Beruflich Dokumente
Kultur Dokumente
This is set in a “fantastic” version of ancient China. Characters can do amazing things but that’s
considered talent and skill, rather than a supernatural force. For this quick start, we assume a
game with myths and superstitions, but no magic per se. Popular opinion accepts the idea of
ghosts, curses, and mythical creatures. You can easily turn that dial to emulate the tropes of
movies like Bride with White Hair, Painted Skin, and Chinese Ghost Story. We offer advice
about that in our GM section
For a discussion of the concepts of wuxia and jianghu, check out this video. By default our
characters belong to the world of the wulin-- martial groups and clans which operates outside
the normal realm. They have their own rules and hierarchies. The wulin live under an Emperor,
but that relationship can be fraught. Our stories deal with relationships and struggles within the
wulin. We call all of these groups factions. In character creation players may define these and
associate their characters with them.
Hearts of Wulin is a game of melodrama. While fighting happens and duels break out, they
occur because of longings, thwarted desires, and terrible duties. In a melodrama, reactions and
responses are heightened, nothing is simple, and there’s always something at stake. You
express and communicate through fighting, revealing things through those struggles.
During character creation you’ll develop a pair of entanglements for your characters: one
romantic and one more general. These relationships drive the story. In each you have a
relationship to someone else (love, rival, friend) which another PC or NPC complicates. These
aren’t set in stone and you may adjust or completely rewrite them during play.
Hearts of Wulin has a couple of mechanical elements you should keep in mind as you read
through. First, unlike many other PbtA games, most moves don’t have a fixed stat you roll with.
Instead you’ll choose which of your five stats, called Elements, you roll for a particular action.
You select this to represent your state of mind, your intent, or your approach to the situation.
“Checking an element” represents harm in HoW. While you have an element checked, you may
not roll with it, limiting your options.
Second, everyone has a scale. If someone is better than you, you can never beat them.
UNLESS the circumstances change: you cheat, go away to study, set up something in the
environment, acquired a special weapon, etc. If that happens, the results come into question.
Foes on a higher scale may have specific requirements in order to lessen their power. All PCs
have the same scale.
One point I want to repeat: this is a fictional version of China, with all the historical and cultural
accuracy of a soap opera. We will work to be respectful of the cultures involved within the
context of this heightened, exotic, and fantastical space.
PBTA DIFFERENCES
If you’ve played PbtA games before, some notable difference with HoW:
● Characters have five elements as their stats. For most moves, players choose the
element they want to roll with. Each element has a flavor and they should tie to their
mood and approach. The exception is any kind of martial arts action. In this case,
players always roll with the chi associated with their fighting style aka style element.
● Instead of marking harm, characters mark their element. Until they clear that mark, they
cannot roll with that stat. If a PC has their style element marked, they cannot fight and
must retreat or find another approach. When players mark chi from a failed roll, it must
be the element they rolled with. All characters also have a “Wounded” box. When they
would normally mark a element, they may opt to mark that box instead. While marked,
they take a -2 Ongoing to all actions.
● Characters have entanglements. These complicated relationships involve the PC and
two other characters (PC or NPC). Engaging with those entanglements offers the best
source of XP. Entanglements are dynamic, not static. Players should work to interact
with and change their entanglements, often rewriting them between sessions.
● They also have Bonds. These represent ties between the PC and their friends, enemies,
and factions. Players burn bonds to boost rolls. This don’t destroy the connection, but
instead draws on its emotion. They can later rebuild those.
● Most conflicts resolve with a single roll. Each character has a Scale, meaning their
overall skill and technique. All PCs always have the same scale. When a PC fights a
person of equal scale, the outcome’s in doubt. When PC fights a person below their
scale, they win unless they choose not to. When a PC fights someone above their Scale,
they lose. The roll determines how much control the player has in describing that loss.
Scale is relative and dramatically-based. When facing superior foes players may be able
to find a way to even their scale, but often they will have to go away and learn a new
technique in order to face that opponent.
What is Wulin
Considerations
What Not to Do
Character Creation
After looking at the playbooks, players should say which they’re considering. Generally
everyone should take a different playbook. However if the table agrees, two players may take
the same with the following suggestions: each chooses a different role from that playbook and
both players agree to discuss chosen moves to avoid too much overlap.
Choose a name for your character. The appendix has a list of example names. Some are wulin
names like Laughing Condor and Many-Tempered Xiao. In Chinese, family name comes first
and then given name.
Appearance: beautiful, burning eyes, chiseled features, close cropped hair, crooked smile,
flawless skin, gentle face, glowing skin, hairless, handsome, 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, solidly-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 clothing, 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.
Style
Characters have a fighting style associated with one of the elements. Youl roll this element
when you fight, and it should reflect what your style looks like. For example a flowing, rolling
style might use Water, while one based on tightly controlling the environment could be Metal.
Name your style; you'll find example names in the appendix.
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 specializes in.
Your weapon choice doesn’t affect you mechanically. Instead it helps shape your fight
description and says something about your personality. You suffer no penalty if you’re without
your move, but that offers a great hook to explain harm or failed rolls.
