<?xml version="1.0"?>
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	<id>https://rocksfall.org/rfwiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bysmerian2</id>
	<title>RocksfallWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rocksfall.org/rfwiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bysmerian2"/>
	<link rel="alternate" type="text/html" href="https://rocksfall.org/wiki/Special:Contributions/Bysmerian2"/>
	<updated>2026-06-10T15:19:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.12</generator>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Past_and_Present_Deeds&amp;diff=17108</id>
		<title>WDH Past and Present Deeds</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Past_and_Present_Deeds&amp;diff=17108"/>
		<updated>2026-06-04T02:36:04Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br/ &amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Current:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Deeds&lt;br /&gt;
! He An&lt;br /&gt;
! Zhao Lijun&lt;br /&gt;
! Xiang Guai&lt;br /&gt;
! Lex&lt;br /&gt;
! Kiyan &lt;br /&gt;
|-&lt;br /&gt;
| Short Term/Worldly Deeds&lt;br /&gt;
| Defuse a tense situation&lt;br /&gt;
| Take people to my family&amp;#039;s restaurant&lt;br /&gt;
| Get through a meal with my family&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Long Term/Draconic Deeds&lt;br /&gt;
| Convince an enemy to work for me&lt;br /&gt;
| Defend someone unjustly accused of a crime&lt;br /&gt;
| Acquire a draconic treasure for my hoard&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Band/Brood Deed&lt;br /&gt;
| colspan=5 | Track down Pipa Jing and end what threat she presents.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Relics_etc&amp;diff=17104</id>
		<title>WDH Relics etc</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Relics_etc&amp;diff=17104"/>
		<updated>2026-06-03T04:34:24Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Created page with &amp;quot;&amp;lt;big&amp;gt;Dragon Teeth&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt; Impressively large and cruelly serrated, the teeth of a slain dragon are primarily curiosities. They mark the occasional trophy to celebra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;Dragon Teeth&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Impressively large and cruelly serrated, the teeth of a slain dragon are primarily curiosities. They mark the occasional trophy to celebrate a Scion&amp;#039;s victory.  &amp;lt;br /&amp;gt;&lt;br /&gt;
If a dragon&amp;#039;s tooth touches open soil, it immediately tries to plant itself.  A Scion nearby can attempt to grab it before it does so; if removed from the earth the tooth immediately goes inert for the time being.  If not stopped, the tooth disappears; on the next turn a Dragon-Tooth Warrior emerges, tearing open the earth above them whether an open field or the seam in a sidewalk.&amp;lt;br /&amp;gt;&lt;br /&gt;
These people emerge with the language skills and appearance of a whole and healthy young adult, appearing and sounding like a local.  They come to consciousness armed and eager for violence and battle: no force of an equal or lower tier can compel them to stop, although they can be redirected through trickery or intimidation to another target. They are likely to get themselves or others killed, but their battle-fervor dims and yields to discipline once they&amp;#039;ve been subdued. &amp;lt;br /&amp;gt;&lt;br /&gt;
Afterwards they retain their courage and martial skill, but can be commanded by one who they feel has earned their respect.  Otherwise, they often take up a living as soldiers of fortune just to survive: their new life comes with no legal accoutrements and while they&amp;#039;re savants in bloodshed and pain they possess few innate skills that do not directly tie into their ability to inflict it.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17103</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17103"/>
		<updated>2026-06-03T04:30:51Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
[[WDH He An|He An]] - Scion of Erlang&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Kiyan|Kiyan]] - Amnesiac Heir of the Draq&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Lex|Alexandra &amp;quot;Lex&amp;quot; Rivers]] - Heir of Ryujin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Zhao Liju|Zhao &amp;quot;Lee&amp;quot; Lijun]] - Favored of Yanluo Wang&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Xiang Guai| Xiang &amp;quot;Gray&amp;quot; Guai]] - Heir of Fuzanglong&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
Pipa Jing - A spirit from ages past, awakened from a jade lute&amp;lt;br /&amp;gt;&lt;br /&gt;
David Liang - A security guard at the Chow docks&amp;lt;br /&amp;gt;&lt;br /&gt;
Le &amp;quot;Susan&amp;quot; Rulan - One of the mortal employees of the Five Elements Mountain Bureau&amp;lt;br /&amp;gt;&lt;br /&gt;
Hogan Firth - Survivalist, wild soul, Scion of the Dagda and coworker at the FEM Bureau&amp;lt;br /&amp;gt;&lt;br /&gt;
Lance Pike - Amateur wrestler, brave of heart, strong of arm, dumb of ass, son of Apollo, and coworker at the FEM Bureau&amp;lt;br /&amp;gt;&lt;br /&gt;
Clara Allard - Youtuber martial artist. Find her @Citadelle.  Coworker at the FEM Bureau&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Relics etc|Relics, Creatures, and Other Oddness]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Paths Rules|About Paths]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Resolution Modifiers|About Basic Dice Resolution Mechanics - Enhancement, Complications, Stunts, and Scale]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Virtues et al|About Virtues and Remembrances]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17092</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17092"/>
		<updated>2026-04-23T06:32:29Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
[[WDH He An|He An]] - Scion of Erlang&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Kiyan|Kiyan]] - Amnesiac Heir of the Draq&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Lex|Alexandra &amp;quot;Lex&amp;quot; Rivers]] - Heir of Ryujin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Zhao Liju|Zhao &amp;quot;Lee&amp;quot; Lijun]] - Favored of Yanluo Wang&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Xiang Guai| Xiang &amp;quot;Gray&amp;quot; Guai]] - Heir of Fuzanglong&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
Pipa Jing - A spirit from ages past, awakened from a jade lute&amp;lt;br /&amp;gt;&lt;br /&gt;
David Liang - A security guard at the Chow docks&amp;lt;br /&amp;gt;&lt;br /&gt;
Le &amp;quot;Susan&amp;quot; Rulan - One of the mortal employees of the Five Elements Mountain Bureau&amp;lt;br /&amp;gt;&lt;br /&gt;
Hogan Firth - Survivalist, wild soul, Scion of the Dagda and coworker at the FEM Bureau&amp;lt;br /&amp;gt;&lt;br /&gt;
Lance Pike - Amateur wrestler, brave of heart, strong of arm, dumb of ass, son of Apollo, and coworker at the FEM Bureau&amp;lt;br /&amp;gt;&lt;br /&gt;
Clara Allard - Youtuber martial artist. Find her @Citadelle.  Coworker at the FEM Bureau&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Paths Rules|About Paths]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Resolution Modifiers|About Basic Dice Resolution Mechanics - Enhancement, Complications, Stunts, and Scale]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Virtues et al|About Virtues and Remembrances]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Past_and_Present_Deeds&amp;diff=17082</id>
		<title>WDH Past and Present Deeds</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Past_and_Present_Deeds&amp;diff=17082"/>
		<updated>2026-03-17T15:03:44Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br/ &amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Current:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Deeds&lt;br /&gt;
! He An&lt;br /&gt;
! Zhao Lijun&lt;br /&gt;
! Xiang Guai&lt;br /&gt;
! Rosalind&lt;br /&gt;
! Riya&lt;br /&gt;
! Kiyan &lt;br /&gt;
|-&lt;br /&gt;
| Short Term/Worldly Deeds&lt;br /&gt;
| Defuse a tense situation&lt;br /&gt;
| Take people to my family&amp;#039;s restaurant&lt;br /&gt;
| Get through a meal with my family&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Long Term/Draconic Deeds&lt;br /&gt;
| Convince an enemy to work for me&lt;br /&gt;
| Defend someone unjustly accused of a crime&lt;br /&gt;
| Acquire a draconic treasure for my hoard&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Band/Brood Deed&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17081</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17081"/>
		<updated>2026-03-17T15:03:10Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
