s Entanglement, clear an Element.

CHANGES TO UNORTHODOX PLAYBOOK MOVES


Remove the following moves from the Unorthodox playbook: His Name is
Nobody, Kid with the Golden Arm and Ten Miles of Peach Blossoms. Add the
following moves:
EMPEROR OF THE UNDERWORLD: When you strip away your mask to reveal
your baleful visage, roll. On a hit, any gathering of people below your Scale
will flee. On a 10+ choose two; on a 7-9 choose one: no one is injured, you
direct their flight, or their memories of this will be incomplete. On a miss, the
gathering turns upon you.
PAINTED SKIN: You can change your physical appearance and dress instantly.
You need only a moment out of view to appear as someone completely
different.
PURSUIT OF VENGEANCE: When you try to evade pursuit, roll. On a hit, you do
so successfully. On a 10+ choose two; on a 7-9 choose one: humiliate your
pursuers, bring others along, they all follow you, double back on them, or
trap them for a time. On a miss, you fall into their clutches.
UNORTHODOX FANTASTIC WUXIA SAMPLE ENTANGLEMENTS
ROMANTIC
173
I gave up my previous life to follow _____ but my sibling _____ is deter-
mined to interfere.
I assumed this shape to get close to _____ but lover _____ now draws my
heart.
I love _____, but they have declared their hatred of my kind after what
happened to _____.
GENERAL
_____’s friend _____ is another of my kind, but I cannot reveal them without
giving myself away.
My companion _____ insists on listening to _____’s advice and prophecies
but I can tell they’re a fraud.
_____ has wormed themselves into the good graces of _____ because they
have suspicions about me.
174 GMing a Fantastic Wuxia in Hearts of Wulin
XIANXIA OR FANTASTIC WUIXIA?
Xianxia fiction is bigger and bolder, often filled with supernatural creatures,
past lives, gods, multiple realms, high magic, and non-human peoples. As
with fantastic wuxia, HEARTS OF WULIN handles xianxia mostly via fictional
framing supported by a few add ons.
The line between xianxia and what HEARTS OF WULIN calls fantastic wuxia is
pretty fuzzy. There’s a big difference between The Untamed and Ice Fantasy
but they both fall into xianxia. Most of our sources and inspirations are
movies (The Four, Fox Seduction, Snow Girl & Dark Crystal, and The Thousand
Faces of Dunjia) and TV series (Ice Fantasy, Martial Universe, The Untamed,
Destiny of White Snake, and Investiture of the Gods). Most of these are drawn
from novels, and then translated into English. HEARTS OF WULIN fantastic
wuxia is several steps removed from the source and culture.
Early wuxia fiction included a lot more fantastic elements like gods, demons,
and different realms. That fell out of favor in the early 20th Century. In the
1980s those elements began to return, with Tsui Hark’s Zu: Warriors from the
Magic Mountain often cited as a turning point. This type of fiction has only
grown in combination with the popularity of web novels and higher quality
special effects.
To see a striking example of different interpretations, compare The Four movie
to The Four TV series.

CONSIDERATIONS FOR YOUR XIANXIA OR FANTASTIC WUXIA WORLD


B Does it have a more classic Chinese mythological feel (think Investiture of
the Gods or Eternal Love) or is it a wilder setting (think Legend of the Naga
Pearls, Ice Fantasy, or L.O.R.D.: Legend of Ravaging Dynasties)?
B Is there still an organized wulin world or is it instead revolving around
fantastical clans or peoples?
B Are the gods present and interfering, distant and aloof, or not a consider-
ation?
B Do people move between the different realms (The Underworld, The Heav-
ens, The Mortal World, etc.)? Do all heroes fly (rather than using lightness
to move)? Do only some? Is it natural or does it use a device (like riding on
a sword)?
B Is there a central authority like an emperor or someone bearing a heavenly
mandate?
RUNNING XIANXIA OR FANTASTIC WUXIA IN HEARTS OF WULIN
Players can use any of the base or fantastic wuxia roles and moves. GMs may
175
want to have players choose a role, but then select playbook moves from
anywhere. This opens up the possible combinations. Players should check in if
they take a playbook move someone else already has or had been planning on
taking. Below in the Additional GM Resources section, you’ll find a number of
additional character moves. These aren’t organized by playbook but instead
should be on offer for any player in the game.
For the most part, playing xianxia or fantastic wuxia games in HEARTS
OF WULIN means turning everything up several notches. Magics create
pyrotechnics, monsters swallow ships, heroes leap across cities, and blows can
shatter mountains. Many of the new character moves below offer powers the
characters can always use in the fiction, with a roll only when they push those
powers beyond their limits. Your table should talk about what those limits are.
Keep in mind that for all their power and strength, these characters still
suffer because of their loves, duties, passions, and feelings. These—more
than strikes and secret techniques—are what will bring the PCs low.
MODIFICATION OF DUEL MOVE, DEAL WITH TROOPS, & COSTS
If a player has to pay a cost to win at Duel or Deal with Troops, these
additional costs are available.
B Unleash Destruction: The conflict destroys or reshapes the battlefield.
This is only a cost if the PC wanted to preserve or protect it.
B Reveal Secret: Overlookers and/or opponents learn something the
character wanted to hide (Entanglements, concealed locations, previous
lies, etc.).
B Hurt Bystanders: An NPC lover or friend is injured by the conflict or a
large group of innocents suffers.
B Cursed: The final strike leaves the character open for a potent retaliation
or requires them to damage their own energies. Any marked Elements
cannot be cleared without a special quest or intervention.
B Divine Displeasure: In finishing the fight, the PC offends some potent god,
spirit, or warrior by doing something forbidden.
176 CUSTOM MOVES FOR XIANXIA
Below are several example custom moves. If a player wants a custom move
like this, they should talk with their GM about what that should look like.
These kinds of custom moves can be starting moves. In this case the player
should choose a starting move from their playbook to drop. Alternately they
can be added in play with the Custom Move advancement. The GM may limit
the number of such moves per character.

NEW RULE: CONTROL ASPECT PLAYBOOK MOVES


This is a class of playbook moves which players and GMs may customize
allowing the PC to control an aspect of the world. The PC can control and
reshape the specific thing they have control over such as water, flocks
of birds, swords, etc. They can use this to change the environment. By
default, they have mastery and can work it into the fiction to show how they
accomplish tasks. Only if they attempt to perform wonders with those powers
do they need to roll. On a Hit they succeed with a cost. On a 10+ they pick
one cost, on a 7-9, they pick two. On a miss they create more problems. For
example, a player and GM could agree on the following move:

EXAMPLE MOVE: RAINING IN THE MOUNTAIN


You command the strength and vitality of the natural world. At a
gesture you can make flowers bloom. When you push your powers to
their limits, roll.
ON A HIT you do it. You can purify a poisoned area, make fields come to
harvest, erect barriers of vines and wood, or the like.
ON A 10+ choose one, ON A 7-9 choose two:
the effect is fleeting,
the energy comes from something you wish to preserve,
you mark an Element (choice).
ON A MISS choose: some other force interferes and destroys your work
or your powers go wildly out of control.
NEW RULE: SUMMON ASPECT PLAYBOOK MOVES
This is another class of playbook move, but here the character can call into
177
being (or destroy) some aspect like fire, bats, lightning, etc. By default, they
have mastery and can work it into the fiction to show how they accomplish
tasks. Only if they attempt to perform wonders with those powers do they
need to roll. On a hit, they succeed with a cost. On a 10+ they pick one cost,
on a 7-9, they pick two. On a miss, they create more problems. For example,
a player and GM could agree on the following move:

EXAMPLE MOVE: METEOR, BUTTERFLY, SWORD


You can call the winds and storms to you. You can use this to lift
yourself up, fill the sails of a boat, or gather fallen papers. When you
push your powers to their limits, roll.
ON A HIT you do it. You can extinguish a burning city, turn back an
attacking fleet, strip the leaves from a forest, or the like.
ON A 10+ choose one, ON A 7-9 choose two: the effect lasts longer than
you want, bystanders suffer, or you mark an Element (choice).
ON A MISS choose: some other force interferes and destroys your work
or your powers go wildly out of control.

NEW RULE: TRANSFORMATION PLAYBOOK MOVES


This functions the same as the Control Aspect or Summon Aspect style of
custom player-generated playbook moves, but allows the PC to transform
into another form or substance like a wolf, demon, metal, etc. For example, a
player and GM could agree on the following move:

EXAMPLE MOVE: SNOW GIRL


You can change your body into ice and frost, allowing you to resist
flames, walk on water, or freeze those who lay hands on you. When you
push your powers to their limits, roll.
ON A HIT you do it. You can make gates brittle with your touch, destroy
crops along your path, walk through a volcano, or the like.
ON A 10+ choose one, ON A 7-9 choose two: you cannot change back right
now, an ally suffers, or you mark an Element (choice).
ON A MISS choose: some other force interferes and turns those forces
against you or your powers go wildly out of control.
178 Additional GM Resources for Fantastic Wuxia
FANTASTIC WUXIA SCENARIO STARTERS
B Word has begun to circulate that an item or items of power will soon
go up for auction in The Night Market. Even before the auction, several
collectors have been killed in gruesome ways. The signs and portents sug-
gest that should these items fall into the wrong hands, darkness would
follow.
B Reports have begun to come in from the hinterlands of strange figures
risen from the dead, preying on the unwary. Is this a curse? The work of a
demonic entity? The plan of a twisted sorcerer? Why have the authorities
avoided talking about it? Is there a danger that this will spread?
B Several wulin orders have been attacked by a figure called the Shark-Fin-
gered Princess. She claims to be the first daughter of a dread master.
Conventional warriors have fallen before her strange arts. She has
corrupted several brides on their wedding nights to become her maids
and part of her crusade. Perhaps one is connected to a PC. What kinds of
magic does the Princess possess? What hidden locale do the PCs have to
find to uncover her secrets?
B A friend approaches the PCs about a haunted family. While travelling, one
of the parents was “rescued” from danger. They asked for a marriage with
the eldest child in repayment. Now they have discovered that the rescuer
was a ghost and has begun to drain away the life of the child. Can the PCs
fight this spectre off or find another solution?
B The ruler has not been seen in several weeks, remaining in seclusion. One
of the PC’s friends reveals that the ruler suffers from a magical malady or
curse. But that friend is quickly whisked away. Can the PCs save the ruler?
Can they help their friend? Who or what has brought this curse?
B A wulin sect has been destroyed by the Hundred Ghosts, an evil cult long
thought destroyed. One of the PC’s friends is the only survivor. The sect
seems to be searching for something—what is it? How does it fit into their
greater plans? Who among the orthodox clans is secretly helping them for
their own gain?
B A fox-spirit approaches one of the PCs for assistance. A wielder of dark
magics has captured some of their family, intending to use them for nefari- 179
ous purposes. Can the PCs trust the fox? How were these beings captured?
What’s the connection between the fox and one of the PC’s friends or
loves?
B A string of supernatural murders has been taking place in the city with the
victims all found frozen to death. All signs seem to point to the Needle-Fin-
gered Princess and her mountain sect, but she refuses to even answer the
charges. Is it her behind this? If so, why? If not then who is behind it and
what do they have to gain? How are they committing these crimes?
B A monster hunter known to the PCs is found dead. Notes located on them
indicated they were in pursuit of a strange band of monsters in human form,
but they lost track of them upon their arrival in the city. With a great festival
coming up soon, who knows what chaos these creatures could unleash? Did
they come here on their own or were they brought by someone else?
B A new order has wormed its way into the city with many joining it for promis-
es of wealth and visions of the future. But some of those who refused to join
have gone missing. What’s the secret behind the group? How real are the
gifts and rewards they promise?
B A friend of the PCs has gone on the run, apparently protecting a monster
which officials posted a bounty for. Why have they done this? Is the monster
awful or misunderstood? What supernatural forces might be pursuing the
pair?
B A series of possessions has struck, with victims seemingly believing
themselves to be long dead people. What is the connection between these
people? Why are they all drawn to the fallen temple which lies outside the
city walls? Is this a random or directed supernatural manifestation? What
happens when enough of these reborn gather?
180 New Playbook-Agnostic Character Moves
SHADOWS OF DEEP DREAMS
When you extend your vision outside your body and into the world, you
may see things happening in other places and at a great distance.
ON A HIT choose one: see what is happening to a specific living being,
gain a general sense of that being’s surroundings, or read their
immediate motives.
ON A 7-9 choose: your vision is incomplete and cryptic or someone
dangerous becomes aware of your protection.
ON A MISS you make yourself vulnerable to enemies, supernatural or
mortal.

THE UNTAMED
When you call on your past-life experiences to give you insight, roll.
ON A HIT you realize an NPC’s purpose or motive is not what it appears
to be. Say what it actually is.
ON A 10+ take +1 Forward to act on this revelation.
ON A 7-9 choose one: mark an Element (choice), roll Inner Conflict, or
alienate someone you care about.
ON A MISS the flashback reveals a dark truth about yourself. Mark an
Element and rewrite one of your Entanglements.

