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Hearts of Wulin
Hearts of Wulin
of
2 GAME DESIGN by Lowell Francis
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.
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.
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.
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.
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.
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.
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.
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
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.
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).
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.
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.
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).
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.
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.
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.
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.
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.
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 _____.
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.
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.
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, _____.
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.
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.
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.
FORM TWO: This move gives you a situational bonus, change to a basic move,
access to a new approach, or another ongoing effect.
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.
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.
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.
ON A MISS concede the duel or continue with the Scale shifted one
degree against you.
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.
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 the result is undecided but the stranger will learn some-
thing dangerous about the PC and hold a grudge.
SCENARIO
STARTERS
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.
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?
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
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.
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)
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:
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
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.
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.”
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.
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.
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)
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.
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
“A sword by itself rules nothing. It only comes alive through skillful handling.”
Sir Te, Crouching Tiger, Hidden Dragon
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
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.
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
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
ASHEN DELEGATES
Amir Rakib
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