[[WDH He An|He An]] - Scion of Erlang&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Kiyan|Kiyan]] - Amnesiac Heir of the Draq&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Riya|Riya]] - Child of Coyolxāuhqui&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Rosalind|Rosalind]] - Child of Dian Cécht&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Zhao Liju|Zhao &amp;quot;Lee&amp;quot; Lijun]] - Favored of Yanluo Wang&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Xiang Guai| Xiang &amp;quot;Gray&amp;quot; Guai]] - Heir of Fuzanglong&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Paths Rules|About Paths]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Resolution Modifiers|About Basic Dice Resolution Mechanics - Enhancement, Complications, Stunts, and Scale]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Virtues et al|About Virtues and Remembrances]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Past_and_Present_Deeds&amp;diff=17080</id>
		<title>WDH Past and Present Deeds</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Past_and_Present_Deeds&amp;diff=17080"/>
		<updated>2026-03-17T15:01:26Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;Current:&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Deeds&lt;br /&gt;
! He An&lt;br /&gt;
! Zhao Lijun&lt;br /&gt;
! Xiang Guai&lt;br /&gt;
! Rosalind&lt;br /&gt;
! Riya&lt;br /&gt;
! Kiyan &lt;br /&gt;
|-&lt;br /&gt;
| Short Term/Worldly Deeds&lt;br /&gt;
| Defuse a tense situation&lt;br /&gt;
| Take people to my family&amp;#039;s restaurant&lt;br /&gt;
| Get through a meal with my family&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Long Term/Draconic Deeds&lt;br /&gt;
| Convince an enemy to work for me&lt;br /&gt;
| Defend someone unjustly accused of a crime&lt;br /&gt;
| Acquire a draconic treasure for my hoard&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Band/Brood Deed&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Past_and_Present_Deeds&amp;diff=17079</id>
		<title>WDH Past and Present Deeds</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Past_and_Present_Deeds&amp;diff=17079"/>
		<updated>2026-03-17T15:00:53Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;Current:&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Deeds&lt;br /&gt;
! He An&lt;br /&gt;
! Zhao Lijun&lt;br /&gt;
! Gray Chow&lt;br /&gt;
! Rosalind&lt;br /&gt;
! Riya&lt;br /&gt;
! Kiyan &lt;br /&gt;
|-&lt;br /&gt;
| Short Term/Worldly Deeds&lt;br /&gt;
| Defuse a tense situation&lt;br /&gt;
| Take people to my family&amp;#039;s restaurant&lt;br /&gt;
| Get through a meal with my family&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Long Term/Draconic Deeds&lt;br /&gt;
| Convince an enemy to work for me&lt;br /&gt;
| Defend someone unjustly accused of a crime&lt;br /&gt;
| Acquire a draconic treasure for my hoard&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Band/Brood Deed&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Past_and_Present_Deeds&amp;diff=17078</id>
		<title>WDH Past and Present Deeds</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Past_and_Present_Deeds&amp;diff=17078"/>
		<updated>2026-03-17T14:59:41Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; |- ! Deeds ! He An ! Zhao Lijun ! Gray Chow ! Rosalind ! Riya ! Kiyan  |- | Short Term/Worldly Deeds | Defuse a tense situation | Take people t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Deeds&lt;br /&gt;
! He An&lt;br /&gt;
! Zhao Lijun&lt;br /&gt;
! Gray Chow&lt;br /&gt;
! Rosalind&lt;br /&gt;
! Riya&lt;br /&gt;
! Kiyan &lt;br /&gt;
|-&lt;br /&gt;
| Short Term/Worldly Deeds&lt;br /&gt;
| Defuse a tense situation&lt;br /&gt;
| Take people to my family&amp;#039;s restaurant&lt;br /&gt;
| Get through a meal with my family&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Long Term/Draconic Deeds&lt;br /&gt;
| Convince an enemy to work for me&lt;br /&gt;
| Defend someone unjustly accused of a crime&lt;br /&gt;
| Acquire a draconic treasure for my hoard&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Band/Brood Deed&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17073</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17073"/>
		<updated>2026-02-26T02:45:54Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
[[WDH He An|He An]] - Scion of Erlang&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Kiyan|Kiyan]] - Amnesiac Heir of the Draq&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Riya|Riya]] - Child of Coyolxāuhqui&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Rosalind|Rosalind]] - Child of Dian Cécht&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Zhao Liju|Zhao &amp;quot;Lee&amp;quot; Lijun]] - Favored of Yanluo Wang&amp;lt;br /&amp;gt;&lt;br /&gt;
[Josh&amp;#039;s Character, awaiting final name confirmation]&lt;br /&gt;
&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Paths Rules|About Paths]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Resolution Modifiers|About Basic Dice Resolution Mechanics - Enhancement, Complications, Stunts, and Scale]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Virtues et al|About Virtues and Remembrances]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Mortal_Lens&amp;diff=17072</id>
		<title>WDH Mortal Lens</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Mortal_Lens&amp;diff=17072"/>
		<updated>2026-02-25T21:21:49Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039;  This is a house rule, and honestly something to play fast and loose with, primarily an attempt to thread the needle of a world which more or less resembles our own while also having the supernatural acknowledged.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
People know that the gods &amp;#039;&amp;#039;are&amp;#039;&amp;#039;.  Their existence is about as in doubt as snow, trees, or dogs.  So too are the other signs of myth: miracles, monsters, and the strange creatures of legend who persist into the modern day.  But for the average mortal of the World, our existence is no more miraculous than theirs.  Most human beings have a slight filter in their considerations and perceptions.  These aren&amp;#039;t strictly blinders: people react to the preternatural with appropriate concern, giving a little extra berth to a giant or ogre if they step into the elevator, asking a satyr to tread a little more quietly if they&amp;#039;re trying to focus, or the like.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
But for the overwhelming majority, they operate under a simple illusion:  &amp;quot;The magical, mythic, and wondrous happens to other people.&amp;quot;  It&amp;#039;s simple, reasserts itself readily, and is subtle enough that even Gods wonder if this is an actual thing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, characters with a [[WDH Callings Rules|Calling]], [[WDH Paths Rules|Path]], or [[WDH Condition Rules|Condition]] that reflects a connection to the un-, sub-, or supernatural have this effect wholly suspended.  As a result, people who have wounds dealt by a Scion, Titanspawn, or Denizen find themselves uncomfortably aware of how strange the world really is for a bit.  Getting Fatebound means one is wrapped up in a Scion&amp;#039;s legend and getting dragged along for the ride.  Folks with significant scars or maiming tend to be remain attuned to these things (for reference, think of the grandmother with her missing finger-joints in Roald Dahl&amp;#039;s The Witches).  And that detective who always gets the weird cases lives in the same world everyone else does, but she sees it differently.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
If the Condition parting the veil ends, these encounters tend to just fade to the back of one&amp;#039;s mind.  The real world has demands on one&amp;#039;s time and attention and that time a siren nearly pulled you across six lanes of traffic just isn&amp;#039;t as important once it&amp;#039;s in the rear view mirror.  It&amp;#039;s a cool story if something sparks the memory, but again, folks have other concerns.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This is just a roundabout way of saying that narratively, there&amp;#039;s a significant doublethink among the general populace and it has tendencies, not rules.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17071</id>
		<title>WDH Memory Conditions</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17071"/>