LOVE AND DESTINY


You draw others into your fate. Once per session you may declare that
an NPC you have a Bond with is present or will arrive at a scene you’re
in. Additionally, if an NPC you have a Bond with is in peril, you will be
aware of it. Keep the GM apprised of your bonded NPCs.
A STEP INTO THE PAST 181
When you call upon your powers to stop time briefly, roll.
ON A HIT anyone below your Scale close by is held in stasis and unaware
of their environment. You cannot affect or harm them, but you can
observe, move yourself, or speak with the unaffected.
ON A 10+ choose two, ON A 7-9, choose one:
The effect lasts more than a moment
You may freeze one person of your Scale
You don’t have to mark an Element (choice)
You don’t draw the attention of greater powers.
ON A MISS choose one: your casual toying with these energies lashes
back on you: mark two Elements, you’re frozen instead of them, or a
potent guardian now seeks to hunt you down.

LINGERING FRAGRANCE IN A RAIN OF SWORDS


When you hold an object of significance to a person, you may Study
them as if you were interacting with them.
ON A HIT with Study when holding an object, you get the normal Hold
but may also ask “What did they last do with this object?” for free.

THE MIGHTY ONE


You possess extraordinary strength, able to lift absurd weights or
catch falling loads. When you push your powers to their limits, roll.
ON A HIT you do it. You can uproot trees, hold up buildings, throw great
beasts, and the like.
ON A 10+, choose one, on a 7-9 choose two: you damage something you
want to protect, you have to rest and recover before you can exert
your strength again, or you mark an Element (choice).
ON A MISS choose: you cause yourself injury: mark an Element (choice)
and Wounded or your act has devastating fallout.
HISTORY &
CULTURAL NOTES

Historical, Cultural, Religious,


& Philosphical Notes
HISTORICAL DYNASTIES
Wuxia stories usually take place in ancient or pre-modern China. They are
often set in certain eras or dynasties. The GM and players could decide if
they would like to have their adventures set in a particular dynasty. Popular
dynasties may include the Song, Ming, Tang and Qing Dynasties.
CHINESE DYNASTIES (IN DESCENDING ORDER)
B Xia (circa 2100-1600 BC)
B Shang (circa 1600-1050 BC)
B Zhou (circa 1050-256 BC)
B Spring-Autumn (circa 770-475 BC)
B Warring States (circa 475-221 BC)
B Qin (221-206 BC)
B Han (206 BC-220 AD)

183
184 SIX DYNASTIES (220-589 AD)
B Three Kingdoms (220-265 AD)
B Wei (220-226 AD)
B Wu (222-280 AD)
B Shu Han (221-263 AD)
B Western Jin (265-317 AD)

NORTHERN AND SOUTHERN DYNASTIES


B Sui (581-618 AD)
B Tang (618-906 AD)

FIVE DYNASTIES (907-960 AD)


B Later Liang
B Later Tang
B Later Jin
B Later Han
B Later Zhou
B Liao (907-1125 AD)
B Song (960-1279 AD)
(Northern and Southern)
B Yuan (1279-1368 AD)
B Ming (1368-1644 AD)
B Qing (1644-1911 AD)

THE EMPEROR 天子
In many wuxia stories, the Emperor is believed to be the Son of Heaven by
the populace.
The title “Son of Heaven” originated from the Zhou Dynasty and originated
from the concept of the Mandate of Heaven. The Son of Heaven was the ruler
of tianxia (translated literally as “all under the sky/heaven”) and often was
deemed as a demigod or chosen by the pantheon of gods and goddesses.
The Emperor had a direct link to Heaven. The same title was bestowed in
Japan for their rulers as well. People believed the Emperor was granted
god-like powers which often led to a court of either extreme benevolence or
corruption. The court would be marked with righteousness or licentiousness
and corrupted power.
When it comes to the Emperor in wuxia stories, he could either play a small
role as a mention/plot point and a supporting minor NPC or serve as the 185
source of oppression, a major figure, and antagonist whom the heroes have
to fight against for justice’s sake. The Emperor could also be an Empress (see
Empress Wu, Tang Dynasty).
Depending on when the story is set, the Emperor could be located in
Chang’an (Tang) or Nanjing (Ming), or another major ancient capital.
The position of emperor passed from the Emperor to their oldest or most
favored son (the crown prince). This prince was expected to take over at the
moment of the Emperor’s death or abdication. It was historically common for
a prince to lead a military coup to take the throne. Some princes, jealous of
their sibling’s exalted position, would take up arms to challenge their father
and brother to prove that they were the rightful claimant to the imperial
throne.

MAJOR PHILOSOPHIES IN WUXIA


BUDDHISM
Buddhism is a religious belief and faith that focuses on overcoming suffering
and the cycle of birth, death, and rebirth, by the attainment of nirvana or
the path of Buddhahood. Shared practices include focusing on the Buddha,
dharma and sangha, observing moral precepts, the practice of monasticism,
ascetism, meditating, and cultivating the paramitas (virtues). There are many
schools of Buddhism, but the two main ones are Theravada and Mahayana.
Vajrayana is considered separate or just an aspect of Mahayana Buddhism.
Buddhism is a popular faith and philosophy in wuxia stories. Characters
depicted in Journey to the West include the monk Tang Sanzang leading a
motley crew of disciples with Sun Wukong as the head disciple. The tale itself
is a mixture of Chinese folklore, Taoist, Confucian, and Buddhist spiritual
philosophies. In the story, the powerful presence of Guanyin is depicted
as the bodhisattva of compassion and Sun Wukong’s benefactor. Even the
names of the characters—Wukong, Bajie, and Wujing—reflect Buddhist tenets
and precepts.
Likewise, reincarnation—a Buddhist belief—is a common trope in xianxia
stories. Characters and protagonists with past lives often make the story
more complicated and nuanced. Reincarnation allows the author/writer to
explore issues such as forgiveness, compassion, and new beginnings.
186 CONFUCIANISM
Confucianism is a complex philosophy and system of thought that is
perceived as a religion or belief system. Some see it as a way of life and a
method of governance. The system is rooted in the belief that humanity (daily
living, interactions with one another, etc.) is simply a manifestation of the
sacred. Human (moral) nature (xìng 性) is linked to Heaven (Tiān 天) and this
connection is expressed through the respect shown to the gods (shen). In
Confucianism, Tiān is an absolute principle, akin to the Dao (道).
The main tenet of Confucianism teaches that all human beings are funda-
mentally good and can be made perfect through self-cultivation. Confucian
values and practices therefore center on the cultivation of rén (humanness),
yì (righteousness), lǐ (ritual norms on how a person should behave), and zhì
(the ability to see what is fair and right).
JUNZI
The junzi (君子) is described by Confucius and the Duke of Wen as the ideal
man. It also means “superior person” or “gentleman.” Tied with Confucianism,
the junzi embodies humanity perfected. The junzi possesses superior human
qualities. They uphold proper conduct, achieving balance. The junzi is not
a xiaoren (literally “small or petty person”) who seeks gain, is egoistic, and
selfish.
The gentlemanly wuxia hero is often perceived as a junzi.
TAOISM
Taoism (or Daoism) is a philosophy and belief system that teaches living in
harmony with the Tao (道, literally “the Way”). The Tao is the source from
which everything exists. Unlike Confucianism, Taoism does not emphasize
rigid rituals and social order. But, like Confucianism, it teaches the impor-
tance of achieving perfection or balance by becoming one with the flow of the
universe.
The main tenets in Taoism are wu wei (action without intention), being simple,
spontaneity, and upholding the Three Treasures (compassion, frugality,
and humility: 慈, 儉 and 不敢為天下先). The Tao Te Ching by Lao Zi and the
writings by Zhuang Zi are important works that exemplify the Taoist tradition.
Taoism has a deep impact on Chinese beliefs and cultural practices. It has
intertwined and interwoven into various aspects of Chinese culture like 187
folklore, medicine, religion, and martial arts. It has spread beyond China to
countries with an ethnic Chinese population such as Singapore and Malaysia
in Southeast Asia, as well as Hong Kong and Macau. Celebrations like the
Nine Emperor Gods Festival and the Seventh Month (Ghost Month) have
Taoist overtones. The festivals are often loud and colourful with lion dances.
FIVE PHASES (WUXING)
The wuxing (五行) forms the basis of many Chinese beliefs and fields such as
Chinese traditional medicine, martial arts, fortune-telling, and astrology. The
Five Phases are Wood, Fire, Earth, Metal, and Water.
The belief of the Five Phases or Elements (as a superficial link to the Western
concept) has a deep influence in wuxia and xianxia. A person’s character
and personality is formed and dominated by one of the Five Phases. The
Five Phases affect and interact with one another, either by complementing,
opposing, or generating each other. For example, Wood feeds Fire, Fire melts
Metal, and Metal chops Wood.
The Chinese zodiac is also determined by wuxing. A person can be a Fire
Rabbit or a Water Dog, depending on what year they were born.
CODE OF XIA
The code of xia serves as important guidelines and attributes through which
a swordsman or xiake would follow:
B Benevolence.
B Justice.
B Individualism.
B Loyalty.
B Courage.
B Truthfulness/Honesty.
B Disdain for wealth.
B Yearn for glory.
Many of these attributes and values share strong similarities to Confucian
principles.
188 Likewise, the code of xia reinforces the significance of repaying benefactors
if one has received deeds of grace (恩). The code also requires the xiake to
seek chou (仇), to enact vengeance so that they could bring villains and
evil-doers to justice. Yet, in many wuxia stories, Buddhist ideals such as
forgiveness and compassion are also reinforced. Therefore, a swordsman
could be the epitome of grace and gentility, able to show generosity and
kindness even after an intense battle or when they have been wronged or
falsely accused.
The xiake and martial artist would be expected to show loyalty to their shifu
(master and teacher). They would also be expected to show respect for
elders and older disciples of their clan. Many stories show intense loyalty to
sects and clans.
The warriors who go counter to the code are often rude, arrogant, and
merciless. They are portrayed as unkind and ill-mannered. Their arrogance
might stem from the fact that they are the first-born in the clan and think they
should be accorded with all those privileges, or could derive from a belief
that they have more skills/powers than the average xia. Such behavior is
not becoming of the true xia. In many wuxia shows and stories, it’s often the
antagonists from unorthodox clans who behave like this and are used by the
writers and creators as foils to or twisted reflections of the protagonists and
heroes. They are often a warning to people: this is what you should not be.
THE SHAOLIN TEMPLE
The Shaolin Temple has always been a mainstay in wuxia fiction with the
warrior monks representing a powerful sect and faction (少林派) in many Jin
Yong stories. There are the Northern and Southern Shaolin monasteries with
the Southern Temple in Fujian province being a popular subject and theme
in wuxia literature. In their distinctive yellow and grey robes, the monks are
well-known for their agility, resilience, and physical prowess. It’s important to
note that the Shaolin Temple as presented in wuxia stories is different from
the real Shaolin Temple.
A center of Chan (Zen) Buddhism, the Shaolin Temple became famous for
its warrior monks who blend meditative study with the rigors of martial arts.
In some versions the Indian monk Bodhidharma (Da Mo) is credited as the
individual who introduced boxing and martial arts to the temple, while others
say it came later. However, legends like the 17th century qigong manual the
Yijin Jing are not credited as legitimate sources.
Folklore speaks of the warrior monks who helped combat piracy during the
Tang Dynasty. With the pirates defeated, the monks stayed behind to assist 189
the garrison (and established the Southern Shaolin monastery). Shaolin
monks were deployed to help the army during the Tang Dynasty as well.
Legend dictates that the Shaolin Temple was often designated the Imperial
Temple by the Emperors from every dynasty. This tradition is said to go back
to the Temple’s rescue of the King. Shaolin has always been strongly linked
with royalty or the Emperor. During the Yuan Dynasty, Kublai Khan ordered
all Buddhist temples to be led by the Shaolin Temple with eight princes
becoming Shaolin monks.
Shaolin’s history became popularized because of stories surrounding the
destruction of the Shaolin Temple during the Qing Dynasty by either the
Shunzhi Emperor, the Kangxi Emperor, or the Yongzheng Emperor. In some
accounts, it was the Southern Shaolin Temple that was destroyed by the
Emperor’s forces. The Southern Shaolin Temple was known for its anti-Qing
stance and revolutionary activities. The eventual destruction of the temple
helped spark the spread of Shaolin martial arts by five monks/elders who
survived the devastation. These five monks then established the lineages
which then gave rise to the Southern Chinese martial arts schools of Wing
Chun, Hung, Lau, Choi, and Lee.
The mythical nature of the Shaolin Temple (and its monks) led to their
continued presence in wuxia as well as in many offshoots in Chinese popular
culture. Wuxia stories interweave with folklore and legends of the awe-in-
spiring warrior monks. Even the legend of Shaolin shadow boxing flourished
in the early 20th century. Shaolin gongfu soon became a very popular martial
art with adherents and students across the globe.
Young men still aspire to train as martial artists at the temple itself. The
physical and mental training is rigorous and exacting with adepts able to
perform impressive feats of strength. Initiates live a strict monastic life
consisting of daily chores, meditation, and religious studies.
SETTING
ALTERNATIVES

Overview
HEARTS OF WULIN supports a variety of diverse alternate settings including
historical, detective, adventure, heist, science fiction, and supernatural, or
any blend of these! Players and GMs should feel free to think big, think epic,
be imaginative, and be creative.
Characters are xiake in a huge complex world. They are cultivators who have
practiced long and hard to achieve their level of mastery. Characters could
be protagonists in a sweeping historical epic or a gorgeous fantasy heist tale.
Characters could be adventurers in search of a magical relic or weapon, or
brought in by a famous magistrate to help investigate a crime. Characters are
heroes in a story of the group’s own making. They are members of martial arts
and cultivator clans and part of the immense jiang hu. Characters can swoop
across forests easily like a bird or balance on their sword effortlessly. Skills
are vaulted and hard-earned.