Elements
In Hearts of Wulin you usually pick an element before you roll a move. There are two
exceptions: you roll with your style element for fighting and you use anything but your style
element when struggling with Inner Conflict. Each element has loose associations and
descriptors of what it means when you suffer harm to that element.
EARTH
Caution, Focus, Presence Obsessive, Disdainful, Uncaring
FIRE
Creativity, Speed, Passion Reckless, Alienating, Scattered
METAL
Control, Calculation, Reflection Unsatisfied, Inflexible, Scared
WATER
Awareness, Wisdom, Flexibility Uncertain, Isolated, Depressed
WOOD
Patience, Growth, Curiosity Overconfident, Angry, Licentious
There’s more discussion of that in the section on Harm and Marking elements.
Playbooks
Pick one of the six playbooks. Each has a unique agenda:
● Aware: Show how wisdom provides solutions
● Bravo: Enjoy every moment
● Loyal: Express tension between duty and self
● Outsider: Act Against Convention
● Student: Revel in naïveté
● Unorthodox: Conceal your truth
Each playbook has three roles, representing a different direction for that archetype. Pick one
and take that move. Then select two other non-role moves from that playbook's list.
You should connect your character to a faction. You can do that in the intro phase or while
making entanglements (the next step). That connection can be loyalty to, exile from, betrayed
by, enemy of, heir to or anything else you can think of. You get to define features of your faction.
Is it a small order? Is it well organized? Does it have influence? Is it new? etc.
Entanglements
Next you define two entanglements for your character. An entanglement’s a relationship you
have with a person which is complicated by a second person. You will choose one Romantic
and one General entanglement. For each playbook we’ve provided three options for both. If
you’re not happy with any of those you can look at the longer list in the appendix or make up
your own. Feel free to modify terms-- a parent could be any authority figure, a sibling could be a
cousin.
In an order set by the GM, you should put forward one entanglement. Once everyone has done
that, go back in the same order and put forward your other entanglement.
Each entanglement has spaces for two names. At least one of the four names you fill in must be
a fellow PC. If this is a one-shot, at least two must be. Check with fellow players if they’re OK
with that relationship. If not, revise it. If any entanglement refers to a clan or group, name
someone from that faction who is the face of that relationship.
At session end you get XP for facing and interacting with that entanglement. As well, when you
come face to face with the emotions attached to one of your entanglements, you must roll a
basic move called Inner Conflict.
Bonds
Bonds are a currency you can spend to aid yourself or others after you roll. Each bond has a
name and a number. When you “burn” or spend a bond, you lower that number and add +1 to a
roll. This doesn’t destroy your connection or relationship, instead you’ve used up the emotional
energy from it. Bonds can be with PCs, NPCs, or Factions.
At the start of the game, choose one person from each of your entanglements. Write in a bond
with value 1 for each of them.
Basic Moves
When you go to roll one of these moves, say which unmarked element you’re rolling with. That
choice should reflect your approach or emotional state. Inner Conflict’s a slight exception to
this, as you cannot roll that move with your Style Element.
COMFORT OR SUPPORT
When you go to assist or clear harm from a fellow PC, roll. On a hit they may accept your words:
they can clear a checked element or gain a bond with you. On a 10+, you may additionally clear
an element yourself, ask them a question they must answer, or you gain a bond with them.
.
In a scene, you may use this move to aid someone before or after a roll. For this either you or
they may burn a bond just created to add +1 to the roll.
This is both the “healing” move and the move to boost another player’s action. See the
discussion of Harm and Bonds later.
If they are a PC, on a hit if they may mark XP if they do as you ask. If they don’t, they mark an
element. They may burn a bond to avoid this. On a 7-9 you mark an element as well if they
decline.
The GM decides who is susceptible to your words. Persons in an official capacity, those you’ve
betrayed, people with the upper hand, those of a much higher social standing, the big bad and
their lieutenants ordinarily will not listen to some forms of persuasion. The Outsider: Trickster’s
role move works around this.
For PCs, this move represents gentle cajoling, persuasion, and light trickery. If you are more
C vs. PC Duel move.
forcibly trying to convince or intimidate a fellow PC, use the P
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: create a bond, clear an element, or
gain a favor. 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,
tournaments). If you’re engaging someone specific, see Hearts & Minds.
INNER CONFLICT
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. On a miss,
mark XP and the GM makes things much worse.
Most often you’ll roll this in connection with your entanglements, but if you agree this can also
reflect new situations that pop up in the story. You don’t roll Inner Conflict every time you see
someone from one of your entanglements, but rather when you’re brought face to face with the
pain related to it. For example when the person you love talks to you about how much they’re
attracted to your sibling.
The player should always have a choice about whether a particular moment rises to the level of
an Inner Conflict roll. If you’ve been repeatedly faced with an entanglement in a session, you
don’t have to choose to roll every time. However, if you consistently avoid rolling for a specific
entanglement, the GM may ask you to revise it.
The GM should be loose about what “flee the scene,” consists of. PCs just have to remove
themselves, not necessarily run off in tear every time. On the other hand, GMs should also
make h ard moves in reaction of an Inner Conflict miss. Misunderstandings, alienation, grave
offense, reveal betrayals, etc.