		<updated>2026-02-25T21:19:00Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Memory Conditions (And Deeds)&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For all intents and purposes, Draconic Heirs use Inheritance as the primary source of their supernatural oomph in the same way Scions use Legend.  However, they can&amp;#039;t regenerate it in the same way: as Dragons are not beholden to Fate, they can neither become entangled in lasting [[WDH_Fatebinding_Rules|Fatebindings]] nor entangle others with them. What you get instead are Memory and Craving [[WDH Condition Rules|Conditions]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragons are big on Memory. There&amp;#039;s a whole psychic ocean of it wherein even dead dragons swim, dream, and communicate to the modern day, an abyss of recollection containing whole worlds and ages before the Gods and their myths shaped it into what it is now--and thus, has always been. While this doesn&amp;#039;t intrude on an Heir&amp;#039;s psyches directly, it isn&amp;#039;t a list to unsubscribe from entirely either.  Periodically a PC might perceive the memories of one of their draconic ancestors, telling them, reminding them that this thing or this person is important, or that this situation is much like something they once encountered. A player can accept the basic flash of insight without accepting a Memory Condition, but if they do...&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Memory Conditions are very &amp;#039;&amp;#039;like&amp;#039;&amp;#039; Fatebindings: each one is associated with a particular [[WDH_Callings_Rules|Calling]] and have a similar structure.  A PC automatically gain a point of spent Inheritance, and a lingering Condition with multiple applications: &lt;br /&gt;
* It can be &amp;#039;&amp;#039;Invoked&amp;#039;&amp;#039; for a benefit, depending on which Calling is associated with this memory. &lt;br /&gt;
* It can be &amp;#039;&amp;#039;Resolved&amp;#039;&amp;#039;, completing the mission, for a bigger one. This also counts as a completed [[WDH_Deeds_Rules|Memory Deed]].&lt;br /&gt;
* Much like Fatebindings, Memory Conditions can be &amp;#039;&amp;#039;Compelled&amp;#039;&amp;#039;. This gives some further flashes of insight, and can restore some spent Inheritance, but the price for that is temporarily nudging oneself more towards one&amp;#039;s draconic heritage (moving towards their Cipher) and accepting the Craving Condition. The Heir can resist this at the price of no juice and nudging theirself towards human heritage instead (i.e. towards their Defection).&lt;br /&gt;
The Craving Condition enforces a monofocus on the Calling that the Memory comes of. The Collector has to Collect, the Judge must Judge, and Primeval needs to...Primeve. Whatever. It&amp;#039;s hard to act outside of it (it costs the table [[WDH_Narrative_Currency_Rules|Momentum]]), but it&amp;#039;s easier to act within it (it &amp;#039;&amp;#039;gives&amp;#039;&amp;#039; the table Momentum). This condition can resolve in one of two ways: A player can either dedicate a [[WDH_Deeds_Rules|Draconic Deed]] to indulging their Craving, or--if one is feeling less patient and constructive--indulge their craving in a way that meaningfully harms their human connections. Either way, this restores a further point of spent Inheritance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like Fatebinding, a Player may choose to create a Memory Condition, and may choose to Compel it (although if the Player chooses to Compel, they must accept the Craving Condition, the Inheritance, and the step towards their Cipher). An Heir may have as many Memory Conditions as their permanent Inheritance score; if they accept a new one beyond their limit, it dislodges an old Memory which resolves without any benefits.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17070</id>
		<title>WDH Memory Conditions</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17070"/>
		<updated>2026-02-25T21:18:44Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Memory Conditions (And Deeds)&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For all intents and purposes, Draconic Heirs use Inheritance as the primary source of their supernatural oomph in the same way Scions use Legend.  However, they can&amp;#039;t regenerate it in the same way: as Dragons are not beholden to Fate, they can neither become entangled in lasting [[WDH_Fatebinding_Rules|Fatebindings]] nor entangle others with them. What you get instead are Memory and Craving [[WDH Condition Rules|Conditions]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragons are big on Memory. There&amp;#039;s a whole psychic ocean of it wherein even dead dragons swim, dream, and communicate to the modern day, an abyss of recollection containing whole worlds and ages before the Gods and their myths shaped it into what it is now--and thus, has always been. While this doesn&amp;#039;t intrude on an Heir&amp;#039;s psyches directly, it isn&amp;#039;t a list to unsubscribe from entirely either.  Periodically a PC might perceive the memories of one of their draconic ancestors, telling them, reminding them that this thing or this person is important, or that this situation is much like something they once encountered. A player can accept the basic flash of insight without accepting a Memory Condition, but if they do...&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Memory Conditions are very &amp;#039;&amp;#039;like&amp;#039;&amp;#039; Fatebindings: each one is associated with a particular [[WDH_Callings_Rules|Calling]] and have a similar structure.  A PC automatically gain a point of spent Inheritance, and a lingering Condition with multiple applications: &lt;br /&gt;
* It can be &amp;#039;&amp;#039;Invoked&amp;#039;&amp;#039; for a benefit, depending on which Calling is associated with this memory. &lt;br /&gt;
* It can be &amp;#039;&amp;#039;Resolved&amp;#039;&amp;#039;, completing the mission, for a bigger one. This also counts as a completed [[WDH_Deeds_Rules|Memory Deed]].&lt;br /&gt;
* Much like Fatebindings, Memory Conditions can be &amp;#039;&amp;#039;Compelled&amp;#039;&amp;#039;. This gives some further flashes of insight, and can restore some spent Inheritance, but the price for that is temporarily nudging oneself more towards one&amp;#039;s draconic heritage (moving towards their Cipher) and accepting the Craving Condition. The Heir can resist this at the price of no juice and nudging theirself towards human heritage instead (i.e. towards their Defection).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Craving Condition enforces a monofocus on the Calling that the Memory comes of. The Collector has to Collect, the Judge must Judge, and Primeval needs to...Primeve. Whatever. It&amp;#039;s hard to act outside of it (it costs the table [[WDH_Narrative_Currency_Rules|Momentum]]), but it&amp;#039;s easier to act within it (it &amp;#039;&amp;#039;gives&amp;#039;&amp;#039; the table Momentum). This condition can resolve in one of two ways: A player can either dedicate a [[WDH_Deeds_Rules|Draconic Deed]] to indulging their Craving, or--if one is feeling less patient and constructive--indulge their craving in a way that meaningfully harms their human connections. Either way, this restores a further point of spent Inheritance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like Fatebinding, a Player may choose to create a Memory Condition, and may choose to Compel it (although if the Player chooses to Compel, they must accept the Craving Condition, the Inheritance, and the step towards their Cipher). An Heir may have as many Memory Conditions as their permanent Inheritance score; if they accept a new one beyond their limit, it dislodges an old Memory which resolves without any benefits.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Fatebinding_Rules&amp;diff=17069</id>
		<title>WDH Fatebinding Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Fatebinding_Rules&amp;diff=17069"/>
		<updated>2026-02-25T21:16:47Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Fatebinding&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The Legend of Scions and Gods is replenished by interacting with Fate, often through a special [[WDH Condition Rules|Condition]] known as Fatebinding:  Someone becomes entangled into a Scion&amp;#039;s story and for a time plays a role.  They may be a student, a friend, a rival, or a lover, but for a time they bring drama.  For Heroes, there&amp;#039;s no particular need to lean into it: while Fate picks a role that plays into their stories (as determined by their [[WDH_Callings_Rules|Callings]]) and picks someone predisposed to fit that role, it merely gives events a gentle nudge from there. &lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