191
192 HISTORICAL
The most common setting is a historical one in one of China’s dynasties or a
generalised pre-modern or ancient Chinese world. Historical settings could
be inspired by certain incidents in Chinese history or based around a time
period like the Tang Dynasty. It could be a story arc involving the court or the
Emperor himself.
The players could be asked by the prince to join them to overthrow a brother
or they could be lured into a complex political game with high stakes.
Likewise, a story could be set in early 20th century Shanghai during a
tumultuous period when the warlords are all fighting for power.
SAMPLE HISTORICAL ADVENTURE STARTER:
A BATTLE FOR THE THRONE
Prince Wei, the fourth son of the Emperor, gathers a group of highly skilled
xia. Meeting them in secret, the prince declares that he wants to wrest the
throne from his older brother, the Crown Prince Du. He wants the xia to help
him, playing the bonds between the xia deftly like those of the zither. Prince
Du is an arrogant man who oppresses the villagers and is hated by everyone.
The way he sees it, and how he reasons eloquently to the xia, is that they
are fighting for a just cause: ousting the corrupt Crown Prince Du and setting
an upright man on the throne. Prince Wei is already raising an army to fight
Prince Du and promises immense monetary rewards to the xia.
Or perhaps things are not that simple.
Prince Wei is jealous that Crown Prince Du is being lavished with attention
and favor from the Emperor and the imperial court. It would be a battle for
the throne.
Crown Prince Du has his own side of the story. He’s being smeared in a
massive campaign to discredit him. Prince Wei is the one who has been
oppressing the villagers, taking all their money to live an opulent life in his
own court. Angry and disturbed by the injustice, Crown Prince Du petitions
the Emperor to punish his sibling. He meets the xia at his court and reveals
the truth.
Ambition, power, jealousy, and clan intrigue collide in this game of thrones.
The clans all have stakes in it. The princes are using the xia as pawns in a
complex chess game.
DETECTIVE
Like the Detective Dee and Justice Bao stories, GMs and players could
193
investigate a crime. It might be a game that would involve theft of an
important and valuable relic or the murder of a highly respected person in
the wulin world. A classic who-dun-it is a good way to experience wuxia.
SAMPLE DETECTIVE ADVENTURE STARTER:
MURDER AT MENG VILLA
An important lord is murdered! And by poison! Who did it? And why is there
the trace of jasmine in the air? And right before Spring Festival! A righteous
and just magistrate enlists the help of trusted xia who has helped her in a
previous case to assist her in her investigation. The residents of Meng Villa
are known for their generosity. Who would want to murder such a kind lord?
The magistrate suspects that there is more than meets the eye. There are
many people who dislike Lord Meng, and for the right reasons, too. But it is
still murder and the magistrate wants justice.
In the following fifteen days of the Spring Festival that follow, the xia hurry
to solve the crime. Ignoring the festivities, they follow the scent of jasmine
and uncover an unpleasant truth on Yuan Xiao (the Lantern Festival), the last
and fifteenth day of the Spring Festival celebrations.
Or perhaps things are not that simple.
In the fifteen days of the Spring Festival that follow, the xia unearth clues
that lead back to Meng Villa. There is a spy or traitor in the family.
Would clan alliances be affected? How will the xias’ bonds with each other be
tested? Loyalty, the quest for truth and justice, and personal desires are put
through the crucible.
194 ADVENTURE
Adventure settings are classic. It is a familiar story where the players meet
as strangers in an inn and set off on an adventure to explore a mystical
mountain harboring a magical relic known to impart immortality to whoever
wields it. Adventure and shared goals abound!
SAMPLE STANDARD ADVENTURE STARTER:
LAUGHTER AT THE WATER’S EDGE
A group of misfits meets at the Dragon Phoenix Inn right next to the river.
Known for its delicious freshwater shrimp and fine wine, the inn attracts
wanderers and travelers from all over the land. These misfits—members from
various clans—hear gossip from a neighboring table about a magical relic
found deep within Mount Tianshan. This magical relic is said to impart youth
and immortality. One challenge leads to another.
The only problem is that all the clans, minor and major, orthodox and
unorthodox, are all looking for it. Lured by the promise of youth and
immortality, the clans have sent their own people to look for it. The jiang hu
heaves with rumors and gossip.
Or perhaps it is not so straightforward.
All the misfits desire to bring glory to their own clans. They plot against
each other so that they could find the relic for themselves. Bonds and
Entanglements are used as stakes!
Or should they? What else to spend a lovely autumn evening with hot wine
and freshly steamed sweet shrimp with no worry and care in the world?
HEIST
A heist could be mixed into the adventure setting. Perhaps the players
195
have to steal that valuable magical relic. Alternatively, they could become
like Robin Hood, robbing the corrupt magistrate to help the villagers living
in an impoverished village. He is imposing exorbitant taxes during a hard
year of drought. What’s a better way to help than to rob him of the villagers’
hard-earned currency? Hijinks ensue with the players fighting for justice!
SAMPLE HEIST ADVENTURE STARTER:
THE SILVER AMULET OF FOREVER-LIVING AT MOUNT TIANSHAN
The Silver Amulet of Forever-Living is made from the finest silver straight from
the earth’s core. Born of both yin and yang, the Silver Amulet symbolises the
balance and harmony of the universe. However, whoever wields it can change
its quality. Fully yin, it would end up absorbing all the negative emotions like
hate and resentment from the wielder and turn it evil. Fully yang, it would
end up burning the wielder from within like the fire of the ten suns combined
and cause an early death!
The group of adventurers must steal it from its secret hiding place at Mount
Tianshan. Beware, stealing it could incur the wrath of the orthodox clan
who sealed it in the mountain generations ago. This clan, worried about the
damage the Amulet had already done, managed to seal it under layers and
layers of ice.
But trouble looms in the group. Who would become tempted to wield the
Amulet?
Or perhaps there is a twist.
Surprise! The Silver Amulet of Forever-Living is a dupe. It’s a replica! Who has
stolen the real one? Suspicion is rife that it’s the orthodox clan all along. Or
is there something awry in the whole picture?
Time is running out.
196 SCIENCE FICTION & FANTASY
HEARTS OF WULIN can also support a story arc in a far flung future too.
Imagine a cyberpunk setting where many clans strive for dominance or a
space opera with political intrigue, made more interesting with characters
who have immense skills and power to boot. The GM could create story lines
with science fiction elements thrown in to make the game truly enjoyable and
immersive.
SAMPLE ADVENTURE STARTER:
ENDGAME AT THE GALAXY’S CENTER
The Citadel at the Galaxy’s center is the meeting point for all the clans. This
solar year’s Annual Gathering proves to either make or break the peace of the
galaxy as one clan strives to become Wulin Mengzhu. This clan is determined
to control the galaxy. The other clans are uneasy. Now with starships that
could level planets, the orthodox clans are concerned that the rest of the
unorthodox clans, thirsty for power, would make the galaxy burn and destroy
the harmony and balance of the Tao in the end.
A group of xia meet at the behest of Clan Silver Crane. The Silver Crane is
known for their wisdom and their desire for peace. The Silver Crane wants
peace and justice.
Or perhaps there is a twist.
The Silver Crane is actually the Black Crane, the clan who wants to control
the galaxy! The xia are led down a dark path of broken promises and
half-truths. The weapons of the Black Crane’s ships have been pointed at key
planets as a threat.
What would be the outcome for the galaxy? Would the galaxy burn? Or could
the xia bring about and maintain peace?
The lives of millions are in their hands.
SUPERNATURAL
A setting with supernatural aspects would definitely pique players’ interest
197
and draw them into a captivating (and scary) world of shapeshifters,
immortals, ghosts, and demons. Perhaps the players are cultivators drawn
from various clans to combat a sudden influx of jiang shi or undead. Who is
raising all these malevolent supernatural beings? And why? Can the players
stop these occurrences before it’s too late?
SAMPLE SUPERNATURAL ADVENTURE STARTER:
THE BLOOD-RED PETALS DRIFT IN THE WIND
In a mystical land filled with magic, dragons, and phoenixes, unrest suddenly
erupts with a plague of jiang shi and assorted undead. Yin energy has spiked
exponentially, pointing to someone who is raising the undead in secret. The
coming of the jiang shi is always heralded by the rain of blood-red flower
petals. The villagers dread the petal rain and hide in their homes. The
resulting desolation draws out the spirits who are only too happy to roam
the land. They terrorize villagers and any travelers who have no choice but to
travel on the roads and rivers. Villages become ghost towns. Roads and rivers
have become unsafe to travel.
The xia from the clans have been combating the jiang shi and undead
individually. A chance meeting (at a house or villa where they fight a family
possessed by the undead) brings the xia together. They fight the possessed
family together, using all the skills they have.
Alternatively, the xia could be summoned by the Great Golden Dragon of the
East and tasked to fight the hordes of jiang shi and spirits and to find out
which renegade is raising them. Who is stealing all the urns and uncovering
burial grounds?
Expect that the renegade has something already up their sleeves and is
ahead of the game. Who will they lure to the dangerous and alluring path of
the Dark? What promises will they make?
Note for GMs: Bonds and Entanglements can be modified so all clans are
shapeshifter clans who have their own path of enlightenment and immortality
to worry about! Fighting the jiang shi and undead are already affecting
years of cultivation. What could be worse than to return back to their bestial
natures?
NARRATIVE
FIGHT SCENES

Narrative Fight Scenes


By Eli Kurtz & Eric Farmer

“A sword by itself rules nothing. It only comes alive through skillful handling.”
Sir Te, Crouching Tiger, Hidden Dragon

Running on tree branches without disturbing the leaves. Triggering nerve


meridians to heal or paralyze. Spotting the killing intent on a rival’s face in
the first instant of confrontation. Whether in the pages of a book or splashed
across a screen, xia wield all these skills and many more. To witness the
clash of these warriors is to marvel at superlative skill, revel in triumph, and
mourn in loss. Masters of the genre show us each blow clearly and show us
how each blow fits into the overall story.
These two elements—martial skill and clear story-telling—are key ingredients
to good fight scenes. Most people recognize amazing supernatural feats
when they see them, but very few can narrate those feats in the heat of
tabletop battle. HEARTS OF WULIN provides an excellent framework for
creating the melodrama that is iconic to wuxia narratives, but it devotes
fewer mechanics to wuxia’s other iconic ingredient: thrilling fight scenes! This
essay is a guide to describing those fight scenes in the course of HEARTS OF
WULIN gameplay.