OVERCOME
When you do something under pressure, roll. On a 10+ you do it. On a 7–9 there's a
complication. The GM may present you a worse outcome or a hard choice. On a miss, your
attempt fails in a terrible way.
STUDY
When you study something in order to change the game state, roll. On a hit you gain basic
information. On a 10+ you also get two hold; on a 7-9 gain one. Spend this 1 for 1 for the
following,
• Ask a question about a situation or place (escape routes, hidden details, threats, dangers).
• Ask a question about a person (motivation, desires, intentions, means of manipulation).
• Learn a person’s scale (below, on your level, above).
• Reveal a detail—declare something which changes or adds to the established fiction
significantly.
You should offer a general sense of what you’re looking into for this move. Study represents
deeper and more intense examination of a situation, not just looking around. If you’re stuck for
questions, each playbook has some examples. Hold from Study can be kept for the next scene,
if the GM permits. If the situation or person changes dramatically, the GM may say that hold’s
lost.
Revealing a detail exposes something already present in the scene. It might show that there’s
nd use an avenue of escape. The GM may ask how
an avenue of escape, but not that you find a
you learn something.
You cannot reveal something about another PC. If what you’re declaring would significantly
impact another PC’s plot, entanglement, family, etc, you must check in with them first.
Scale and Dueling
This covers most forms of conflict and combat in Hearts of Wulin. While this is about martial
fights by default, this could also model social conflicts or even military encounters.
SCALE
When characters conflict, we establish everyone’s Scale. If someone is of a higher scale than
another, they have the advantage.
By default all player characters operate at the same scale with one another. But that scale
doesn’t transfer. So if we discover that PC A has scale on the Villain, it doesn’t mean that PC B
has scale on them as well. Scale is relative and measured between two characters or groups.
When players conflict, use the PC vs. PC Duel move. Players otherwise cannot gain scale on
one another.
In the Duel moves below, you’ll see how Scale sets which roll a player makes.
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 they are below, equal to, and above the PCs.
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 you change scale to face superior foes?
If you’re playing a one-shot, then “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.
If you’re playing a couple session campaign, then players can take actions outside the conflict to
change scale. Assume 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, GMs discretion) and rolls to see if they gain
scale on a particular foe. They roll based on the # 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 go off
to uncover a way to defeat them. Otherwise the villain will always be able the group’s scale.
Example: In a one-shot game, during the climatic fight, Sherri goes to take on the Villain. She is
below the Villain’s scale. Other players could take actions to change the environment
tudy to learn the weakness of the Villain’s
(collapsing walls, filling the room with smoke), S
stance, burn several bonds with Sherri’s character, or a similar trick.
If they can do so, then they can bring themselves up to the same scale as the Villain, but no
higher.
Example: 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. Optionally
they could retreat and mediate under a waterfall, rolling the New Technique m ove.
Worthy Foes are usually lieutenants and named henchmen of villains. They’re generally equal
scale with the PCs. Villains are above the PCs in scale and require action to successfully face.
Major foes, superior adversaries, and Big Bads behind the scene may be several degrees of
scale above the PCs. In this case it will require several tricks or new techniques to fight on those
foes’ scale.
This is not set in stone, one of the GM’s move is to change the scale of a foe-- revealing tricks
or having them go away to prepare themselves to fight
If scale isn’t a question, then one PC will be using Comfort and Support to aid the other. If
neither PC’s willing to play second fiddle, then they will need to resolve a PC vs PC Duel to
decide (see below). In that case, whoever stated their intention to attack first is the defender in
the duel.
If the situation’s more about multiple characters working to even the scale and take down a
superior foe, then one PC is still rolling the Duel, and the others take actions first to level the
field. The GM and players can negotiate this in a several ways:
If appropriate, the characters may simply narrate how they’re helping-- describing how they
draw off the villain’s defenses.
● Someone may use Study to spot a weakness or opportunity.
● A character could use Overcome to change the environment (setting things on fire,
trapping the foe in a restricted position, lifting the PC into an advantageous position)
● They could use Hearts & Minds or Impress to distract their adversary.
● One PC could first duel the foe with them as a higher scale, narrating the loss to show
how their sacrifice gives their friends an opening.
● Several playbook moves could easily fit for these situations as well.
If your foe is lesser scale, on a hit you win the conflict. Describe your awesomeness. On a 10+
mark XP if you show mercy or let them escape. On a 7-9 you may either let them go or finish
them with a cost (now or in the future). On a fail you win, but mark an element. They escape
and may return at a higher scale.
If your foe is your scale, on a 10+ you win the conflict and may mark XP if you show mercy or let
them escape. You may declare a shift in the fiction (a change of heart, impress someone, shift
an entanglement). On a 7-9 choose one:
• Win at a Cost: Mark an element, they escape, you lose face. or other cost.
• Narrate Your Loss: Mark XP. Take +1 Forward when you next face them.
• Deadlock. You may reveal a detail or ask a question about them.
If your foe is above your scale, you lose the conflict. On a hit you may declare how you lose. On
a 7-9 mark an element.
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 equal in scale.
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 the GM approves. You put a single offer on the table.