All Fatebindings have a potency. The weakest last a couple sessions at most, while the most powerful bindings can never truly end: The Condition may Resolve (see below), but their role merely changes.  Even if they die, they will continue to haunt the Scion, either figuratively or literally.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For those familiar with the FATE, The Fatebinding Condition is especially similar to an Aspect from that system.  Each one has: &lt;br /&gt;
&lt;br /&gt;
* An &amp;#039;&amp;#039;Invoke&amp;#039;&amp;#039;: You receive a minor benefit, which may be more powerful depending on the potency of the Fatebinding.  This can reinforce the Fatebinding, however, and may add to its duration and potency. &lt;br /&gt;
* A &amp;#039;&amp;#039;Compel&amp;#039;&amp;#039;: The Player may choose to Compel their Fatebinding, or the GM may, but regardless, the Scion receives another point of Legend at the cost of their connection creating a complication in their tale that needs addressing. &lt;br /&gt;
* A &amp;#039;&amp;#039;Resolve&amp;#039;&amp;#039;: The Fatebinding&amp;#039;s narrative concludes with a powerful bonus. It also comes at a price: The target&amp;#039;s role in your story may end forever, as they die or otherwise forevermore exit your story, and leave you with a Failure Condition on the appropriate Calling.  Alternately their role in your story shifts, and their Fatebinding begins anew.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Deeds_Rules&amp;diff=17068</id>
		<title>WDH Deeds Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Deeds_Rules&amp;diff=17068"/>
		<updated>2026-02-25T21:15:20Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Deeds. Where do we begin?&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Deeds are exactly what it says on the tin—what your characters do—but they hook into the system a bit more than that.  They&amp;#039;re also the mechanism by which your characters grow and change.  A significant majority of your Experience Points will come from the Deeds you perform and experience.&lt;br /&gt;
===Scions===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Minor Deeds&amp;#039;&amp;#039;&amp;#039;:  Character beats.  Experiences.  Things that are important for you but not necessarily big.  You can have up to 3 of these going, and can add one a session. Completing a Minor Deed is 1 XP.  If everyone completes a Minor Deed in a session, then everyone gets an additional XP.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Major Deeds&amp;#039;&amp;#039;&amp;#039;:  These are the big ones.  These help engrave your personal legend, and are the sort of things you&amp;#039;ll refer back to when creating Mythic Titles.  They grant 3 XP.  You can only have one Major Deed going at a time.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Band Deeds&amp;#039;&amp;#039;&amp;#039;: These are a special sort of Major Deed.  This is shared by all the PC&amp;#039;s.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Legend increases once you&amp;#039;ve completed at least one Minor Deed, one Major Deed, and your Band Deed has been completed.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
Draconic Heirs, as always, are torn whether they like it or not between being a Dragon and being a Human.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Draconic Deeds&amp;#039;&amp;#039;&amp;#039;: An Heir always has something sitting in the background of their mind. This furthers or indulges their Draconic side, or at least accomplishes something in away that their Handler would approve of.  The work, sadly, is never done: your reward for completing a Draconic Deed (aside from 1 XP and whatever rewards accomplishing it may bring) is a new one, immediately assigned.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Worldly Deeds&amp;#039;&amp;#039;&amp;#039;: Just because your Handler wants you to do things doesn&amp;#039;t mean that those are the only things that are worthwhile.  Worldly Deeds are for you, or for their own sake. Most are just short-term, functionally identical to Minor Deeds for Scions. (1 XP) The other is a &amp;#039;&amp;#039;&amp;#039;Brood Deed&amp;#039;&amp;#039;&amp;#039;.  This, effectively, is identical to a Band Deed and for the purposes of this game will be treated identically.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Memory Deeds&amp;#039;&amp;#039;&amp;#039;: The successful resolution of a [[WDH Memory Conditions|Memory Condition]], fulfilling the plans of your Handler or Flight. (3 XP)&lt;br /&gt;
&amp;#039;&amp;#039;An Heir&amp;#039;s Inheritance rises when they have completed one Draconic Deed, one Memory Deed, and their Brood Deed.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;NB that Band Deeds and Brood Deeds can only be performed once per Legend or Inheritance.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Deeds_Rules&amp;diff=17067</id>
		<title>WDH Deeds Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Deeds_Rules&amp;diff=17067"/>
		<updated>2026-02-25T21:15:00Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: /* Dragons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Deeds. Where do we begin?&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Deeds are exactly what it says on the tin—what your characters do—but they hook into the system a bit more than that.  They&amp;#039;re also the mechanism by which your characters grow and change.  A significant majority of your Experience Points will come from the Deeds you perform and experience.&lt;br /&gt;
===Scions===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Minor Deeds&amp;#039;&amp;#039;&amp;#039;:  Character beats.  Experiences.  Things that are important for you but not necessarily big.  You can have up to 3 of these going, and can add one a session. Completing a Minor Deed is 1 XP.  If everyone completes a Minor Deed in a session, then everyone gets an additional XP.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Major Deeds&amp;#039;&amp;#039;&amp;#039;:  These are the big ones.  These help engrave your personal legend, and are the sort of things you&amp;#039;ll refer back to when creating Mythic Titles.  They grant 3 XP.  You can only have one Major Deed going at a time, and can only complete one infrequently (more on that later).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Band Deeds&amp;#039;&amp;#039;&amp;#039;: These are a special sort of Major Deed.  This is shared by all the PC&amp;#039;s.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Legend increases once you&amp;#039;ve completed at least one Minor Deed, one Major Deed, and your Band Deed has been completed.&amp;#039;&amp;#039;&lt;br /&gt;
===Dragons===&lt;br /&gt;
Draconic Heirs, as always, are torn whether they like it or not between being a Dragon and being a Human.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Draconic Deeds&amp;#039;&amp;#039;&amp;#039;: An Heir always has something sitting in the background of their mind. This furthers or indulges their Draconic side, or at least accomplishes something in away that their Handler would approve of.  The work, sadly, is never done: your reward for completing a Draconic Deed (aside from 1 XP and whatever rewards accomplishing it may bring) is a new one, immediately assigned.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Worldly Deeds&amp;#039;&amp;#039;&amp;#039;: Just because your Handler wants you to do things doesn&amp;#039;t mean that those are the only things that are worthwhile.  Worldly Deeds are for you, or for their own sake. Most are just short-term, functionally identical to Minor Deeds for Scions. (1 XP) The other is a &amp;#039;&amp;#039;&amp;#039;Brood Deed&amp;#039;&amp;#039;&amp;#039;.  This, effectively, is identical to a Band Deed and for the purposes of this game will be treated identically.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Memory Deeds&amp;#039;&amp;#039;&amp;#039;: The successful resolution of a [[WDH Memory Conditions|Memory Condition]], fulfilling the plans of your Handler or Flight. (3 XP)&lt;br /&gt;
&amp;#039;&amp;#039;An Heir&amp;#039;s Inheritance rises when they have completed one Draconic Deed, one Memory Deed, and their Brood Deed.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;NB that Band Deeds and Brood Deeds can only be performed once per Legend or Inheritance.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Narrative_Currency_Rules&amp;diff=17066</id>
		<title>WDH Narrative Currency Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Narrative_Currency_Rules&amp;diff=17066"/>