199
200 BEGIN TRAINING
To describe fight scenes well, it helps to know some basic martial arts
terminology. Every style in the world has its own names for these principles,
however, neutral terminology is used here to make things as clear as possible.
A stance is the way a xia stands during a fight. Power is generated by contact
with the ground and travels through whatever limb carries the xia’s attack,
so the way their feet are positioned in relation to their body is an important
consideration. Martial stances could be deep, light, aggressive, cautious,
measured, defensive, rooted, powerful, subtle, or anything that gives a sense of
how a xia stands ready for violence. Movement across the battlefield is usually
a series of transitions between stances.
Strikes are how xia harm their foes. They are attacks with weapons against
targets. A xia might slash with their fingernails at their rival’s eyes. She might
bludgeon her foe’s torso with her fists or feet. He might thrust a sword to stab
at his rival’s heart. A weapon could be a body part, sword, staff, or any object
capable of hurting someone.
Blocks are how xia stop strikes before they hit. Blocks are often performed with
limbs or weapons, but in wuxia it’s not uncommon to see someone block with
their head or torso, furniture, eating utensils, or nearly anything else. Blocks
are typically hard, force-on-force terminations of a strike, whereas a parry
redirects a strike away from a target. It’s also possible that a xia might not
block or parry, but dodge instead. But the core remains the same: all of these
techniques keep xia safe from harm.
Grappling is gripping or seizing one’s opponent for body-to-body control. In
real life, most fights end up in a grappling clinch. Grappling is less common
in wuxia, but some fighting styles still make prominent use of this technique.
When grappling, the goal might simply be to restrict a foe’s movement. Or
perhaps the Xia wants to throw their opponent away or to the ground, creating
distance and causing harm with the impact of the fall. Chokes, joint locks, leg
sweeps, and escapes are all part of grappling too.
These four elements—stances, strikes, blocks, and grappling—are the most
fundamental expression of martial arts. When a xia gets into a fight in HEARTS
OF WULIN, consider these elements and how they might relate to the xia’s
fighting style. What stances are central to the style? Are strikes delivered with
particular weapons, or will anything do? Does the style focus more on blocks,
parries, or dodges? Is grappling a special focus of the style? Answering these
questions through play will bring the fight scenes to life!
WUXIA VIOLENCE
Fights in wuxia stories aren’t like fights in real life. In a real fight, the goal is to
201
defeat an opponent through quick thinking and the efficient control of tempo
and momentum. By contrast, wuxia films are rooted in Chinese opera theater,
where the goal is to provide a clear perspective on how violence communicates
the overall narrative of the story, as well as character. The lessons learned
from both approaches make fights in HEARTS OF WULIN that much more
entertaining.
Tempo describes the rhythm of a fight but make no mistake: the rhythm of
a fight is not steady. When a xia controls the tempo, they can surprise their
opponent with sly maneuvers and daring exploits to maintain that control
because tempo is really control of the moment. When one controls the moment,
they decide what happens.
Momentum is the natural result of holding control over the tempo. When a xia
controls the moment over and over, they gain momentum. The longer the xia
maintains this control, the more inevitable their victory. A xia loses momentum
when they fail to control the moment. Foes rush into that gap to push the xia
back again. This back and forth is the foundation of drama, and fight scenes are
nothing if not dramatic.
Perspective gives a clear view of the xia’s physical contest. Sometimes the
audience’s perspective is so wide they can see the grandeur of the character’s
prowess reflected in the expanse of nature around them. Sometimes the
perspective moves so close the audience sees the beads of sweat on the xia’s
brow. Clever use of perspective shows the foe knocked off their feet, then
cuts to the foe’s back slamming into the tabletop. Perspective shows us the
breathtaking details of a fight and the context within the wider environment.
Communication puts the audience inside the minds of the warriors and lays
the story bare. The audience knows one character is fueled by cold strategy,
always recognizing and commenting on the techniques in play. The audience
knows another character is green but fierce, determined to prove themselves.
When a fight goes bad, the audience is there with the loser in their moment of
failure, and stays with them until they realize vengeance is the only possibility,
and training is the only road toward it.
202 Tempo determines who controls a fight. Keeping the tempo builds momentum
toward victory, and losing tempo is a dramatic change in circumstances. The
audience needs a clear perspective of tempo and momentum to see where
a fight is headed (and to be surprised when that course makes a drastic
turn). Players in HEARTS OF WULIN need good communication to show and
understand how this back-and-forth carries the narrative.
During fight scenes in HEARTS OF WULIN, consider which one or two of these
elements are most important in any given moment. Combining them with the
martial techniques described above is a great step toward mastering the art of
narrative combat.

STYLE ELEMENT
When a player creates a character, they choose an Element stat to associate
with their martial style. This is an important choice: the Elements shape the
character’s interactions with the world, and their Style Element is the interac-
tion held in special regard.
A character’s Style Element teaches us how they control the tempo of a fight.
If a character’s chosen Style Element is Fire, perhaps they control the tempo
(and thus build momentum) by attacking with speed. They blaze too fast for
their opponent to keep up. Or perhaps they strike a creative tempo, flickering
here and popping there with no rhyme or reason their opponent can discern.
Or maybe instead they strike with blows as mighty as a furnace, withering their
opponent’s strength with every stroke.
Players should invoke their Style Element to set the tempo of their actions,
but also to show the audience (all the other players at the table) a perspective
on the fight. If a player’s chosen Style Element is Wood, perhaps the audience
sees the character rooted in a deep stance, fist striking upward like a bloom
bursting in the spring.
Notice that the Style Element gives much of the vocabulary needed to relate
tempo to the audience. In that way, it’s the primary tool to effectively commu-
nicating a character’s actions in moments of violence. Prominent wuxia authors
of the 20th century often made heavy use of metaphor when naming fighting
styles or individual techniques. Specifically they used allusions, symbolism
and poetry to show character’s personality and sect. Players should consider
their Style Element and use the examples above as a guide to create their
own stunning, dynamic metaphors and feel free to switch them up from fight to
fight! When they’re all metaphors for what’s happening in the story, there’s no
limit to the techniques that might make up a particular fighting style, as long as
one is sensitive and avoids stereotypes.
WUXIA POWERS
Wuxia protagonists are not regular people. In many stories, their skills and
203
abilities are downright supernatural. Literature and film are full of all kinds of
these powers. These few that follow are especially iconic.
Internal energy is cultivated by xia to perform incredible feats of speed,
agility, strength, and endurance. A xia’s internal energy might help them
twirl their sword so quickly it deflects a storm of needles volleyed from their
foe. It might give the xia ferocity to bend iron bars or smash through walls.
Internal energy could harden their body against all incoming strikes, or even
help their body neutralize deadly poison or recover from injuries faster.
True masters of internal energy might even project it outside their bodies as
beams or blasts of pure energy.
Heightened senses are also a common side effect of cultivating internal
energy. Xia often cultivate their senses to the point that they can detect the
killing intent of people around them. These xia perceive the exact moment
when someone decides to get violent. That can be helpful for launching a
preemptive strike, detecting an ambush, knowing how hard or lightly to push
someone in a social situation, or any of a wide range of possibilities. Players
in HEARTS OF WULIN should consider when their character’s killing intent
sparks into life, and how their character might detect it in others.
Lightness or Qinggong skill is one of the most recognizable wuxia skills. Just
as it sounds, a xia cultivates their internal energy to lighten their bodies and
thus increase their agility and speed. Advanced practitioners use lightness
to run on water, leap to the tops of trees, and even glide through empty air.
Granted, not every wuxia story features this ability, and even in wuxia stories
that do, not everyone is capable of light body skill. As much as it’s a hallmark
of wuxia, lightness skill’s presence or absence tells a lot about the tone of
the story and the prowess of its characters.
Meridians in traditional Chinese medicine are the pathways internal energy
travels throughout the body. Striking the meridians in just the right way can
restrict someone’s access to supernatural powers, or paralyze limbs, or even
the target’s entire body. These effects might be temporary or they might take
a long period of dedicated effort to mend. In HEARTS OF WULIN, marking an
Element is very much like blocking a meridian.
204 These wuxia powers—like all the other elements of this essay—are not
exhaustive. Rather, they are concise and versatile tools to bring wuxia’s
supernatural aspects to the forefront in any fight scene. Invoking them often
portrays a high-powered world, where xia have easy access to fantastic
actions. Saving wuxia powers for rare spotlight moments presents a world
much more like our own, with only occasional glimpses of transcendent skill.
Trying to invoke all of the ingredients above during every roll of the dice
makes as much sense as trying to strike with every weapon in the world at
the same time. Most of the time, players probably won’t even make use of
all these ingredients in a single extended fight scene! Remember: HEARTS
OF WULIN highlights the melodrama of wuxia stories more than the visual
details of fight choreography. When engaged in conflicts in HEARTS OF WULIN,
players should ask themselves which one or two of the ingredients above
are most important in any given moment. Mastering this narrative style takes
training, but every xia relishes the opportunity to advance their skills. You
can, too!
APPENDICES

How to Learn
Read up. Talk to people who practise Chinese martial arts like gongfu and
wushu. Meet people who love wuxia and its many forms. Most importantly,
have fun! Don’t be afraid to ask questions. Perhaps pick up a new wushu
form so that you become familiar with the terms. (Good if you are already
well-acquainted with Asian martial arts!)
Most of all, watch wuxia movies and read wuxia (and xianxia) literature.
Following is a list of inspirational source material. It is by no means an
exhaustive and definitive list as wuxia media is very broad and wide-ranging.
HEARTS OF WULIN does not profess to be a thesis or treatise on all things
wuxia and wuxia mass media.

NOTE: wuxia and gongfu overlap and often are interchangeable. The literature men-
tioned below include gongfu drama serials and movies from the 1980s and 90s, right
up to the 21st century. Many also include historical settings.

205
206 ORIGINAL SOURCES
Original sources include primary sources, including written manuals and
historical texts, dating from the very beginning (Spring and Autumn period)
right up to the late 20th century. These sources contain the roots of wuxia
and chuan qi (legendary tales). These themes were later interwoven into
wuxia works.
Sources also include the gong an (public case) crime and detective novels. In
these works, wuxia heroes join up with magistrates to investigate crimes.
PRIMARY SOURCES
Han Feizi by Han Fei The Bearded Warrior
Records of the Grand Historian (Shi Romance of the Three Kingdoms by
Ji) by Sima Qian Luo Guanzhong
The Book of Han Water Margin by Shi Na’an
The Book of Later Han Justice Bao stories from Sanxia Wuyi
Nie Yinniang and Xiaowuyi
The Kunlun Slave Gong’an Qiwen
Thirteenth Madam Jing Ernii Yingxiong Zhuan
Red String

INFLUENTIAL WUXIA AUTHORS


Jin Yong is such an influential wuxia author/writer that he deserves his own
section. His stories have been adapted into TV series, movies, and manhua.
However, there are also pioneer wuxia authors as well, even those who cross
platforms and genres into comics, manhua, and science fiction.
JIN YONG’S WORKS
The Book and the Sword The Deer and the Cauldron
The Condor trilogy Demi-Gods and Semi-Devils
The Smiling, Proud Wanderer
LIST OF LIANG YUSHENG’S WORKS
Qijian Xian Tianshan Saiwai Qixia Zhuan
Datang Youxia Zhuan Xiagu Danxin
Baifa Monü Zhuan(The White-Haired
Demoness)
LIST OF GU LONG’S WORKS
Chu Liuxiang series Xiao Shiyi Lang
207
Xiaoli Feidao series Juedai Shuangjiao
Lu Xiaofeng series

LIST OF WEN RUI’AN’S WORKS


The Four Face to Fate

LIST OF HUANG YI’S WORKS


A Step Into the Past Twin Brothers
Lethal Weapons of Love and Passion

LIST OF WANG DULU’S /XIAOYU’S WORKS


Crane-Iron Pentalogy/series: Sword Force, Pearl Shine
Crane Startles Kunlun Crouching Tiger, Hidden Dragon
Precious Sword, Golden Hairpin Iron Knight, Silver Vase

LIST OF XIANG KAIRAN’S WORKS


The Peculiar Knights-Errant of the Jianghu
The Burning of the Red Lotus Temple (movie, adapted from the Peculiar
Knights-Errant of the Jianghu)

LIST OF ZHAO HUANTING’S WORKS


Chronicles of the Loyal Knights-Errant
LIST OF MA WING-SHING’S WORKS
The Storm Riders The Blood Sword
Wind and Cloud A Man Called Hero

LIST OF HUANG YULANG’S WORKS


Buddha’s Palm Oriental Heroes
Legend of Emperors Weapons of the Gods

THE FIVE MASTERS OF THE NORTHERN SCHOOL:


Huanzhulouzhu (The Swordspeople Zheng Zhengyin (King of Eagle
from Shu Mountain) Claws)
Gong Baiyu (Twelve Coin Darts) Zhu Zhenmu (The Seven ‘Kill’ Stele)
Wang Dulu/Xiaoyu (please see above)
208 While the wuxia genre looks fairly male-dominated, there are contemporary
women wuxia novelists and writers. One example is Chen Yu-hui who wrote
The Tian-Guan Duo Heroes. Likewise, with the growing popularity of xianxia
and BL light novels (and manhua), creators are more diverse and daring
in their concepts. With social media and the Internet, creators are finding
ways and platforms to reach wider audiences. Authors like Mo Xiang Tong
Xiu are immensely popular. Her BL xianxia manhua series has been adapted
into live-action and anime. The series The Untamed is featured on Netflix.
Web novel writers have notably offered better representation for queer and
women characters, expanding the boundaries of the genre.

MOVIES
The movies of King Hu and the Shaw Brothers have impacted and influenced
wuxia cinema and film-making. From their start in the 1960s, the Shaw
Brothers movies have been a crucial part of popular culture. Actors such as
Cheng Pei Pei, Jimmy Wang, and Connie Chan became popular wuxia movie
stars in the 1960s-70s.
Hong Kong movies of the 1980s and 90s dominated the wuxia silver screen,
with some being action films with wuxia trappings and others offering period
wuxia dramas and stories. Right up until the 21st century, Hong Kong has
delivered visually powerful films, adapting and re-adapting wuxia classics as
well as inventing new ones. Hong Kong wuxia movies have become visually
stunning with their use of special effects and CGI. China is also producing
stunning movies. Actors such as Michelle Yeoh, Donnie Yen, Jet Li, Andy Lau,
and Zhang Ziyi rose to fame because of their roles as wuxia and martial arts
actors.
NOTE: some of King Hu’s movies are categorized under Shaw Brothers and Hong Kong
movies as King was an influential director who had worked under the Shaw Brothers as
well as independently.