If the other player accepts, they lose the duel and mark XP. You must follow through on your
offer. If the other player rejects the offer, you both mark an element. The offered player chooses
to win or draw.
PC duels aren’t necessarily fights. They occur when the strong desires of two PCs clash. The
situation has moved past light persuasion into a battle for control. Winning in a duel means
having the upper hand, getting your way, and looking like the best. It doesn’t include death
unless that’s accepted as part of the bargain.
The GM should be loose about what players may offer. We use the single offer rule to keep the
moment from slowing down into a protracted negotiation. Sometimes the GM has to adjudicate
who is the challenger. For example, if a PC is leaving to do something and another player
interposes it can be ambiguous as to who is pushing the challenge.
Is it the PC who tries to push past? Or is it the PC who moved to block their passage? The GM
should make sure both parties are clear. If neither is willing to accept being the challenger, then
consider it a draw with both sides marking XP.
Note that the PC vs. PC duel should serve as a moment of high dramatic tension. If a player
uses it as a club in the narrative, the GM should stop and discuss expectations with the table.
NEW TECHNIQUE
When you go off to develop a new technique to face an NPC foe of higher scale, describe your
montage and roll +(the number of times you've seen your foe’s fighting form). On a hit you gain
scale against your foe. On a 7-9 there’s a significant cost to learning the move. You must have
observed the foe at least once. Some foes may require multiple shifts to fully gain scale on
them.
Other Moves
MARKING ELEMENTS
When characters suffer harm, they mark an element.
When you mark an element, you cannot roll with it. Just as your playbook has descriptors for
element represent when rolling, it has descriptors for what having an element marked means for
your character. This can represent a negative version (i.e. brave goes to scared) or an intense
version (passionate goes to obsessive). You may choose which element mark dominates (first
marked, last marked, highest, lowest). Use this color your montage to clear an element (see
below).
When you have your Style Element marked, you cannot fight.
When you mark an element, you must mark the element you rolled with. Alternately, you may
mark Wounded. When Wounded you suffer -2 Ongoing. When you have no element unmarked,
you’re taken out. Marking an element is not automatic from a failed roll, but the GM may include
this as part of their move.
You may clear another character's element or Wounded via Comfort or Support. Between
scenes you may narrate a montage and clear one element. This should revolve around dealing
with or purging the negative aspects of that marked element. At the end of a story arc, all
characters may clear a marked element.
Use negative descriptors to flavor the fiction. They do not have a specific mechanical effect.
USE BONDS
Bonds represent friendship, rivalry, and influence. If you have a bond, you can burn it (reduce its
number by one) to gain +1 to your roll. You may do this after you make the roll. You may use
multiple bonds on a roll. You can generate new bonds and invigorate old ones via the Comfort &
Support action as well as several playbook moves.
You start the game with two bonds, one from each of your entanglement. Bonds represent using
the emotional energy that connection has given you. You’re drawing the power of that
relationship, not necessarily destroying that tie. You may have a max +3 bond. If it would go
higher, reset it to 0, mark XP, and reveal something about them (subject to PC approval).
START OF SESSION
Each player reviews and may revise any of their entanglements to match changes in the story.
Change may be freely made, so long as they keep one Romantic and one General. Each player
then 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 should collaborate on this choice.
ADVANCEMENT
You mark XP in several ways. Some moves offer it you take a loss in a conflict or agree to
another PC's pressure. At the end of a session, if you significantly interacted with your
highlighted entanglement, mark 2 XP. If you interacted with your other entanglement, you may
mark 1 XP. Mark XP both when roll and if you fail an roll Inner Conflict roll
When you gain 8XP, you may take an advance. This is a shortened version, so we’re not
worrying about higher level advances. With an advance you may:
• Add +1 to an element. (5 times-- once for each element).
• Add a new move from your playbook. (3 times).
• Add a new move from another playbook. (2 times).
(• Add a custom move for your martial style. (2 times). Not Used for QS)
AWARE
Think of: L i Mu Bai from Crouching Tiger, Hidden Dragon
Play this character if: You want to be thoughtful and wise. If you want others to recognize your
skill and learning.
Player Agenda:
Embrace sincerity
Speak obliquely about the heart
Play with everyone's entanglements
Act in the service of something greater
Show how wisdom provides solutions
AWARE ROLES
PICK ONE:
MASTER
You're a paragon of calm and thoughtfulness. When you attempt to stop a conflict with an NPC,
roll. On 10+ you cool tempers. On a 7-9 you have a moment to negotiate. You must offer the
aggressors something they want or they will press their assault. On a miss you draw their ire to
you.
SCHOLAR
You're a gifted scholar. When you successfully Study based on history, research, or informants,
you always gain an additional 1 Hold. You gain +1 Forward to act on this information.
TRAVELING SIFU
Your travels have taught you telltale signs and markings giving away faction members. At a
glance you can pick out what group or organization someone belongs to. When you to attempt
to pierce someone’s disguise, roll. On a hit you identify them and may ask a question as per the
Study move. You take +1 ongoing for the scene while they maintain the disguise. On a 7-9 they
notice your attention. On a miss you badly misidentify the target.
