Rules for Pillars


Non-Combat Actions

To accomplish a task, take the relevant stat (Body, Mind, or Soul) plus any appropriate bonuses from Attributes (such as skills) and add 6. If this beats the task's difficulty, you've succeeded.

Combat Actions

Due to the narrative nature of the game, combat is trickier to adjudicate. One total Combat Value will be generated, and this will determine your success or failure in combat. Success and failure in combat are representative of goals. If you intend to kill, success in combat means you've killed your opponent (probably), while failure means you don't kill them. How much you succeed or fail by determines how long the combat takes. If you total a CV of 20, and your opponent has a CV of 10, then you quickly dispatch them with little chance of injury. However, if your opponent has a CV of 19, then the battle could take hours and you are liable to take a few wounds.

The longer a battle is, the more chances there are to change things. This is important when you try to hold back or conceal your power. If you are using a technique and find yourself on the losing end of a long battle, you can switch to a stronger or more appropriate technique, thus boosting your CV and possibly turning the tide. In your description of the combat, it is allowable to use multiple techniques as flavoring, feints or otherwise to improve the quality of the post. However, only the strongest (that is to say, the technique that offers the most CV benefit) is counted for purposes of victory (as well as energy cost).

Take your appropriate Combat Value (ACV if you're acting offensively, DCV if you're mostly protecting yourself or others) modified by Attributes/Skills as appropriate
add 1 for every 10 damage your attack inflicts1
subtract 1 for every 10 points of the target's Armour Rating.2
add 1 for every 20 current Health Points of the character.
add 2 for every Extra Attack the character has IN EXCESS of the target's Extra Defences.3
subtract 1 for every extra opponent IN EXCESS of your Extra Defenses.
add 2 for every re-roll applied from the Divine Relationship Attribute.
add 1 for every 10 Energy Points burned to fuel and focus the attack.4
add 2 if your elemental technique defeats the opponent's elemental technique.5
add 2 if you are using a Bloodline Technique against a non-Bloodline Technique.
add 1 if you are using a Secret Techniques against a non-Secret Technique.67

Weapon attacks may be used offensively (to directly attack) or defensively (to counter another attack or force your opponent into a disadvantageous position). This means that if you get two attacks and three defenses, you can actually activate five techniques in that round (more important for IRC than forum). Keep track of energy spent.

For the Destructive Cycle of the Land of Five Elements:
Fire consumes Wind.
Wind evades Lightning.
Lightning shatters Earth.
Earth absorbs Water.
Water smothers Fire.

Yin-Yang, Void, or Shadow are not considered elements, and cannot trump or be trumped by the other five elements.

Advanced Elements are considered the most beneficial of their composite types. For example, Light (Lightning/Fire) defeats Earth and Wind while Dark defeats Lightning and Fire. Against other Advanced Elements they are evenly matched.

Bloodline Techniques are superior to Secret Techniques which are superior to normal techniques.


A player is expected to post at least once every two days. If the player is waiting for a response from the Narrator or another player, this is waived (especially from the narrator).

Posts should follow the standard narrative format. Spoken dialogue is contained in quotes. Internal monologues are italicized (do not respond to an internal monologue unless you can read minds). Do not italicize foreign words. Voiceless communication, be it via telepathy, magic, speaking to a spirit or anything else is relayed with tilde. Action and description is typed normally. In general, posts should be in First Person, though descriptions beyond the scope of the character can be rendered in third person. All posts should be in present tense (unless another tense is more appropriate). Anything OOC should either come at the end and be prefaced with OOC: (preferred for "if X happens, I'll do Y" or OOC chatter) or be contained in the description within parentheses (preferred for mechanical representations of actions, such as Stat: X, Skill: Y, Specialty +1, Roll: 6, Total: Z).


"You are too kind." I lower my head, my hair falling forward to mask my smile. The pawns have taken their positions. With the utmost delicacy, I retrieve the the vial of viscous fluid from her pocket as she enters the party. (Body: 6, Sleight of Hand: 2, Pick Pocket +1, Roll: 6, Total: 15).


In general, players can expect 1 CP per substantial IC post (capping at 4 CP a week). Larger awards will be granted at the conclusion of Stories and Arcs. CP may not be spent on major advancements without a plausible in-game rationale (such as time spent training). Advancing a skill is probably alright. Developing a new technique might be alright. Deciding you want to pick up Bankai is not alright.

However, I do provide for the modification, enhancement, or outright creation of new techniques in the heat of a dramatic moment.

Dramatic Scenes

Dramatic Scenes are major scenes that explain or resolve plot. Dramatic Scenes will be labeled as such. While in a Dramatic Scene, characters can spend 10 Energy to add a +1 to any roll, limited only by how much energy they can draw on. Also, players may spontaneously spend CP during a dramatic scene to modify one of their signature techniques. Expending CP in such a way always requires GM approval.

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