KING HU’S MOVIES


Dragon Gate (1967) All The King’s Men (1983)
A Touch of Zen (1971) The Wheel of Life (1983)
The Fate of Lee Khan (1973) The Swordsman (1990)
The Legend of the Mountain (1979) Painted Skin (1993)
SHAW BROTHERS MOVIES
Come Drink With Me (1966) Death Duel (1977)
209
The One-Armed Swordsman (1967) The Sentimental Swordsman (1977)
The Jade Raksha (1968) Judgment of An Assassin (1977)
Golden Swallow (1968) Life Gamble (1978)
The Bells of Death (1968) The Deadly Breaking Sword (1979)
The Fastest Sword (1968) Killer Constable (1980)
Dragon Swamp (1969) Bloody Parrot (1981)
The Invincible Fist (1969) Buddha’s Palm (1982)
The Twelve Golden Medallions (1970) Shaolin Prince (1982)
The Heroic Ones (1970) Demon of the Lute (1983)
The Long Chase (1971) Bastard Swordsman (1983)
The Water Margin (1972) Secret Service of the Imperial Court
Black Tavern (1972) (Police Pool of Blood) (1984)
The Magic Blade (1976)

EXAMPLE CHINESE AND HONG KONG MOVIES


Last Hurrah for Chivalry (1979) The Storm Riders (1998)
Raining in the Mountains (1979) Red Cliff (2008-9)
Duel to the Death (1983) Three Kingdoms: Resurrection of the
A Chinese Ghost Story (1987) Dragon (2008)
Once Upon A Time in China (1991) Mulan: Rise of a Warrior (2009)
Swordsman 2 (1992) Once Upon a Time (2017)
New Dragon Gate Inn (1992)

LOWELL’S TOP PICKS


LOWELL’S RECOMMENDED WUXIA TV SERIES
If you watch nothing else, watch Laughing in the Wind or the ’05 version of
Handsome Siblings.
Laughing in the Wind (2001) Princess Agents (2017)
Handsome Siblings (2005) The Magical Nights of the Glorious
Condor Hero (2006) Tang (2018)
Fox Volant of Snowy Mountain (2006) Heavenly Sword and Dragon Slaying
Lord of Justice (2008) Sabre (2019)
Demi-Gods and Semi-Devils (2013) The Untamed (2019)
Ice Fantasy (2016)
210 LOWELL’S RECOMMENDED WUXIA FILMS
Not necessarily the best ones in the wuxia (and related) genres, but they’re
the ones which most influenced HEARTS OF WULIN:
Pursuit of Vengeance (1977) Crouching Tiger, Hidden Dragon
The Sentimental Swordsman series (2000)
(1977) Hero (2002)
Swordsman & Enchantress (1978) Painted Skin (2008)
Duel of the Century (1981)/The Duel Detective Dee series (2010 on)
(2000) Dragon (2011)
The Supreme Swordsman (1984) The Four (2012)
Bride with White Hair (1993)

USEFUL SECONDARY SOURCES


China’s Golden Age: Everyday Life in the Tang Dynasty (Charles Benn 2004),
Chinese Martial Arts Cinema: The Wuxia Tradition (Stephen Tao 2009), Daily Life
in China on the Eve of the Mongol Invasion, 1250-1276 (Jacques Gernet 1962),
The Development of Chinese Martial Arts Fiction: A History of Wuxia Literature
(Chen Pingyuan 2016), Fight Choreography: The Art of Non-Verbal Dialogue (John
Kreng 2007), The Imperial Capitals of China: A Dynastic History of the Celestial
Empire (Arthur Cotterell 2008), It’s All About the Style: A Survey of Martial Arts
Styles Depicted in Chinese Cinema (Blake Matthews (2013), Paper Swordsmen:
Jin Yong And the Modern Chinese Martial Arts Novel (Christopher Hamm 2004),
The Ultimate Guide to Martial Arts Movies of the 1970s (Craig Reid 2010),

LITERATURE & FICTION IN ENGLISH


The Dandelion Dynasty series: The Grace of Kings and The Wall of Storms (Ken
Liu), Detective Inspector Chen Novels (Liz Williams), Gods and Monsters series
(Cassandra Khaw), The Green Bone Saga: Jade City and Jade War (Fonda Lee),
Legends of the Condor Heroes (Jin Yong), Anna Holmwood’s recent transla-
tion for MacLehose Press, The Poppy War series: The Poppy War, The Dragon
Republic, and The Burning God (R.F. Kuang), Strange Tales from a Chinese Studio
(Pu Songling), Minford’s translation for Penguin 2006, The Tensorate Series (JY
Yang), A Thousand Beginnings and Endings (Ellen Oh , Elsie Chapman editors)
ROLE-PLAYING GAMES
There have been many rpgs which have used martial arts, wuxia, and
211
Chinese themes. There’s a smaller number of these which have had authors
or consultants with a Chinese or even Asian cultural background, so I’m not
speaking to the accuracy or engagement of these games. However, they
all have some interesting ideas worth exploring. We recommend hunting
for #ownvoices sources and games, created or worked substantively on by
persons from those cultures.
Hong Kong Action Theater: Blue Dragon, White Tiger (2003). A decent source-
book with some nice notes on HK filmmakers.
Legend of the Elements (2016). A PbtA game in the vein of Avatar the Last
Airbender.
The Ninja Crusade (2016). Mashes up lots of elements from across Asia, but
offers an anime-style setting with lots of interesting ideas.
Qin: The Warring States (2005). A French rpg translated into English. It has sever-
al supplements. It is a dense system for those who like more crunch and depth.
Tianxia: Blood, Silk, and Jade (2014). A really good implementation of Fate for the
wuxia genre. Interesting setting with several supplements.
Wandering Heroes of Ogre Gate (2016) and Strange Tales of Songling (2020).
Both are OSR-inspired systems with the former covering wuxia and the later
supernatural mysteries.
Weapons of the Gods (2005) and Legends of the Wulin (2011). A game with a ton
of ideas and cultural materials. Highly recommended for a read-through. The
system’s an acquired taste. The former version builds on a comic book IP; the
latter version strips that out in favor of a more generic wuxia setting.

OTHER RPGS WHICH INFLUENCED HEARTS OF WULIN


13th Age (Rob Heinsoo, Jonathan Tweet, 2013)
Fate Core System (Leonard Balsera, et al, 2013)
Godbound (Kevin Crawford, 2016)
Legacy: Life Among the Ruins (Minerva McJanda, Douglas Santana Mota, Jason
D’Angelo, and Rebecca Curran, 2018)
Masks: A New Generation (Brendan Conway, 2016)
Pasión de las Pasiones (Brandon Leon Gambetta, 2018)
The Veil: Cyberpunk Roleplaying Powered by the Apocalypse (Fraser Simons, 2016)
212 Inspirational & Example Material
FACTIONS
A Sample Set Up
RIGHTEOUS/ORTHODOX
Meteor Grace Clan Striving Pilgrim Escort Bureau
AMBIGUOUS
Feathered Doctrine School Iron Prosperity Delegates
UNRIGHTEOUS/UNORTHODOX
Many Venoms Sect Thousand Ghosts Society
DESTROYED
Frost Hearth Palace

OTHER FACTION NAMES


Blazing Wheel Peony Vagrants
Blossoming Song Academy Purity Sword Sect
Chiming Bells Sect Red Flower Society
Deadly Harmony Cult Rending Condor Tribe
Descending Sun Fraternity Seven Fiery Ghosts
Dragon Well Sect Ten Lotus Brothers
Eight Steps Society The Ashen Delegates
Empty Chamber Killers The Cao Clan
Fourfold Prosperity Society The Doctrine of Obsidian
Gallant Sabre Guardians The Formless Governors
Glorious Clouds Society Twilight Blade Security Bureau
Golden Footsteps Order Unconquered Sky Temple
Golden Spire Widows Uncounted Phantoms
Harvesting Fists Void Sabre Alliance
Jade Brush School White Vision Sword Association
Needle-Fingered Daughter Wicked Pavilion
Ninth Void Willow Branch Authority
STYLE NAMES
Black Bells Shadow Brother’s Style
213
Eight Diagram Sabre Shooting-Stars Hands
Fist of Precise Thought Storming Master’s Form
Forge-Hammer Heart Sun and Moon Serpent Sword
Golden Hawk Form Sunburst Method
Grasshopper’s Wisdom Taunt of the Monkey
Heavenly Gifted Form The Hidden Path
One Soul Legion Thousand Spear Palm
Path of the Blossoming Tear Unfallen Dragon
Quiet Sage’s Steps Vengeful Beast Mastery
Secrets of the Stone Way of the Graceful Warrior
Seeking Pilgrim’s Style Ways of the Waters

ENTANGLEMENTS
ROMANTIC
I cannot choose between _____ and _____.
I disguised myself to get close to _____, but _____, their lover, suspects and
hates me.
I disguised myself to get close to _____, but _____, their lover, is falling for me.
I fled from _____ because of the heartache, but _____, their lover, has called
me back to honor a debt.
I know _____ desires me, but _____, who I pine for, loves them.
I lost to _____ in order to maintain the affections of _____.
I love _____, who I overlooked for too long; now they love _____.
I love _____, but _____—a leader of my faction—has forbidden it.
I love _____, but my family member _____ is their sworn enemy.
I love _____, but my teacher, _____, killed someone dear to them.
I love _____, but their family member, _____, is a villain.
I love _____, but my family member, _____, is a legendary villain.
I love _____, but their family member, _____, has sworn revenge against me.
I love _____, but I have sworn revenge against their family member, _____.
I love _____, but their sibling, _____, considers me beneath them.
214 I love _____, but they are engaged to _____, who I respect.
I love _____, but I know a dark secret about, _____, who they adore.
I love _____, but they are wed to _____, who I serve.
I love _____, but they are wed to _____, my sibling.
I am wed to _____, but I know they actually pine for _____.
I pursue _____ despite knowing that my friend, _____, pines for them.
I rejected _____, but _____—who I desire—loves them.
I still pursue _____, who rejected me, despite the interference of _____, who
holds an unrequited love.
My friend _____ and I vie for the attention of _____ despite their indifference to
both of us.
There is mutual unrequited love between _____ and I because of my duty to
_____.
_____ advised me not to pursue _____, but secretly wooed them.
My teacher, _____, and I share an unspoken love because of the shame it
would bring to _____.
_____ has become jealous of the attention _____ pays to me instead of them.
I am engaged to [ ], but have fallen in love with their sibling, _____.
I love _____ from an enemy clan, and _____ blackmails me about my passion.
I love _____ but I cannot tell them the truth about what happened to their lover
_____.
I love _____, but their duty to _____ draws them away.
_____ openly pursues me, but to avoid a scandal I’ve hidden my relationship
with _____.
I humiliated myself in front of _____, who I desire, and _____ will let no one
forget it.
A prophecy has kept _____ and I apart and _____ is determined to keep it that
way.
_____ and I love one another, but that will change if they learn of my history
with _____.
I brought my lover _____’s sibling _____ to justice.
I have been promised to _____ and _____ wants to get rid of me for that.
I have been promised to the awful _____, but I find their friend _____ much
more interesting.
_____ has disguised themselves to pursue me, but my friend _____ has begun
to resent them. 215
I love _____ but _____ has seduced their family with wealth, status, and power.