		<updated>2026-02-25T21:13:09Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s get one thing out of the way: Momentum and Tension do not exist diegetically.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are narrative meta-currencies to represent the ebb and flow of story:  Heroic setbacks fill the momentum pool so that to act at their greatest and show off their tricks, the PC&amp;#039;s have had a bumpy road to get there.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Build Momentum By&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* Taking a Consolation from a failed roll.  If your roll is a Dramatic Failure, then you will receive two Momentum. Once per session, you may voluntarily turn a failed roll into a Dramatic Failure for this benefit.&lt;br /&gt;
* Failing a roll in which you have a Specialty&lt;br /&gt;
* Experiencing complications from [[WDH Condition Rules|Conditions]].&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Spend Momentum To&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Activate your Knacks.&lt;br /&gt;
* Add a single die to your roll or someone else&amp;#039;s. While you can only add one die, everyone at the table can contribute one as well. If this aligns with one of your Virtues (or, as an Heir, your Cipher or Defection) this gives a bonus die.  &lt;br /&gt;
* Perform a [[WDH Resolution Modifiers|Feat of Scale]] that uses one of your Keywords rather than a full Mythic Title. &amp;#039;&amp;#039;This costs two Momentum and one Legend&amp;#039;&amp;#039;&lt;br /&gt;
* Receive an extra Interval on an Extended Roll, buying yourself more time to accomplish something.&lt;br /&gt;
&amp;#039;&amp;#039;Spending more than half the Momentum pool in a session gives a bonus XP to everyone&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Meanwhile, Tension represents dirty tricks and villainous luck and determination, and is filled by the parts of the story where the other shoe feels about to drop.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tension Builds When&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* A PC overcomes a Condition.&lt;br /&gt;
* A PC suffers a Failure Deed of one of their [[WDH Callings Rules|Callings]].&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NPC&amp;#039;s Can Spend Tension To&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* Power their own Knacks and Abilities.&lt;br /&gt;
* Escape.&lt;br /&gt;
* Perform extra actions.&lt;br /&gt;
* Upgrade their tier.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Condition_Rules&amp;diff=17065</id>
		<title>WDH Condition Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Condition_Rules&amp;diff=17065"/>
		<updated>2026-02-25T21:07:17Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Conditions&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Conditions, mechanically, represent an enduring situation, whether physical or otherwise.  This might be reflect a broken leg, a god&amp;#039;s blessing, a satyr&amp;#039;s charm, or a particularly notable bout of public adoration.  Whatever their source, Conditions generally indicate something that won&amp;#039;t resolve immediately, or within the scene.  They may provide [[WDH Resolution Modifiers|Enhancement, Complications, or perhaps both, alternately]].  Where they create difficulties and make life harder, the table receives [[WDH_Narrative_Currency_Rules|Momentum]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Conditions are &amp;#039;&amp;#039;usually&amp;#039;&amp;#039; temporary.  Wounds heal, drugs and venoms work their way out of the system as long as one survives it, and although one may be seeing stars for a few minutes after someone flashes a camera in their face, their vision will clear in time.  Even enduring Conditions need not last forever: curses may be broken, and while some mortals and gods bear injuries with pride--would Odin even &amp;#039;&amp;#039;be&amp;#039;&amp;#039; Odin if he let someone replace his eye?--this is a world where healing miracles exist.  As such most Conditions have a simple System (i.e. what this Condition does) and usually a Resolution, an escape clause or narrative terminus to the situation. Writeups may also suggest the sort of hardships that earn Momentum for the table.  Resolving a Condition through action rather than letting it pass on of its own accord grants the table another point of Momentum.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Sometimes a Scion ends up [[WDH_Fatebinding_Rules|Fatebound]] to someone indefinitely, or is maimed in a lasting and meaningful fashion.  The Scions of the Tuatha De Danann all labor under at least one geis.  A kitsune can never truly hide his tails, and inevitably someone, &amp;#039;&amp;#039;someone&amp;#039;&amp;#039; will see through his disguise.  For a Scion who reaps the direct benefits of a Condition, its indefinite duration is likely no problem.  Where the Condition makes life more difficult, on the other hand, a player may instead console themselves by having a ready source of Momentum for the table.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Virtues_et_al&amp;diff=17064</id>
		<title>WDH Virtues et al</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Virtues_et_al&amp;diff=17064"/>
		<updated>2026-02-25T21:02:59Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: /* Defector */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&lt;br /&gt;
===Virtues (For Scions)===&lt;br /&gt;
Gods are caught between virtues that both exemplify their legends.  The Aztec Teotl openly hunger for sacrifice but cut deep in turn for their followers. The Netjer of Egypt desire balance in all things, but also seek justice and unlike Thanos recognize that these aren&amp;#039;t always the same thing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Virtues are rarely entirely in opposition, but they often place contrasting demands all the same: the Aesir, caught between Fatalism and Audacity, know their time will come--to deny it is to deny what they are--but that&amp;#039;s no reason not to fight it all the same.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For a Scion to embrace their virtues is also to wield them as a source of power.  When a Scion spends [[WDH_Narrative_Currency_Rules|Momentum]] to add a die to one of their own actions that aligns with a given virtue, they receive an extra die, for two dice.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
If a Scion reinforces their Virtue until it reaches either extreme of the Virtue Track, they experience the Virtuous [[WDH_Condition_Rules|Condition]].&lt;br /&gt;
====Virtuous====&lt;br /&gt;
So you&amp;#039;ve gotten embraced one virtue over another again and again, and now it embraces you back with in a bearhug.  This isn&amp;#039;t necessarily a &amp;#039;&amp;#039;bad&amp;#039;&amp;#039; thing.  Is it so bad, after all, to be virtuous? I mean, kinda, yeah.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
* You&amp;#039;ve got a single-minded focus on that virtue now, and it will not be resisted. The choice to maybe apply real life and common sense no longer applies. One of the Tuatha De Danann who has followed their Prowess finds it impossible to resist the chance to demonstrate their skill.  It&amp;#039;s not showing off, nor crowding out another&amp;#039;s opportunity, it&amp;#039;s a demonstration of very real divine skill and anyone who complains just needs to git gud.&lt;br /&gt;
* The upshot is that any time a Virtuous Character spends momentum for a bonus die in a way that further embodies this virtue, they receive yet another die, receiving &amp;#039;&amp;#039;3&amp;#039;&amp;#039; dice for one Momentum.  And like any Condition it generates Momentum when it makes problems (and it will.)&lt;br /&gt;
* The Virtuous Condition does not have a natural expiration date, but it does have an escape: by indulging their opposing virtue, they may reset their Virtue track to the middle.  The virtue that currently consumes them cannot be actively defied in the process, but threading that needle is never impossible. &lt;br /&gt;
===Remembrances (For Heirs)===&lt;br /&gt;
Unlike their Divine counterparts, Dragons don&amp;#039;t struggle between Virtues.  There&amp;#039;s just what is proper dragon-hood to embrace: although various flights have different opinions of what that looks like, each one has a Cipher to direct them properly.  Unfortunately, their Heirs have a pesky human element that sets itself in opposition like a truculent child.  Unlike Scion&amp;#039;s Virtues, an Heir&amp;#039;s Remembrances are often directly opposed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Remembrances function much &amp;#039;&amp;#039;like&amp;#039;&amp;#039; Virtues, adding extra dice when combined with Momentum, but when they reach their terminus at one end or another the results are slightly different from a Virtuous Scion, either experiencing Revelation (by maximizing their Cipher) or becoming a Defector (via reaching the end of their Defection Track).  After resolving either Condition, they reset to the middle of their Remembrance track&lt;br /&gt;