AWARE MOVES
THEN PICK TWO:
ASHES OF TIME
Add +1 to when you deal with Inner Conflict.
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.
HIDDEN DRAGON
You can build strange devices and gadgets. Say what you wish to create and the GM will tell
you what you need (nothing, time, materials, assistance, secret lore). 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 device has the
opposite effect you intend.
THE PROMISE
When you attempt to keep someone from dying in your presence, roll. On a 10+they stay in this
world, though 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 as an
entanglement.
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.
A TOUCH OF ZEN
While you have your style element marked, you may use another element for martial actions.
AWARE ENTANGLEMENTS
Choose one romantic and one general. If none of these fit, see the full appendix of
entanglements at the end.
ROMANTIC
● I love [ ], but my family member, [ ], has been accused of a crime
by them.
● I love [ ], who I overlooked for too long; now they love [ ].
● A prophecy has kept [ ] and I apart. [ ] is determined ensure that.
GENERAL
● I have discovered my friend, [ ], has hidden their true power from me but told
[ ], another friend.
● My friend [ ], suspects [ ] of evil, but I remain steadfastly loyal.
● I suspect my friend [ ]’s parent is the villain [ ].
EXAMPLE STUDY QUESTIONS
What is everyone overlooking?
Master: Who benefits from their anger?
hat ancient legend surrounds this place?
Scholar: W
Sifu: Why have they come here?
BRAVO
Think of: L ittle Flying Dagger Li from The Sentimental Swordsman
Play this character if... you want have a good time despite the duties placed on you or act as a
foil to more straightlaced characters.
Player Agenda:
Embrace sincerity
Speak obliquely about the heart
Play with everyone's entanglements
Act in the service of something greater
Enjoy every moment.
BRAVO ROLES
PICK ONE:
FAVORED ELDEST
You're the blessed one everyone expects to head your family, but you may not be worthy. One
parent may spoil and defend you when the other rails at your behavior. But you always have
coin; everywhere merchants and innkeeps set the finest table for you and your entourage. You
can defer payment; they know your family's good for it.
GALLIVANT
You travel from place to place celebrating, gambling, and leaving a trail of broken hearts. Your
bad reputation only adds to your aura. Though not wealthy, you know how to stay ahead of
problems. When you would suffer social, legal, or financial consequences, name someone and
roll. On a hit they suffer instead. On a 7-9 they know it was you. On a miss you cannot evade
your debts and your scapegoat learns of your trickery.
THIEF
You have a charming smile and live well, but behind the scenes you indulge in a life of crime.
You're not a common criminal; you simply deserve the finer things in life and only steal from
those who can afford it: bloated nobles and corrupt officials. You have a criminal identity with a
legendary name. You also have a foil-- a magistrate or investigating official-- who pursues you
but passes you information via their bumbling.
BRAVO MOVES
THEN PICK TWO:
COME DRINK WITH ME
As long as you interact with someone, you hold their attention. You may lead them to a
secluded location. If they wish to extricate themselves, they must mark an element or cause
themselves major embarrassment. Doesn’t work in violent situations.
GOLDEN KNIGHT
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.
IT TAKES A THIEF
You can slip from bonds and pass through locked doors and window 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.
THIEF OF THIEVES
When you Study a place looking for a way in, on a hit you find access in addition to any other
questions. When you break into a location, roll. On a hit you enter quietly. On a 7-9 you must
pay a cost if you’re leading in others (mark element, burn bond, raise suspicions, etc.). On a
miss you find yourself in over your head. The GM will say where you went wrong.
TRACING SHADOW
When you spend time interacting with someone to read their web of connections, roll. On a hit
you learn their entanglements and a secret they would prefer remain hidden. Take +1 Forward
for Hearts & Minds on them. On a 7-9 your target’s aware of your workings. On a miss they
learn your entanglements.
BRAVO ENTANGLEMENTS
Choose one romantic and one general. If none of these fit, see the full appendix of
entanglements at the end.
ROMANTIC
● I fled from [ ] because of the heartache, but [ ], their lover, has
called me back to honor a debt.
● I am engaged to [ ], but have fallen in love with their sibling, [ ].
● My friend [ ] and I vie for the attention of [ ] despite their
indifference to both of us.
GENERAL
● Local authority [ ] hints they know of my shady dealings against my senior [
] and their family.
● I discovered my sibling [ ] has been learning techniques from [ ],
master of an enemy clan.
● My parent, [ ], suspects that my friend [ ] works against our
faction.
Player Agenda:
Embrace sincerity
Speak obliquely about the heart
Play with everyone's entanglements
Act in the service of something greater
Express tension between duty and self
LOYAL ROLES
PICK ONE:
DEVOTED CHILD
You're loyal to your family and they support you. Once per session you may call in a favor: a
letter of introduction, entrance to a private ceremony, or support for a wild plan. 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 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 knight. You have an additional
Wounded box. When you mark your first Wounded, you're bloodied and cut, but suffer no
penalty. When you mark your second Wounded you take -2 Ongoing.