GENERAL
My sibling _____ disparages me, and my parent, _____, won’t condemn
them for some reason.
My rival _____ speaks ill of me, but my mentor _____ strangely ignores the
situation.
_____, my rival, knows about the bad actions I did to the family of my
friend, _____.
Local authority _____ hints they know of my shady dealings against my
mentor _____ and their family.
_____, my rival, has sworn to kill me, but I have promised _____ that I will
not harm them.
I brought my sworn ally _____’s sibling _____ to justice.
I suspect my friend _____’s parent is the villain _____.
I allowed my friend _____’s sibling _____ to escape justice.
_____, an authority of my faction, has ordered me to undercut _____, who
I respect.
_____, my clan leader, has told me to spy on my comrade, _____.
My teacher, _____, has passed me over in favor of _____, my rival.
I have discovered my friend, _____, has hidden their true power from me
but told _____, another friend.
I have discovered my sibling _____ has been in contact with _____ from an
enemy clan.
I have discovered my friend _____ has been consorting with _____ from an
enemy clan.
I have hidden my true identity from _____ because of my past with _____.
I found that _____ has hidden their true identity from everyone because of
their past with _____.
I’ve learned my friend _____ has been betrayed by their teacher _____ but
they will never believe me.
I’ve learned my friend _____ has been lied to by their parent _____, but
they will never believe me.
216 I have promised my teacher, _____, that I will destroy the family of my
friend, _____.
I have promised my sibling, _____, that I will destroy my friend, _____.
I have hidden _____, who is wanted by my friend _____ for their crimes.
I have hidden _____, who is a threat to my respected clan senior, _____.
I discovered my sibling _____ has been learning techniques from _____,
master of an enemy clan.
I learned my friend _____ studied secrets with _____, a heretical master.
I promised my friend _____ that I would aid the troublemaker _____.
I promised my sibling _____ that I would help my rival _____.
I owe loyalty to my elder sibling, _____, despite how they treat their
spouse, _____.
I remain loyal to my master, _____, despite how they treat my younger
sibling, _____.
I rejected _____ and now they have sworn vengeance against me and my
friend, _____.
I suspect _____ of evil, but _____, who I respect, believes in them.
My friend _____ suspects _____ of evil, but I remain steadfastly loyal.
I swore to _____ that I would project _____, but they would be offended if
they knew.
I took part in a crime against _____, my friend _____’s sibling.
I took part in a crime against _____, my sibling _____’s lover.
_____ has chosen me as heir, but _____, who I’ve known all my life, resents
it.
My senior, _____, treats me badly, but I give them loyalty despite _____’s
disapproval.
_____ chose my long-time friend, _____, as heir and I resent it.
My clan senior, _____, suspects that my friend _____ works against our
faction.
My friend, _____, is an agent for _____ of an enemy clan, but I do not know
it.
My spouse, _____, secretly works for _____ of an enemy clan, but I do not
know it.
My master, _____, has secretly trained me as part of a revenge plot against
my friend, _____. 217
My master, _____, has trained my sibling _____ as part of a revenge plot
against my family.
My friend, _____, has rejected my sibling _____’s declarations of love.
My sibling, _____, has rejected my friend _____’s declarations of love.
My friend, _____, has been exiled from my school, but my teacher _____,
will not tell me why.
My sibling, _____, has been sent away from our family by my parent, _____,
without explanation.
I believe my parent, _____, has been seduced with evil intent by _____.
I believe my sibling, _____, has seduced _____ for evil ends.
My teacher, _____, disapproves of me, and my friend, _____, agrees with
them.
My parent, _____, disapproves of me, and my sibling _____ won’t stand up
to them.
My peer, _____, and I defeated the powerful _____, but only I gained credit
and now they resent it.
My sibling, _____, and I were separated at birth and _____ raised them to
destroy my clan.
My sibling _____ loves our clan enemy, _____.
My sibling _____ has fallen in love with my rival, _____.
My parent, _____, abandoned me to be raised by _____, but now they have
returned.
_____ and I both seek revenge against _____, but I must be the one to
strike the killing blow.
I have learned about my elder sibling _____’s affair with _____ which may
doom our family.
My friend, _____, hates _____ but refuses to tell me why.
My friend, _____, has lied to our teacher, _____, but will not explain why.
An enemy, _____, has come to me to change their ways, but I know my
friend, _____, will never believe them.
218 Backer Credits
JADE BRUSH SCHOOL
~mat, A. D. Stockser, Aaron Lim, Aaron Taylor, Adam Clayton, Adam Rajski,
Adrian Facchi Lopez, Adrian Randall, Alex Belford, Alison Fleming, Allen
Varney, Alpo, Alun R, Amy C. Goodenough, Anders Gabrielsson, Andrew
Doucet, Andy Fones, Angelo Pileggi, Anna-Lena Schubert, Arsha, Arthur
Le, ArthurDent, Ary Ramsey, Aspenazt, Bastian Dornauf, BeePeeGee,
Benjamin “BlackLotos“ Welke, Benjamin Loy, Benton Sartore, Berke C.,
Bethany Cai Graham, Blair Wallace, Blitzstep, Bluegrass Geek, Bran Muffin,
Branchflower, Brandon Gutowski, Brian C. Kapaun @aboleth-eye, Brian
E. G. Williams, Bruce Curd, Bryant Durrell, Carl Walter, Charles Cordingley,
Charlie Etheridge-Nunn, Chris Edwards, Christina Maria Jessen, Christopher
Grey, Christopher Lavery, CJ Gibson, CJ Johnson, “Coleman Gailloreto, a
chivalrous soul.”, Cosmos Furiosi, Creepy Doll Studios, Crom, Dan Byrne,
Dan Turetsky, Dana CATCATCAT, Daniel Hägglund, Daniel Markwig, Daniele
Di Rubbo, David, David “Weimann“ Karlson-Weimann, David Jayr, David
Millians, David Paul Guzmán, David Steinkopff, Declan Feeney, Dejay Teo
Junjia, Deltalisk, Devon Anderson, Dimitri Psarianos, Doc Bustos, Don Bisdorf,
Donathin Frye, DrisconV, Duan Bailey, Dylan Boates, Dyn Quing, Dyrk Rabe,
Ed Morland, Eleanor Boucher, Ellery Breland, Emanuele Galletto, Enrico
Chatelin, Eugene Marshall, ExtantLily, Flo Poulpy - Rolistiquement Votre,
Frank “Mottokrosh“ Reding, Franky Thomas, Freya Sessrúmnir, Galen Pejeau,
Genevieve Cogman, geraldkw, Gherhartd Sildoenfein, Gnome Archiviste, Greg
Sanders, Greg Wilson, Gustavo Campanelli, Gwathdring, HANATAKA Shinya,
Hao Zhang, Holly Rennex, Illbeard, Imredave, irrion, Ivan Pawle, J. Derrick
Kapchinsky, J. Johnston, Jackson Brantley, JadeClaw, Jaesz Feher, Jake of
Online, Jakob, Jamal L Wilkins, James H. Steinberg, James M. Anthony,
James Meredith, Janne Andsten, Jared Rascher, Jarrod Farquhar-Nicol,
Jason Brandt, Jason Lew-Rapai, Jason Pitre, Jason R. Wright, Jason Tocci,
JC Nau, jco, Jed MacKay, Jeffrey Meyer, Jennifer Adcock, Jim B., Jim Ryan,
Joan Julia Trias, Joe Geary, Joe Hacker, John “Raven“ DiPietro, John C,
John Robinson, John Rogers, Jon Cole, Jon Robertson, Jonathan “Ryomasa“
Mendoza, Jonathan Fearn Badillo, Jonathan Lavallee, Jonathan Syson,
Jordan Lennard, Josh Bennett, Josh Hittie, Josh Medin, Joshua Yip, Jubby
Song, Julian, Jussi Kenkkilä, Kate Malloy, Keeper of the Child’s Dream, Ken
Finlayson, kris, Kris Miller, Krister M. Michl, Kurt McMahon, Le Minh Duc,
Lester Ward, Levi Phipps, Li Jiyang, Liz Gist, Liza Pluijter, Lo, Luca Buran,
Lukas Myhan, Luke Spry, Maia Currie, Maie Shallcrass, Marc Blondeau, Marco
Rower, Marcus Yonce, Marek Hendziak, Maria Morabe, Maribelle, Mark 219
Durrheim, Mark Green, Markus Raab, Martin Tegelj, Matt Caulder, Matthew
Edwards, Matthew To, Max Polun, Michael Atlin, Michael Beck, Michael
Cantin, Michael Schwartz, Michele “Snake“ Gelli, Mikailos, Mikhail Kamnev,
Miles Gaborit, Mischa Wolfinger, Mo Holmes, Molly Landgraff, Nadein Rex,
Nate Ng, Nathan Nolan, Nick Bate, Nick Pilon & Sasha Dillman, Nicola Urbinati,
Nitewolf, Oz, Ozzy Beck, Paolo Ramello, Paolo Zanella, Patrick Bingham,
Patrick O’Duffy, Paul Durand-Lupinski, Paul V., Paul Wilson, PDCurry, Peter
Cobcroft, Phil Nicholls, Preston Bruce, Quasi, R. Ruane, Ramanan S, Raven
Callahan, Reverance Pavane, Rich Howard, Rick Sorgdrager, Robert Day,
Rrok Anrolle, rsek, Ryan Dziuba, Ryan Lee, Ryan Windeknecht, S.A. Hjorth,
Sam Roberts, Sarah Williams, Sean M Sullivan, Sean Nittner, Sean O’Donnell,
Shane Martin DeNota-Hoffman, Sharon Campbell-Crow, Simon Landmine,
SpitefulFox, Stephan Szabo, Stuart Chaplin, Svend Andersen, Tanaka, Tara
Hillegeist, Tariyan Draegr, Terry L Gilbert Jr, THE Donnie, The Nue, The
Vogfather (Steven Leverenz), Theo & Leon, Thoobn, “Tilly, Loki, & Murphy”,
Tina Trillitzsch, Ting, Travis Johnsen, Trip Space-Parasite, Veronikis Spyros,
Volsung, Will Uhl, WuDeRPG, Yes please! Jason Cutrone, Zachary Selman
Palmer, Zsolt Becker, 鮎方高明

MANY VENOMS SECT


“Alpha“ Dean M. Lewis, ***Dave Hill, A. Russey, Aaron Nowack, Abigail Lyn,
Adam Flynn, Adam Hegemier, Adam Longley, Adam Nordin, AJ Seymour,
Alan Scott, Alastor Guzman, Alejandro Duarte, Alenka Figa, Alex Kirk, Alfred
Rudzki Hitchcock, Alice Kyra, Amelia Antrim, Amy Gordanier, aMy Scott,
Andrew GM Sim, Andrew Lee Yang, Andrew Morrow, Andrew Tapp, Andy
Blanchard, Angelina Mak, Ann & Jason D’Angelo, Anne Cornelissen, Anthony
Wu, April Walsh, Barry Welton, Bay Chang, Beau King, Ben O’Steen, Ben
Taels, Benjamin Brown, Bill Templeton, Billy Broderick, BittenPeach, Blaine
C. Martin, BLDawes, Brandon Leon-Gambetta, Bren Thoreson, Brennan
Dawson, Brett Volz, Brian Cooksey, Brian Vander Veen, Bruce Meyer, C.
Zhanchi Ho, Camdon Wright, Cameron Hays, Candi & Chris Norwood, Carl
Schnurr, Carmen Maria Marin, Cassandra K, Catherine Ramen, Cesar “Kimble“
Luz, Charles Wotton, Chris S, Christopher G, Christopher McDonough,
Christopher W. Chun, Chuck Dee, CJ, Colin Matter, Colin Padgett Arnold,
Corey Metcalfe, Corrin Elizabeth, Craig Savino, Damien Chua, Damon C
Bradshaw, Daniel Ellebracht, Daniel Honig, Daniel Jensen, Daniel Ravipinto,
220 “Daniel, Trista and Eleanor Robichaud”, Darren Hennessey, Darren Pee,
Dave and Chas Enyeart, Dave Binny, Dave Morford, David Gatt, David Gordon
Buresh, David Jay Sirois, David Priestley, Dawson G. Gittens, Dean Stuart
McNabb, Dominik Pintera, Doug Levandowski, Doyce Testerman, Dr. Logan
R. Brown, Drew, Dylan Ross, Ed Ingold, Ed Kowalczewski, Edgar Gonzalez,
Edouard Contesse, Elijah Gill, Elizabeth Jaye, Elliot Brown, Elliott Freeman,
Elmer Tucker, Elyse Wilhelm, Ember + Ash, Eric Iacono, Erik Seguinte, Etienne
T.Harvey, Eva S, Fabian S., Felix Mac, Fraser Simons, Fredrik Lyngfalk, G.
Desmond Wooten, Game Masters Table, Garrow Bed, Gary Anastasio, Gemma
Vidal, Genesteal, Gina Ricker, Giulia Cursi, Graeme “POCGamer““ Barber,
Graeme Comyn, Greg Fulford, Greg Leatherman, Greg Walters, Guillaume
“Nocker“, Hans Messersmith, Heidi Schlottman, Herman Duyker, High
Queen Kikka Delaroase, Ian F, Ignatious, Izendale, J. Scott, J.L. Householder,
Jachari Johnson, Jacob Bolton, Jacob Densford, Jacob Malamatenios,
Jagusti, James Yoo, Jason Corley, Jason Heredia, Jason Reynolds, Jeanne
Van Dusen, Jeddy Kight, Jeff Slater, Jeff Stolarcyk, Jeffrey Collyer, Jeffrey
Moore, Jerad Bailey, Jesse A., Jesse Q, Jessica Hammer and Chris Hall,
Jex Thomas, Jim Davis, Jim Hanna, Jim Hart, Jim Waters, Jimmy Maxey, Joe
Rooney, Joe Webb, Joel Beally, Joey Trapp, John Christe, John M. Campbell,
John Sturkie, John Taber, Johnny Liu, JohnnyVoodoo, Jon Eckel, Jon Lemich,
Jonathan “Buddha“ Davis, Jonathan Korman, Jonathon Dyer, Jordi C., Joseph
Hoopman, Joseph T Ellis, Joshua Pevner, Joshua Ramsey, Judd Karlman,
Jude, Julian Butcher, Julian H., Kalysto, Karl Regner, Katie Chin, Katie
Nolan, Katriel Paige, Kees Kalonick, Keith R. Potempa, Keith Stanley, Kelley
D., Kelly Digges, Kenneth Fjelleng, Kevin Bates, Kevin Marshall, Kimberley
Lam, Kimi Hughes, KP the Illustrator, Kris Deters, Kyle Allen Devich, Kyle
Kiefer, Kyle Porter, Kyle Urban, Leeann Gaona, Lena Richter, Leonard G, Liam
Routt, Lilienne Lutrina, Lindsey S., Lisa Aurigemma, Lonnie Spangler, Loren
Peterson, Luca Borlini, Lucian Kahn, Luiz Mattos, M WISNEFSKY, M. Inês de
L. Lima, M. P. O’Sullivan, Mack Rixe, Magdalena Kiesel, Manny S, Martin E
Stein & Scott A Saxon, Mason “NCPtarmigan“ Kortz, Matt Frazita, Matt Gwinn,
Matt Harrop, Matt Hayles, Matt Petruzzelli, Matthew Fridley, Matthew Klein,
Matthew Yerkes, Max Gladstone, Mean Gene, Meghan Kinnett, Menachem
Cohen, micha cárdenas, Michael Dunn-O’Connor, Michael Kwan, Michael
Mannello, Michael McDowell, Michael Pureka, Michael Stevens, Miguel Ángel
Espinoza, Mike Burnett, Mike Olson, Mikey Neilson, Morgan Ellis, Morgan
Wajda-Levie, Myrkwell, Nat “woodelf“ Barmore, Natasha Ence, Nathan
Schmitz, Niall O’Donnell, Nicc Shadow, Nick “Fallonmyblade“ Butler, nickm,
Nicole Trainor, Nicole Winchester, NorthShoreDM, OmegaDeathBunny,
One Nerd Two Noobs, Paul Leone, Paul Wi, Pauliina Paavola, Peter Violini,
phredd groves, Piper Ridley, pnoyXP, Pooja S., PurpleMaze, Qualia, Quentin 221
Acord, Quincy, Rachael Horcher, Raeliyah, Rayven the GM, RIG, Rob
Donoghue, Rob Heinsoo, Rob MacDougall, Robbie Boerth, Robert Kennedy,
Robert Slaughter, Rochelle F, Ross Hunter, Russell Williams, Ryan Wiegert,
S. Buchanan, Sam “Monkey Fist“ Carter, Sam Tung, Sam W, Samuel Larsén,
Samuel Yeager, Sarah Lynne Bowman, Sashah Li, Scara, Scott Caslow, Scott
White, Scourger, Sean Patrick Cain, Sen-Foong Lim, Seraphina Malizia, Seth
Woodmansee, Shawn McCarthy, Shawn Ryan, SigmaDK, Simon Brunning,
Slade Stolar, Sneakingfox, Splinters of Jade, Stefan Struck, Stefani
Dangernoodle, Stephanie Lorée, Steve Jasper, Steve L, Steven K. Watkins, Stu
Barrow, Sub-Pig, T. Lee, Terry Herc, The Holden-Brown Family, The JustinBot,
The Simen Family, Theron Bretz, Thomas Haakinen, Thomas Tramantano, Thor
Olavsrud, Tiago Marinho, Tim Jacobs, Tim Kuehlhorn, Tim Osburn, timothy,
Timothy Bennett, Todd Whitteberry, Tomasz “noŁnejm“ Rutkowski, Tony Hahn,
Tony Van Hoorne, Toth-Fejel, Trevpb\_101, Tucker McKinnon, Ty Larson,
Tyler Beckett, Vasilis Liaskovitis, Verena Sutherla, Victor Wyatt, Vivian Paul,
W.E.Barnes, Wade Jones, Walt O., Wind Lothamer, Yamil Camacho, Yoritomo
Raiden, Zachary Frederickson, Zachary Pettichord, Zachary Woodard, zak
ralston, Zak Soeria-Atmadja, Zenyah