====Revelation====&lt;br /&gt;
* An Heir in Revelation adds a further extra die to Momentum used to supplement their Flight Skills, or to Invoke a [[WDH_Memory_Conditions|Memory Condition]].  However, they cannot spend Momentum to deal with ordinary mortals or reinforce their defection.&lt;br /&gt;
* The Heir receives Momentum when alienating ordinary humans or by showing them up.&lt;br /&gt;
* The Heir may Resolve their Revelation by fully embracing their Draconic nature: for a number of rounds equal to their Inheritance they activate their draconic form for free, but they cannot take any action that does not actively reinforce their cipher.&lt;br /&gt;
====Defector====&lt;br /&gt;
* An Heir who has wholly embraced Defection receives an further die to work towards their [[WDH_Deeds_Rules|Worldly Deeds]] when they spend a point of Momentum.  Further, they can Invoke any non-Draconic [[WDH Paths Rules|Path]] without fear of consequence.  Unfortunately, they cannot spend Momentum on Dragon things: Invoking a Memory, assuming Draconic form, or reinforcing their Cipher.&lt;br /&gt;
* When an Heir&amp;#039;s human nature brings them to betray their Flight or fellow dragons, they receive a point of Momentum.&lt;br /&gt;
* The Heir&amp;#039;s Defection inevitably ends, at least for a while.  But in the process, they reinforce their humanity: they complete a short-term deed or make progress towards a long-term Deed that opposes a Draconic or Memory Deed.  In the process, they refill all bond pools towards ordinary humans, and repair the connection to one non-Dragon Path that was in Suspension.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Resolution_Modifiers&amp;diff=17063</id>
		<title>WDH Resolution Modifiers</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Resolution_Modifiers&amp;diff=17063"/>
		<updated>2026-02-25T21:01:30Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion_-_Wengehua_Demon_Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Okay, just to get things out of the way, I&amp;#039;m pretty sure we all know basic Storyteller/Storytelling mechanics:  Create a dice pool based on your Attribute + Ability, roll against a target number, and the number of dice that come up at the target number or higher are successes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
We good?  Good.  Let&amp;#039;s get to the specifics of Storypath.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The target number is always 8 for characters at the mortal/Origin and Hero levels.  Ascending to the status of a Demigod or Lesser Wyrm would drop that to 7 but I anticipate that to be beyond the scope of this game.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Outside expenditures of [[WDH Narrative Currency Rules|Momentum]] or invoking one&amp;#039;s [[WDH Paths Rules]|Paths]], there are few sources that will increase or reduce a dice pool.  Instead, PC&amp;#039;s will more likely find themselves assisted with Enhancements and penalized by Complications.&lt;br /&gt;
===Enhancements===&lt;br /&gt;
Enhancements represent materials, items, and circumstances that facilitate a character&amp;#039;s goals; they do not make a roll more likely to succeed, but when it &amp;#039;&amp;#039;does&amp;#039;&amp;#039; happen, Enhancements add further successes: more challenging tasks are eased, opposition is stymied, and it looks just a bit smoother; extra successes can either make the deed more impressive on its own, or be spent on Stunts (below) to add a little flourish.  Scale (below) is a common source of Enhancement, but so is equipment, having the high ground, or trying to seduce someone when they already came to a party to have a good time.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Complications===&lt;br /&gt;
A Complication does not directly affect difficulty for the most part: roll wherein the player receives the required number of successes but cannot or does not buy off Complications still succeeds at what they intended to do, it&amp;#039;s just...messy.  Emerging from around the corner to return fire in a gunfight might open a hero to getting clipped in exchange.  A dragon whose burning breath creates a Complication can use their gouts of flame just fine, but might set the scenery (or a passerby!) alight accidentally.  Or the player could just spend a couple of successes above and beyond what they needed to succeed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
NB that reading between the lines it looks like there was an artifact of earlier development where the option existed to take a failed roll and make it a success with complication (and thus unable to buy off).  The only trace I can really find of this is in the [[WDH_Fatebinding_Rules|Apprentice Fatebinding&amp;#039;s Invoke]], and is frankly the only way this makes sense.  I&amp;#039;m going back and forth on this, and may have a house rule for the one situation where this applies.&lt;br /&gt;
===Stunts===&lt;br /&gt;
Outside of the successes to simply succeed and buy off Complications, players can also use successful dice to buy &amp;#039;&amp;#039;Stunts&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A Stunt expends one or more successes to create secondary effects, most often creating Complications, Enhancements, or increasing Difficulty for others.  In general, a stunt has to:&lt;br /&gt;
* Connect back to whatever action the player rolled their dice on,&lt;br /&gt;
* Affect a different kind of dice roll, and&lt;br /&gt;
* Be made by the player in question.   &lt;br /&gt;
That said, many actions have suggested stunts built in:  basic success on an attack roll is literally just connecting, and actual damage is a function of stunts (NB that most low-grade faceless mooks only have one or two levels of Health), in addition to blinding, disarming, or knocking down an opponent).  Likewise, Investigation has a list of stunts to help facilitate rolls, finding clues and making deductions.&lt;br /&gt;
====Twists of Fate====&lt;br /&gt;
Twists of Fate are a special form of Stunt and are a sort of dramatic editing to the scene itself.  They can only happen when a roll has been supplemented by one of the character&amp;#039;s [[WDH Paths Rules|Paths]].  As a basic guideline, Twists of Fate allow one minor detail per success--they don&amp;#039;t unmake what has been established, but instead take the undefined and make it explicit.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of the time, Twists of Fate aren&amp;#039;t overtly supernatural in nature.  But the Titles accumulated by Gods and Dragons alike are also paths, are the stuff of myth, and can work undeniable miracles.&lt;br /&gt;
&lt;br /&gt;
===Scale===&lt;br /&gt;
Especially in a world more fantastic than our own, relative abilities do not exist in a vacuum.  Some giants are stronger than others, for instance, but the equivalent of a weedy asthmatic nerd among the jotnar is still brawny by human standards.  Someone riding a dirtbike is going to be more fleet than someone on foot.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Where baseline capacities are significantly different between one party and the other, Scale comes into play to benefit to the stronger party.  As such, the jotun from our earlier examples is still only rolling a single die for his strength, but if that die comes up successful, it means much more than it would were he a puny human.  To his kin, who have the same bonus to Scale, he has no such bonus in his favor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Scions and Dragons have access to Feats of Scale through various powers at their disposal, and by their Mythic Titles, and really what good is the ability to flex if you can&amp;#039;t show off?  The bonus to Scale works out in two different ways depending on whether the target is &amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Dramatic.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039; targets are what might be considered less important: often these are pursuits where a character&amp;#039;s success is more or less guaranteed, but Scale pushes this from merely a show of power to the sort of thing that shows &amp;#039;&amp;#039;why&amp;#039;&amp;#039; your name is whispered in awe, worship, and terror.  Armies of mooks, scenery, trivial characters, all of these feel the full brunt of Scale: after dice are rolled, successes are multiplied.&lt;br /&gt;