LOYAL MOVES
THEN PICK TWO:
FLYING DAGGERS
You may burn a bond with someone to arrive at their location. If you consent, others may burn a
bond with you to have you show up in the nick of time. Say how you arrived so fortuitously.
LOYAL ENTANGLEMENTS
Choose one romantic and one general. If none of these fit, see the full appendix of
entanglements at the end.
ROMANTIC
● There is mutual unrequited love between [ ] and I because of my duty to [
].
● I love [ ], but they are wed to [ ], who 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, [
].
Player Agenda:
Embrace sincerity
Speak obliquely about the heart
Play with everyone's entanglements
Act in the service of something greater
Act against convention
OUTSIDER ROLES
PICK ONE:
REBEL
You rebel against something: a corrupt official, your original faction, the Empire itself. 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's small in number, you attract unwanted attention. On a miss your group’s 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 that
against them in the future.
WANDERER
You have restlessly traveled the land. When you arrive in a new town or region, roll. On a hit the
locals remember you favorably; gain a bond with an NPC. On a 10 or greater, they owe you a
debt of gratitude. On a miss you learn of tragedy or betrayal you left in your wake.
OUTSIDER MOVES
THEN PICK TWO:
ALL MEN ARE BROTHERS
You may appear as another faction to those who do not know the truth. They accept this until
proven otherwise.
A DEADLY SECRET
You know the martial world well. When you meet 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 announce your presence in the perfect place to "help" someone,
ignoring time, distance, or plausibility.
HOUSE OF TRAPS
When you reveal a trap you've secretly set, roll. On a hit your opponent trips into it and you get
an opportunity. 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 escape, roll. On a
hit you get away and 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.
OUTSIDER ENTANGLEMENTS
Choose one romantic and one general. If none of these fit, see the full appendix of
entanglements at the end.
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.
Player Agenda:
Embrace sincerity
Speak obliquely about the heart
Play with everyone's entanglements
Act in the service of something greater
Revel in naïveté
STUDENT ROLES
PICK ONE:
HOPEFUL APPRENTICE
You have to prove yourself and your natural talent. When you battle someone above your Scale
you do not lose immediately. You may mark any element to keep your clearly superior foe busy.
This gives others breathing room to perform other actions, protect people, or get something they
came for. If you do this to cover the group's escape, then everyone gets away, including
yourself.
WANDERING MONK
You belong to a temple, but have decided (or been told to) explore the temporal world. When
wearing your temple robes, locals treat you with respect and even bandits may think twice
before attacking. You may ask for and be given hospitality while travelling. Decide a vow which
could cause you problems during your journeys.
YOUNGER SIBLING
You understand devotion and dedication even in the face of suffering. When you burn a bond
with a person to gain a bonus on your roll, you gain +2 instead of +1.
STUDENT MOVES
THEN PICK TWO:
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 if this plants doubt
in their mind or if they take inadvertent action to assist you. On a fail they fool you with a
seeming change of heart.
FACE TO FATE
At start of 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 7+ note the die roll. At any time during the session you may swap
this roll in for one of yours or your allies. 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.
SACRIFICE
When you mark the Wounded condition, all of your allies gain +1 Forward.
STATE OF DIVINITY
When you use Comfort & Support in a conflict situation to clear an ally’s Wounded condition,
you may clear a element on someone as well (including yourself).
STUDENT ENTANGLEMENTS
Choose one romantic and one general. If none of these fit, see the full appendix of
entanglements at the end.
ROMANTIC
● I love [ ], but my teacher, [ ], killed someone dear to them.
● [ ] advised me not to pursue [ ], but secretly wood them.
● I humiliated myself in front of [ ], who I desire, and [ ] will let no
one 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.
Player Agenda:
Embrace sincerity
Speak obliquely about the heart
Play with everyone's entanglements
Act in the service of something greater
Conceal your truth
UNORTHODOX ROLES
PICK ONE:
ACCIDENTAL
You say you don’t know martial arts and you believe that. But somehow you tumble through
conflicts and flummox opponents. You have a style element, but no style or weapons beyond
what you mistakenly pick up. It could be luck, a curse, or forgotten teachings. The first time you
fight a named opponent, you gain +1 Forward. However 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 mooks—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 that move with this one.
PRODIGY
You have great power, perhaps beyond your ability to control. You may be untrained, cursed, or
gifted with these technique. Once per session, you may roll an additional die after rolling and
take the two highest results. However on a 7-9 result, you create problematic fallout.
UNORTHODOX MOVES
THEN PICK TWO:
EVERLASTING CHIVALRY
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.
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.
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.
GM PRINCIPLES/AGENDA
Establish the Wulin World
Establish the world of the wulin for your players. Build off of what they’ve presented. If they’re all
loyal or tightly connected to factions, then those groups will appear often and likely have
overlapping and competing agendas. If the players only home in on one or two factions, center
those and make them important. If everyone’s estranged or distant from factions, then those
orders can be in the background, moving things around the board at a distance.
Show how the wulin exists both outside the ordinary world of the peasant and farmer as well as
Imperial Authority. The default assumption for Hearts of Wulin is that Emperor and Imperial
authority lie far away. Characters deal with the Emperor’s representatives: governors,
magistrates, spies. If this isn’t the case, talk with your players about what the Emperor’s like and
how they relate to him (or her).