UNCOUNTED PHANTOMS
Alexi and Leah Sargeant, Aljoscha Beyer, Anna Dante Eldritch, Aura V, Bethany
Harvey, Chris Challice, Chris Krueger, Eli Seitz, Em Spring, G$$, James Payne,
JoCrak, Joe McGee, Kate Santee, Katrina Ostrander, Lu Quade, Michael X.
Heiligenstein, Mykal Wane, Ray Goerke, Robert Moorhead, S John Bateman,
Sarah Bolling, Shaun Kr, Snow, Stentor Danielson, Steven Orenshaw, Whit
Carter, Yes

OX-PILGRIM ESCORT BUREAU


Aaron Carrot, Aaron M. Sturgill, Aaron O., Aaron sheehan, Abbott Veldhuizen,
Abraham Page, Ada Fairweather, Ada Ostrokol, Adam Drew, Adam Everman,
Adira Slattery, Adrian Doumani, Adrian Tumilty, Ainar Miyata, Aisling Jensen,
Al Billings, Alan Phillips, Alana Wolfgang-Duran, Alex “ansob“ Norris, Alex
Goode, Alex Jacobs, Alex Prouty, Alexis Royce, Alice Southey, Alix Palmer
- Master of “Badger“ style, Allen Wang, Alyc Helms, Anders Jonsson, Anders
Stafberg, Andrew “Doc“ Cowie, Andrew Dacey, Andrew Eagle, Andrew
Hurley, Andrzej Kubera, Angel Garcia, Anna Johnson-Betty, Ariel Thomas,
Arseny Kuznetsov, Asher Silberman, Aslan Silva, Aurora Baker, Austin Lemke,
222 Austin Seay, B Flowers, B. Patton, Barbara Chang / Dedra, BastionInTheAM,
Belle Q, Ben “Damocles“ Walker, Ben Bisogno, Ben Heywood, Ben Laurence,
Ben Swinden, Benjamin Inn 印 慶勳, Bhelliom Demian Rahl, Bill Garrett, Boni,
Brandon Tomlinson, Brendan G Conway, Brendan Rumph, Brian Frank, Brian
P. Kurtz, Brook Hubbard, Bryan Considine, C. Paul Counts, Cait Malone,
Caldazar, Caleb Gutshall, Calvin Johns, Camille K., Chad Sansing, Charles
Andersen, Charles Crowe, Charles Gatz, Charlie Johnson, Charlwood el
Magnifico!, Chen-Hsun Chiu, Chris Carney, Chris Cordry, Chris Cz, Chris
Mitchell, Chris.D, Christo Meid, Christopher Potter, Christopher Tang, Ciarán
Carter, Clay Gardner, Colin Urbina, Cubano, Curs’d Captain, Dak F Powers, Dan
Connolly, Dan McGeachie, Dana Jadzia Mison, Danger Le, Daniel Greer, Daniel
Gregory, Daniel Holdren, Daniel Wong, Danielle Thomas, Darla Burrow, Darrell
Hayhurst, Dave Shramek, David Alexander Parker, David Ariño Montoya, David
Bresson, David Dorward, David E. Dalton, David Lombardo, David Millar,
David Rubin, David Walbring, Deepak K, Dennis Smith, Derek Guder, Dethe
Elza, Dirk the Dice, DoctorGRAW, Donogh McCarthy, Dorrell Z, Doug Atkinson,
Dr Wilkenstein, Drew Pessarchick, Drew Rosenheim, Drew Stevens, DVO, Dylan
“Moonlight Tiger“ Coffey, Ed RandomOne Sagritalo, Eike Kronshage, Eli Kurtz,
Elias Mulhall, Eric Farmer, Eric Maloof, Erica “Vulpinfox“ Schmitt, Erica S, Evan
Jones, FelTK, Fernando A. Dolande, Fish in the Pot, FlatCon, flyingjackelope,
For my amazing wife! The cover artist!, Francis Helie, Francisco “Blackhalo“
Fonseca Jr., Frank C. Carr, Frank Reiss, Frits Kuijlman, Gabe O., Gabriel Bell,
Gallant Knight Games, gangoose, Gareth Anderson, Gareth-Michael Skarka,
Gary Roth, Gene Ha, Gene Reyva, Gerwyn Wayne Walters, GL Knight, Gord
Sellar, Götz Weinreich, Graham ‘Pij’ Klobe, Graham Spearing, Greg Klein,
Greg Tipton, Gregory Ford, GremlinLegions, Gunnar H. Aadland, H. Mallory
Morgan, Hamish Cameron, HappinessTwin, Harrigan, Henrik S Tornblom,
Henry “PandaDad“ de Veuve, HpZ, Ian Donald, Ian MacRae, Isaac Carr,
J Geyer, J Nicklas Andersson, J. Evan Nyquist, Jack Gulick, James Borland,
James Weishaus, jamie, Jamie Easton, Jamila R. Nedjadi, Jared Michrina,
Jason Kottler, Jason Li, Jason Mills, Jay Loomis, Jay Thomen, JC Hay, Jeffrey
Palmer, Jenna Schmahl, Jeremiah Ganner, Jeremy Beard, Jeremy Luk, Jeremy
Mahr, Jermaine R. N. Martin, Jerome Hagen, Jerry Sköld, Jess & Ash, Jesse
H., JMobius, Jochen Wiesner, Joe Molloy, Joey Nestra, John Bykowski, John
M. Portley, John Mehrholz, John Souders, Jonas, Jonas Steverud, Jonathan
Perrine, Joseph J Provenzano, Josh McGraw, Joshua Ross, Justin Vander
Schaaf, Kaira Murphy, Kamala Kara Arroyo, Karina Trajano Cione, Katie
Fountaine, Katy Morgan, Kelvin Tan, Kevan Forbes, Kevin Lemke, Kevin
Oliver, Kieron Gillen, kinote, Kirk Rahusen, Krista Hoxie, Kristina Boyd,
Kurt Potts, Kyle Bounds, Kyle J. Thomas, Kyle Simons, L. M. G., Landan S.,
Larry Pearson, Launa Sorensen, Leandro Pondoc, Liam Murray, Lukas 223
Feinweber, Luke O’Quinn, Luke Walker, M&C Limited, Madeleine Bo, Marie
Brennan, Mark Diaz Truman, Mark Fenlon, Mark Sable, Mark Sherman, Mark
Threlfall, Markus Widmer, Marty Chodorek, Matt Blanchet, Matt Machell,
Matt Robinson, Matt Rock, Matt Wetherbee, Mattheq, Matthew Hunt,
Matthew Jorgenson, Matti Välimäki, Max M, Meg & Vincent Baker, Meghan
Cross, Mendel Schmiedekamp, Mervyn Robinson, Michael “Monghani“
Watkins, Michael Bowman, Michael Crowley, Michael Esperum, Michael
Fleming, Michael Krefting, Michael M. Kroeker, Michael Rollins, Michael Tree,
Miguel Torija, Mikael Tysvær, Mike Carlson, Mike Llaneza, Mike Shema, Mike
Tool, Mikko Västi, Mina, Mono X, Morgan Gate-Leven, Morgan Hill, Nathan
Arnold, Nathaniel H, Neil Barnes, nemomeme, Nick Fowler, Nick Hopkins,
Nicolaas Webb, Nicolas Schapira, Noah Ban, Noah Bogart, Noella “Enne”
Handley, Obslin, Oh SeungHan, Oli “Sinister Beard“ Jeffery, Ols Jonas Petter
Olsson, Owen Thompson, Pam Eby, Patrick P (Fictive Fun), Paul Arezina, Paul
Goldenstein, Paul Houlihan, Paul Kalupnieks, Paul Thompson, Paul Ward,
Pavel Ojeda, Pedro(Te), Petri Leinonen, Phil Corpuz, Phil Vecchione, Rachel
LeComte, Rafael Rocha, Raji Purcell, Ranko MariniĆ, Rayston, RealNateBob,
Red Lion the Undefeated of the East, Rejo Reta, Rémy Van Caekenberghe, Ren
Neuhoff, Rev. Henry Coates, Rev. Phillip Malerich, Rhieanna Young, Richard
‘Bat’ Brewster, Richard “Vidiian“ Greene, Richard G Thompson, Richard
Newby, Rick Neal, Ridley Phan Gray, Rikard Molander, Riley C, Rob McColl,
Robert Angus, Roman Chang, Ron Searcy, Rudy Mangual, Russell Andrews,
Ryan Bardill, Ryan Burgess, Ryan Kelsay, Ryan Ward, Sam, Sam Brian, Sam
Watson, Sam Zeitlin, Samuel “DMSamuel“ Dillon, Sarah Walsh, Scot Ryder,
Scott Acker, Scott Jarvis, Scott Kanouse, Scott Weber, Sean DMR, Sean Jack,
Sean Leventhal, Sean M Smith, Sean Werner, Sean Wilcox, shan ejackson,
Shannon R. Lewis, Shanon Daly, She’s A Super Geek, Sifu Guy Edward Larke,
SirRageALot, Sizzlelean, Sophie Lagacé, spacht, Speakwithdice, Spenser
Isdahl, Stack Tracey, Stephan ku, Steve “slipperboy” Donohue, Steve Huynh,
Steve Martin’s, Steven D Warble, Steven Danielson, Steven J. Stewart,
Steven Portzer, Stras A., Tallywort, tamsin, Terrence Patrick “TERENTIUS“
Joseph Micheau, Terry Pallanti, Thalji, The Broadswords, Theo, Thomas
Mision, Thomas Squillante, Tim D., Timberwere, Tomer Gurantz, Tony
“WarrenGFan“ Saktiawan, Tony E. Calidonna, Tor Erickson, tree, Tresi Arvizo,
Tristan Schwennsen, Tuomas Ristimäki, UVL, Victoria Bachman, W. “Shaman“
Obenshain, w. David Lewis, Walden, Walt Ciechanowski, Walter German, Will
Munn, Winfield S., Wintermute, Yilin Wang, Zack Norwig, Zak, Zayne Lantz
224 GOLDEN MANTIS ORDER
AJ Butterwick, Andrew Hauge, Benjamin J. Newland, BenT, Blaine Moore, Brett
Hickinbotham, Carl Fourpaws Morales, Chad Landon Smith, Chris Nasipak,
Clint “Wendigo“ Lienau, Darren Miguez, David Morrison, DeadOperator,
Drew Mierzejewski, Druzil Zappa, Eric Murray, Evan Torner, Fred Herman,
Gabriel Robinson, Harald Eckmüller, Jaakob Maunula, Jeffrey Brunsgaard,
Jeremy Downey, Jeremy Strandberg, Jesse Ross, Jim DelRosso, Jim Likes
Games, Johnathan Nguyen, Jon Fox, Joshua DeGagné, Kathryn Flucht, Kevin
Scheffler, Kris Gie, Krystal Riccio, Kuenga Lhaden, Lisa Padol, Malhidael,
Mark ‘Obscure Injoke’ Hunter, Matt “Catapult“ Wang, Matthew Broome,
Matthew Nielsen, Michael G. Barford, Michael Mendoza, “Michael Mooney,
the Tyranny of Books”, Michelle Eggleston, Mike Ferdinando, Nathan Hicks,
Nathaniel Southworth-Barlow, Richard Libera, Richard Tamalavitch II, Sage
Genesis, Sam Phoenix, skwiziks, Steve Sigety, T. Joseph, Tony C.K. Hsieh,
Vincent Eaton-Valencia, Zachary Morris