* &amp;#039;&amp;#039;Dramatic&amp;#039;&amp;#039; targets represent major focuses of the story.  Named antagonists, stalwart allies, and the like aren&amp;#039;t there to be clowned on like the hired help, but the PC&amp;#039;s are still going to shine in their areas of expertise: against a Dramatic target, Scale functions as an Enhancement (above) that adds successes to a successful roll.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Paths_Rules&amp;diff=17062</id>
		<title>WDH Paths Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Paths_Rules&amp;diff=17062"/>
		<updated>2026-02-25T20:54:22Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br/ &amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Paths&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Paths represent aspects of a character&amp;#039;s past and identity.  In Character Generation they come into play to help assign skill points, but they continue to be a valid, even necessary tool going forward.  &lt;br /&gt;
In play, Paths have a few default abilities:&lt;br /&gt;
* A character may always be assumed to have assets and that are appropriate to a Path.  A professional athlete has whatever equipment and income is appropriate to her sport, for instance. &lt;br /&gt;
* A character may reach out to Contacts or Connections to assist them, normally once a session.&lt;br /&gt;
** A character may reach out multiple times to either bolster a contact or for multiple forms of assistance.  If they do so, however, it shakes their bond:  Calling upon Contacts or Connections twice in a session strains your connection with the &amp;#039;&amp;#039;Suspended&amp;#039;&amp;#039; [[WDH_Condition_Rules|Condition]], which adds a minor [[WDH_Resolution_Modifiers|Complication]] when interacting with NPC&amp;#039;s associated with the Path in question.  Path Suspension usually resolves at the end of a session.&lt;br /&gt;
** Leaning on Connections while the Path is Suspended (or just really, really screwing up) leads to the Path being Revoked.  This lasts longer, requiring a [[WDH Deed Rules|Long-term Deed]] to earn your way back in; in the meantime, the Connections and other benefits of your Path are inaccessible.&lt;br /&gt;
* Finally, a PC may simply benefit from being That Kind of Person, adding two dice once a session to a roll.  For these rolls, a special kind of [[WDH_Resolution_Modifiers|Stunt]] called a Twist of Fate can be used, creating implausible happenstance to play out in the character&amp;#039;s favor.&lt;br /&gt;
All characters start out with three Paths, again, as part of Character Generation.  But experiences and stories can lead to acquiring more.  For the most part, a PC can maintain five paths.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mythic Titles are treated effectively as Paths, and can be invoked for bonus dice as well as bolstering Scale.  The Twists of Fate invoked by these traits can be outright supernatural in nature.  The children of Gods, after all, live very strange lives indeed.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Paths_Rules&amp;diff=17061</id>
		<title>WDH Paths Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Paths_Rules&amp;diff=17061"/>
		<updated>2026-02-25T20:54:09Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Created page with &amp;quot;&amp;lt;small&amp;gt;Back to Wengehua Demon Hunters Main Page&amp;lt;/small&amp;gt;&amp;lt;br/ &amp;gt; &amp;lt;big&amp;gt;About Paths&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt; Paths represent aspects of a character&amp;#039;s past and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br/ &amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Paths&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Paths represent aspects of a character&amp;#039;s past and identity.  In Character Generation they come into play to help assign skill points, but they continue to be a valid, even necessary tool going forward.  &lt;br /&gt;
In play, Paths have a few default abilities:&lt;br /&gt;
* A character may always be assumed to have assets and that are appropriate to a Path.  A professional athlete has whatever equipment and income is appropriate to her sport, for instance. &lt;br /&gt;
* A character may reach out to Contacts or Connections to assist them, normally once a session.&lt;br /&gt;
** A character may reach out multiple times to either bolster a contact or for multiple forms of assistance.  If they do so, however, it shakes their bond:  Calling upon Contacts or Connections twice in a session strains your connection with the &amp;#039;&amp;#039;Suspended&amp;#039;&amp;#039; [[WDH_Condition_Rules|Condition]], which adds a minor [[WDH_Resolution_Modifiers|Complication]] when interacting with NPC&amp;#039;s associated with the Path in question.  Path Suspension usually resolves at the end of a session.&lt;br /&gt;
** Leaning on Connections while the Path is Suspended (or just really, really screwing up) leads to the Path being Revoked.  This lasts longer, requiring a [[WDH Deed Rules|Long-term Deed]] to earn your way back in; in the meantime, the Connections and other benefits of your Path are inaccessible.&lt;br /&gt;
* Finally, a PC may simply benefit from being That Kind of Person, adding two dice once a session to a roll.  For these rolls, a special kind of [[WDH_Resolution_Modifiers|Stunt]] called a Twist of Fate can be used, creating implausible happenstance to play out in the character&amp;#039;s favor.&lt;br /&gt;
All characters start out with three Paths, again, as part of Character Generation.  But experiences and stories can lead to acquiring more.  For the most part, a PC can maintain five paths.&lt;br /&gt;
&amp;lt;br /&amp;gt;br /&amp;gt;&lt;br /&gt;
Mythic Titles are treated effectively as Paths, and can be invoked for bonus dice as well as bolstering Scale.  The Twists of Fate invoked by these traits can be outright supernatural in nature.  The children of Gods, after all, live very strange lives indeed.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17060</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17060"/>
		<updated>2026-02-25T18:37:22Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: /* RULES STUFF */  Dang it I keep forgetting to put line breaks after new topics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Paths Rules|About Paths]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Resolution Modifiers|About Basic Dice Resolution Mechanics - Enhancement, Complications, Stunts, and Scale]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Virtues et al|About Virtues and Remembrances]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17059</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17059"/>
		<updated>2026-02-25T18:34:17Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Paths Rules|About Paths]]&lt;br /&gt;
[[WDH Resolution Modifiers|About Basic Dice Resolution Mechanics - Enhancement, Complications, Stunts, and Scale]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Virtues et al|About Virtues and Remembrances]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Deeds_Rules&amp;diff=17058</id>
		<title>WDH Deeds Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Deeds_Rules&amp;diff=17058"/>
		<updated>2026-02-24T01:20:58Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Deeds. Where do we begin?&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Deeds are exactly what it says on the tin—what your characters do—but they hook into the system a bit more than that.  They&amp;#039;re also the mechanism by which your characters grow and change.  A significant majority of your Experience Points will come from the Deeds you perform and experience.&lt;br /&gt;
===Scions===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Minor Deeds&amp;#039;&amp;#039;&amp;#039;:  Character beats.  Experiences.  Things that are important for you but not necessarily big.  You can have up to 3 of these going, and can add one a session. Completing a Minor Deed is 1 XP.  If everyone completes a Minor Deed in a session, then everyone gets an additional XP.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Major Deeds&amp;#039;&amp;#039;&amp;#039;:  These are the big ones.  These help engrave your personal legend, and are the sort of things you&amp;#039;ll refer back to when creating Mythic Titles.  They grant 3 XP.  You can only have one Major Deed going at a time, and can only complete one infrequently (more on that later).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Band Deeds&amp;#039;&amp;#039;&amp;#039;: These are a special sort of Major Deed.  This is shared by all the PC&amp;#039;s.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Legend increases once you&amp;#039;ve completed at least one Minor Deed, one Major Deed, and your Band Deed has been completed.&amp;#039;&amp;#039;&lt;br /&gt;
===Dragons===&lt;br /&gt;