Entanglements Change
Remind players that those relationships aren’t set in stone. NPCs may die, hearts may change,
betrayals may be revealed. We give the players an opportunity to make those changes at the
start of the session. Ask if they still feel that way.
GM MOVES
The most basic, soft move is to ask a player to Mark an Element. They should usually mark the
element they rolled with or Wounded, but if it's appropriate you may allow them to choose
something else. Usually you’ll combine marking an element with another soft GM move.
Remember that your moves don’t have to directly and explicitly connect to the failed action.
Your move affect the drama. So if a PCs fails an Inner Conflict roll, we might cut away to a
scene somewhere else with someone they care about betraying them secretly.
A variation on the classic “Hint at Future Badness” move of PBtA is what we call “The Hard
Move Shelf.” In this case you tell the player that you’re taking that move and putting it on the
shelf for a little later in the session. Remind them you have that there. And use it to cause major
complications just when they’ve forgotten about it.
Framing Combat
Hearts of Wulin combats usually resolve with a single die roll. That means the GM needs to give
Duels (and Dealing with Troops) space to breathe. Battles should feel important and say
something about who the PCs are. Take time to resolve these moves. Set the stage and the
battlefield. As a GM once a PC’s clearly going to a Duel move, describe the environment and
when possible show the stakes (emotional or physical).
Duels spotlight characters. I try to have something ready for each PC present in those scenes:
named combatants, masses of troops, or something at risk. Before we resolve any fighting
moves, we check in and establish clearly what everyone’s doing. Then we work through what
we’ve framed and resolve each move, saving any climactic duel for the last. That means we
have two steps: declaration & narration for everyone followed by resolution & narration for
everyone.
Note that you can have multiple foes available for the players, but don’t force matchups. Offer
opportunities, but let the players decide what they want to do
Another combat framing technique comes from the World Wide Wrestling RPG. In that game’s
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. You can model this 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.
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 can flying across the battlefield and have possess unearthly skills, but they’re shackled
to their feelings and desires. 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.
MARTIAL NAMES
Ageless Sin
Ashen Sha
Auntie Heartless
Eagle Sentinel
Casting Blaze
Moon-Sworn Heart
Dancer of Loss
Peerless Falcon
Graven Hunter
Gentleman Bao-Yin
Green Sabre Jaiqi
Harmonious Ivory Servant
Desert Star
Many Tempered Xiaohu
Crystal Willow
Eight Petals Dancer
Number One Scholar
Perfected Starfall
Needlesight Zhao
Red Lotus Ling
Jade Serpent
Tigerskin Guardian
Seven Century Chaozhu
Shadowed Saber
Son of Stone and Sorrows
Dragon Fist Killer
Undefeated Steel Ox Sage
Copper Cheng
Turbulent Stone
Unfettered Frost
Style Names
Black Crane
Eight Diagram Sabre
Fist of Precise Thought
Forge-Hammer Heart
Golden Hawk Form
Grasshopper’s Wisdom
Heavenly Gifted Form
One Soul Legion
Path of the Blossoming Tear
Quiet Sage’s Steps
Secrets of the Stone
Seeking Pilgrim’s Style
Shadow Brother’s Style
Shooting-Stars Hands
Storming Master’s Form
Sun and Moon Serpent Sword
Sunburst Method
Taunt of the Monkey
The Hidden Path
Thousand Spear Palm
Unfallen Dragon
Vengeful Beast Mastery
Way of the Graceful Warrior
Ways of the Waters
Factions
A Sample Set Up
RIGHTEOUS/ORTHODOX
Ox-Pilgrim Escort Bureau
Meteor Grace Clan
AMBIGUOUS
Eagle Doctrine School
Iron Prosperity Delegates
UNRIGHTEOUS/UNORTHODOX
Many Venoms Sect
Holy Society
DESTROYED
Frost Hearth Palace
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.
● 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 woo'd 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.
● 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.
● 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, [ ].
● 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’re
returned.
● [ ] and I both seek revenge against [ ], but 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.
WUXIA STARTER INCIDENTS
1. TRAITORS' PARTY
A famous family invites the PCs and many others to a celebration. But that’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 parent duplicitously and 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.
3. DEADLY WEDDING
One of the PCs’ 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 entanglement NPC. Is this
wedding a surprise or a long awaited event? What agendas do the families have in making this
bond? Perhaps it’s a union with an enemy clan in order to gain a truce. Who besides the PCs
might want this ceremony stopped? Who will lose face if that happens? Ideally, the PCs should
be obliged to make sure everything goes off without a hitch.
4. A LIFE LEFT BEHIND
An important faction leader prepares for his “washing of hands” ceremony. This will signal his
retirement from the wulin world. Representatives have gathered from many clans. Who will
succeed this elder or take advantage of the power vacuum? Why is this leader really removing
themselves from the wulin world? What unfinished business and history might come back to
roost?