ASHEN DELEGATES
Amir Rakib

IRON PROSPERITY DELEGATES


Brian A, Calvin D. Jim, Chad Andrew Bale, Chris Newton, Chris Stone-Bush,
Chris Thompson, Christopher Gallo, Christopher Laginja, Daniel Fowler, Danny
Atwood, Darold Ross, Don Arnold, Ed Sawyer, Erich Lichnock, “Ferrell Riley,
Keeper of the Rodent’s Wisdom”, Hawk Haines, Jason “Lowkey“ Boucher,
JayK, Jesse L., Joe Robinson, Joseph Noll, Joshua K Gilbreath, Kali W., Keeper
of the Titanium Spork, Kerby Lambert, Mallory Hoffman, Marshall Miller,
Martin Greening, Matt Dowd, Molly Bright, Morgan Weeks, Owen and Oliver
Davidson, P. J. Reed, Patrick Knowles & Tyler Lominack, Patrick Ley, Phil Fox,
Philip W Rogers Jr, Puckett, Relic, Rob Abrazado, Rob Deobald, Ryan Boelter,
Sasha De’ath, Seth Adam Surber, Shervyn, Yoshi Creelman

DEADLY HARMONY CULT


Alex Tsourakis, Jason Cordova, Lloyd Gyan, Ludo, Mikel L Matthews Jr, Nat
Kisa “Kizna“ A, Peter Larsen, Richard J. Rogers, Rose Davidson, Sidney Salud

RED FLOWER SOCIETY


Greg Gelder, Kenn Kong, Sabine V
GOLDEN SPIRE WIDOWS
Cat Rambo, John Atwood, Len C, Mad Jay, tech ghoul
225
UNCONQUERED SKY TEMPLE
Edmund Michael Kera, Jon “Go“ Chavira, Michael Cantrell, William Raillon

EIGHT PETALS DANCER


David Walker

MOON-SWORN HEART
Steven desJardins
226 Index
Playbook Adjustments 128
A Social Duel 126
Accidental (Unorthodox) 75 Social Interactions & Moves 127
Advancement 50 Social Scale 127
Advisor (Courtly Loyal) 132 The Field of Battle (Move) 145
Alchemist (Fantastic Loyal) 166 Cultivation 154
Asexuality 23 Culture and Behavior 17
Aware (Playbook) 60 Cursed (Fantastic Outsider) 168
B Custom Moves 78
Basic Moves 31 D
Comfort & Support 35 Deal with Troops (Move) 46
Hearts & Minds 36 Devoted Child (Loyal) 66
Impress 35
Dragons & Other Creatures 153
Inner Conflict 37
Duel (Move) 45
Overcome 39
Dynasties 183
Study 38
Bonds 55 E
Bravo (Playbook) 63 Elements 27
Buddhism 185 Entanglements 51
C Exorcist (Fantastic Student) 170
Experience Points 50
CATS 16
Extended Duel 97
Character Creation 21
Clearing Marked Elements 48 F
Code of Xia 187 Fantastic Wuxia 151
Comfort & Support (Move) 35 Facing the Supernatural 158
Conflict Moves 45 Fantastic Wuxia 180
Deal with Troops 46 GMing a Fantastic Wuxia 174
Duel 45 Monsters & Supernatural Foes 160
New Technique 47 Playbook Adjustments 162
PC vs. PC Duel 46 Running Xianxia 175
Confucianism 186 Scale & the Supernatural 159
Courtly Wuxia 121 Scenario Starters 178
Agenda 128 Seek Expert (Move) 158
Court Generator 148 Uncover Bane (Move) 159
Courtly Scenario Starters 146 Use Found Magic (Move) 161
GMing Warfare 143 Fantasy, Magic & Spirits in Wuxia 151
Influence 125 Favored Eldest (Bravo) 63
Fighting Style SEE STYLE
Foreigner (Courtly Outsider) 134
L
Lines & Veils 19
227
Framing Combat 95 Look 24
G Loyal (Playbook) 66
Gaining XP 50 M
Gallivant (Bravo) 63 Magical Rituals & Rites 156
Gamemastering 81 Master (Aware) 60
GM Moves 85 Miss 6
Moves 89 Monster Hunter (Fantastic Bravo) 164
Playbooks 101
Move Terminology 34
Principles and Agenda 82
Mysteries 93
General Entanglement 52
Gu Long 7, 9, 156 N
Narrative Fight Scenes 199
H
New Technique (Move) 47
Hard Moves 85
Harm 48 O
Healing 48 Official (Loyal) 66
Hearts & Minds (Move) 36 One Shots 108
Heir (Courtly Student) 136 Optional Rules 92, 97, 108–110
Hidden (Unorthodox) 75 Order and Initiative 34
History & Cultural Notes 183 Outsider (Playbook) 168
Hit 6 Overcome (Move) 39
Hold 34 Overview 5
Hopeful Apprentice 72 P
I PbTA Differences 13
Immortals 152 PC vs. PC Duel (Move) 46
Impress (Move) 35 Playbooks 57
In Human Guise The Aware 60
(Fantastic Unorthodox) 172 The Bravo 63
Inner Conflict (Move) 37 The Loyal 66
The Outsider 69
J The Student 72
Jianghu 10 The Unorthodox 75
Jin Yong 7, 8, 10, 23, 188 Princeling (Courtly Bravo) 130
Junzi 186 Prodigy (Unorthodox Role) 75
228 R
Rebel (Outsider) 69
T
Taoism 186
Relationship Examples 53 Taoist Magic 154
Resolving Moves 33 Teamwork 43
Reveal a Detail 38 Temple Wanderer (Student) 72
Rewriting Entanglements 54 The Emperor 184
Roles SEE PLAYBOOKS The Shaolin Temple 188
Rolling Moves 31–34 Thief (Bravo) 63
Romance and Sexuality 13 Traditional Chinese Medicine 155
Romantic Entanglement 52 Traveling Teacher (Aware) 60
Trickster (Outsider) 69
S
Tutor (Courtly Aware) 129
Safety 15
Scale 41 U
Scenario Starters 111 Unorthodox (Playbook) 75
Scholar (Aware) 60
W
Servant (Courtly Unorthodox) 138
Wanderer (Outsider) 69
Setting Alternatives
Weapons 25
Adventure 194
What Do PCs Do? 6
Detective 193
Heist 195 Wounded 48
Historical 192 Wulin 9
Science Fiction & Fantasy 196 Wuxia 8
Supernatural 197 Wuxing 187
Shapeshifters 151 X
Soft Moves 85 +X forward 34
Sorcerer (Fantastic Aware) 162 +X ongoing 34
Spirits, Ghosts, Undead & Demons 152 X-Card 19
Start of Session 50 Xia 9
Student (Playbook) 72 Xianxia 11
Study (Move) 38 XP 50
Style 24
Style Element 24 Y
Supernatural 157 Younger Sibling (Student) 72
Swordsman (Loyal) 66
Moves 229
14 Blades (Aware) 61 F
Face to Fate (Student) 73
A
Facing the Supernatural
A Deadly Secret (Outsider) 70
(Fantastic) 158
A Hero Born (Loyal) 67
Fearless Fighters (Unorthodox) 76
Ashes of Time (Aware) 61
Final Master (Aware) 61
A Step into the Past (Fantastic) 181
Five Deadly Venom (Aware) 61
A Taste of Cold Steel
Flying Daggers (Loyal) 67
(Unorthodox) 76
Furious Sword, Mad Flowers
B (Fantastic Aware) 162
Blade Dancer (Custom) 78
G
Blade Heart (Student) 73
Ghost Villa (Fantastic Outsider) 168
Book of Heroes
God of Gamblers (Fantastic Aware)
(Fantastic Student) 170
162
C Golden Lotus (Courtly Student) 136
Clans of Intrigue (Aware) 61
H
Come Drink With Me (Bravo) 64
Have Sword, Will Travel (Outsider)
D 70
Demon Catcher Heads For Sale (Bravo) 64
(Fantastic Bravo) 164 Heaven Sword and Dragon Sabre
Divine Sky Sword (Loyal) 67 (Loyal) 67
Hell’s Wild Staff
E (Fantastic Loyal) 166
Eerie Moon and Evil Star
(Fantastic Outsider) 168 Heroes Shed No Tears (Outsider) 70
Emperor and His Brother His Name is Nobody
(Courtly Loyal) 132 (Unorthodox) 76

Emperor of the Underworld House of Traps (Outsider) 70


(Fantastic Unorthodox) 172 I
Eternal Love In the Hand of Buddha
(Fantastic Student) 170 (Fantastic Loyal) 166
Invincible Eight (Courtly Bravo) 130
It Takes a Thief (Bravo) 64
230 K
Kid with the Golden Arm
R
Rage & Passion (Student) 73
(Unorthodox) 76 Raining in the Mountain
(Fantastic) 176
L
Laughing in the Wind (Bravo) 64 Reign of Assassins (Outsider) 70

Lawless Kingdom (Loyal) 67 Royal Tramp (Outsider) 70

Legend of Awakening (Aware) 61 S


Legend of the Mountain (Loyal) 67 Sacrifice (Student) 73
Legend of the Wolf Secret Rivals
(Fantastic Bravo) 64 (Fantastic Outsider) 168
Lingering Fragrance in a Rain of Seek Expert (Fantastic) 158
Swords (Fantastic) 181 Shadow Boxing (Unorthodox) 76
Listening Snow Tower (Student) 73 Shadow (Courtly Student) 136
Love and Destiny (Fantastic) 180 Shadowless Sword
Love on Delivery (Courtly Bravo) 130 (Fantastic Bravo) 164
Shadows of Deep Dreams
M (Fantastic) 180
Meteor, Butterfly, Sword
(Fantastic) 177 Smiling, Proud Wanderer
(Student) 73
Midnight Orchid (Bravo) 64
Snow Girl (Fantastic) 177
N Social Duel (Courtly) 126
Noble Aspirations Spinning Spear Storm (Custom) 78
(Courtly Aware) 129
State of Divinity (Student) 73
O Storm Rider (Aware) 61
Once Upon a Time Strife for Mastery (Loyal) 67
(Fantastic Loyal) 166
Sword Stained with Royal Blood
P (Courtly Outsider) 134
Painted Skin
T
(Fantastic Unorthodox) 72
Ten Miles of Peach Blossoms
Phoenix Flying in the Sky (Unorthodox) 76
(Fantastic Aware) 162
The Banquet
Pursuit of Vengeance (Courtly Unorthodox) 138
(Fantastic Unorthodox) 172
The Field of Battle (Courtly) 145
The Game of Court (Courtly)
The Golden Lion (Unorthodox)
125
76
Trail of the Everlasting Hero
(Loyal) 67 231
The Impostor (Outsider) 70
Trust And Brotherhood
(Courtly Loyal) 132
The Mighty One (Fantastic) 181
The Mighty One (Fantastic) 181 U
The Promise (Aware) 61 Uncover Bane (Fantastic) 159

The Proud Youth (Student) 73 Under the Power


(Fantastic Student) 170
The Shadow Whip
(Courtly Unorthodox) 138 Use Found Magic (Fantastic) 161

The Song of Glory V


(Courtly Outsider) 134 Vigilantes in Masks (Bravo) 65
The Untamed (Fantastic) 180
The Water Margin (Outsider) 70
W
Way of Choices (Unorthodox) 76
Thief of Thieves (Bravo) 64
Web of Influence (Custom) 79
To Subdue Evil (Courtly Aware) 129
Tracing Shadow (Bravo) 64

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