5. SECRET DUEL
One or all of the PC receive letters challenging them to a duel with a rival (or a friend). Perhaps
they receive challenges from one another. We open with them 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? 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 entanglement NPC? Is the
object to be protected in place—like the household of one of the PCs 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 faction. What
makes this thief distinct and different? Do the robberies have another purpose: antagonizing
someone, drawing out a target, exposing villainy? The PCs or someone close to them can be
set to bringing the thief to justice. But what about hints or suggestions that this rogue may be
someone they know and perhaps even love?
8. AGELESS SIN
Years ago, a coalition of heroes from several factions defeated and killed the legendary villain
Ageless Sin. Now someone’s killing faction members and leaving signs pointing to this monster.
Did Sin 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 Sin did and how they were defeated?
What secrets have those involved kept hidden?
9. THREE EAGLES STRIVE
Leadership of one of the factions comes into question—through stepping down, illness, or
death. Now several notable figures vie to take over. Alliances and betrayals abound—with the
PCs drawn into the battle via their entanglements. Will some of the candidates stoop to
nefarious tactics to assume this mantle? Why is the leadership changing hands? Was one of the
hopefuls involved in pushing this forward? What will a PC do if they find an entangled NPC has
acted less than righteously.
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10. BLACK SUSPICION
The characters arrive to find a friend or lover has been arrested for a serious crime. They’ve
been linked to a notorious thief, legendary bandit, or deadly killer. The Magistrates found
convenient written evidence implicating them. Who stands to benefit from their friend taking the
fall? How badly will their associate suffer if their innocence is not proven quickly? Did the
criminal have anything to do with framing them? Did the friend actually do this, but someone still
faked the evidence?
11. ALLIANCE OF BETRAYAL
Tensions have long simmered between two wulin factions, but now they have come to an
accommodation. One or more PCs should be tied to these factions. How and why have they
settled these matters? Was the split a friendly rivalry between orthodox factions or between
righteous and unrighteous? Who believes this alliance of friendship is dangerous or foolhardy?
Representatives from one of the clans come to call on the other. These representatives must be
protected and honored. At the same time, they must be observed. As well, notable gifts will be
exchanged—things of value whose loss could bring embarrassment to many people.
12. THE MISSING MASTER
The head of one of the factions has vanished, leaving his group in disarray. Did they leave
deliberately, has someone taken them, or is the evidence ambiguous? Who will step into their
position? How will this change cause problems for the characters and their entanglements? Is
the vanishing part of a larger plot, perhaps even orchestrated by the clan leader? Who has been
acting strangely since the disappearance?
13. TANGLED HEARTS
Two lovers have run off together, causing disruption and dismay within a PC faction. How are
one or both connected lovers entangled with the PCs? Perhaps this incident has hurt an
entanglement NPC (object of affection, sibling, loyal friend). Did they have cause to go? What
secrets might be revealed by their departure and who would want this kept quiet? Will the
families hunt them down and will the PCs be called on? Are the pair truly in love or is there
something more sinister at work?
14. REVENGE OF THE RUAN
While the Ruan Clan was destroyed some time ago, some have spoken of a secret or true
reason for their vanishing. Recently, wulin have turned up dead, with marks that suggest a
master of the Ruan’s deepest arts. Few will talk about it, but someone connected to the PCs
lives in fear. Perhaps a parent, a master of an entanglement NPC, or even one of the PCs. Did
someone from the Ruan survive, is someone trying to frame the Ruan, or both?
15. HIDDEN MESSENGERS
Our characters come across a dying wulin, clearly struck down by expert hands after a beating.
They speak of someone hunting for a secret message. This victim was only one among many
suspected of carrying the secret. Were they messengers? Members of some secret group?
Agents of the government? Who hunts this message and what is it? Details of a conspiracy, a
lost manual, location of a treasure? What tells the characters that they have now come into the
sights of these killers?
16. SEVEN DEADLY ARTS
Word has come out that a legendary lost scroll of a powerful or forbidden technique has
surfaced. Now every faction and clan openly seeks it, though some claim to want to destroy it.
How has it been hidden? Who is reputed to have it? What drastic lengths will factions go to in
order to obtain it? Who has already betrayed someone in their quest to obtain the lost secrets?
Is there really such a manual or is this a plot to sow discord within the wulin world? If it does
exist, what forbidden powers does it contain?
17. CONSPIRACY WITHIN
Only the eldest child of a small wulin faction survives a mysterious attack. Which faction did the
victims belong to? Some say that the family was destroyed to gain a legendary secret technique
or item. What other rumors have spread about the attackers? The surviving child is caught in
between multiple factions seeking to protect them and perhaps gain an advantage. What do the
PCs want from them? What will the killers do to get what they want?
18. IRON JUSTICE
A wicked governor oppresses the people. They raise taxes, draft farmers as labor, and
preemptively suppress sedition. They have a cadre of loyal magistrates. One or more wulin
factions have allied with the governor to help to enforce his rule. Now they persecute and
eliminate other groups. What will the PCs do if their own faction refuses to act against this? Go
into rebellion? Ally with the villain? They have no good options, as fighting the governor is the
same as fighting the Emperor. It’s a vast distance to the nearest impartial authority and the
Governor closely monitors for those attempting the trek. (This one depends on how you’ve
positioned authority and the Emperor).