Draconic Heirs, as always, are torn whether they like it or not between being a Dragon and being a Human.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Draconic Deeds&amp;#039;&amp;#039;&amp;#039;: An Heir always has something sitting in the background of their mind. This furthers or indulges their Draconic side, or at least accomplishes something in away that their Handler would approve of.  The work, sadly, is never done: your reward for completing a Draconic Deed (aside from 1 XP and whatever rewards accomplishing it may bring) is a new one, immediately assigned.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Worldly Deeds&amp;#039;&amp;#039;&amp;#039;: Just because your Handler wants you to do things doesn&amp;#039;t mean that those are the only things that are worthwhile.  Worldly Deeds are for you, or for their own sake. Most are just short-term, functionally identical to Minor Deeds for Scions. (1 XP) The other is a &amp;#039;&amp;#039;&amp;#039;Brood Deed&amp;#039;&amp;#039;&amp;#039;.  This, effectively, is identical to a Band Deed and for the purposes of this game will be treated identically.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Memory Deeds&amp;#039;&amp;#039;&amp;#039;: The successful resolution of a Memory Condition, fulfilling the plans of your Handler or Flight. (3 XP)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;An Heir&amp;#039;s Inheritance rises when they have completed one Draconic Deed, one Memory Deed, and their Brood Deed.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;NB that Long-Term Deeds, Band Deeds, and Brood Deeds can only be performed once per Legend or Inheritance.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17057</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17057"/>
		<updated>2026-02-24T01:19:02Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Resolution Modifiers|About Basic Dice Resolution Mechanics - Enhancement, Complications, Stunts, and Scale]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Virtues et al|About Virtues and Remembrances]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Virtues_et_al&amp;diff=17056</id>
		<title>WDH Virtues et al</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Virtues_et_al&amp;diff=17056"/>
		<updated>2026-02-24T00:25:32Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&lt;br /&gt;
===Virtues (For Scions)===&lt;br /&gt;
Gods are caught between virtues that both exemplify their legends.  The Aztec Teotl openly hunger for sacrifice but cut deep in turn for their followers. The Netjer of Egypt desire balance in all things, but also seek justice and unlike Thanos recognize that these aren&amp;#039;t always the same thing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Virtues are rarely entirely in opposition, but they often place contrasting demands all the same: the Aesir, caught between Fatalism and Audacity, know their time will come--to deny it is to deny what they are--but that&amp;#039;s no reason not to fight it all the same.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For a Scion to embrace their virtues is also to wield them as a source of power.  When a Scion spends [[WDH_Narrative_Currency_Rules|Momentum]] to add a die to one of their own actions that aligns with a given virtue, they receive an extra die, for two dice.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
If a Scion reinforces their Virtue until it reaches either extreme of the Virtue Track, they experience the Virtuous [[WDH_Condition_Rules|Condition]].&lt;br /&gt;
====Virtuous====&lt;br /&gt;
So you&amp;#039;ve gotten embraced one virtue over another again and again, and now it embraces you back with in a bearhug.  This isn&amp;#039;t necessarily a &amp;#039;&amp;#039;bad&amp;#039;&amp;#039; thing.  Is it so bad, after all, to be virtuous? I mean, kinda, yeah.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
* You&amp;#039;ve got a single-minded focus on that virtue now, and it will not be resisted. The choice to maybe apply real life and common sense no longer applies. One of the Tuatha De Danann who has followed their Prowess finds it impossible to resist the chance to demonstrate their skill.  It&amp;#039;s not showing off, nor crowding out another&amp;#039;s opportunity, it&amp;#039;s a demonstration of very real divine skill and anyone who complains just needs to git gud.&lt;br /&gt;
* The upshot is that any time a Virtuous Character spends momentum for a bonus die in a way that further embodies this virtue, they receive yet another die, receiving &amp;#039;&amp;#039;3&amp;#039;&amp;#039; dice for one Momentum.  And like any Condition it generates Momentum when it makes problems (and it will.)&lt;br /&gt;
* The Virtuous Condition does not have a natural expiration date, but it does have an escape: by indulging their opposing virtue, they may reset their Virtue track to the middle.  The virtue that currently consumes them cannot be actively defied in the process, but threading that needle is never impossible. &lt;br /&gt;
===Remembrances (For Heirs)===&lt;br /&gt;
Unlike their Divine counterparts, Dragons don&amp;#039;t struggle between Virtues.  There&amp;#039;s just what is proper dragon-hood to embrace: although various flights have different opinions of what that looks like, each one has a Cipher to direct them properly.  Unfortunately, their Heirs have a pesky human element that sets itself in opposition like a truculent child.  Unlike Scion&amp;#039;s Virtues, an Heir&amp;#039;s Remembrances are often directly opposed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Remembrances function much &amp;#039;&amp;#039;like&amp;#039;&amp;#039; Virtues, adding extra dice when combined with Momentum, but when they reach their terminus at one end or another the results are slightly different from a Virtuous Scion, either experiencing Revelation (by maximizing their Cipher) or becoming a Defector (via reaching the end of their Defection Track).  After resolving either Condition, they reset to the middle of their Remembrance track&lt;br /&gt;
====Revelation====&lt;br /&gt;
* An Heir in Revelation adds a further extra die to Momentum used to supplement their Flight Skills, or to Invoke a [[WDH_Memory_Conditions|Memory Condition]].  However, they cannot spend Momentum to deal with ordinary mortals or reinforce their defection.&lt;br /&gt;
* The Heir receives Momentum when alienating ordinary humans or by showing them up.&lt;br /&gt;
* The Heir may Resolve their Revelation by fully embracing their Draconic nature: for a number of rounds equal to their Inheritance they activate their draconic form for free, but they cannot take any action that does not actively reinforce their cipher.&lt;br /&gt;
====Defector====&lt;br /&gt;
* An Heir who has wholly embraced Defection receives an further die to work towards their [[WDH_Deeds_Rules|Worldly Deeds]] when they spend a point of Momentum.  Further, they can Invoke any non-Draconic path without fear of consequence.  Unfortunately, they cannot spend Momentum on Dragon things: Invoking a Memory, assuming Draconic form, or reinforcing their Cipher.&lt;br /&gt;
* When an Heir&amp;#039;s human nature brings them to betray their Flight or fellow dragons, they receive a point of Momentum.&lt;br /&gt;
* The Heir&amp;#039;s Defection inevitably ends, at least for a while.  But in the process, they reinforce their humanity: they complete a short-term deed or make progress towards a long-term Deed that opposes a Draconic or Memory Deed.  In the process, they refill all bond pools towards ordinary humans, and repair the connection to one non-Dragon Path that was in Suspension.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Virtues_et_al&amp;diff=17055</id>
		<title>WDH Virtues et al</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Virtues_et_al&amp;diff=17055"/>
		<updated>2026-02-24T00:24:38Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&lt;br /&gt;
===Virtues (For Scions)===&lt;br /&gt;
Gods are caught between virtues that both exemplify their legends.  The Aztec Teotl openly hunger for sacrifice but cut deep in turn for their followers. The Netjer of Egypt desire balance in all things, but also seek justice and unlike Thanos recognize that these aren&amp;#039;t always the same thing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Virtues are rarely entirely in opposition, but they often place contrasting demands all the same: the Aesir, caught between Fatalism and Audacity, know their time will come--to deny it is to deny what they are--but that&amp;#039;s no reason not to fight it all the same.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For a Scion to embrace their virtues is also to wield them as a source of power.  When a Scion spends [[WDH_Narrative_Currency_Rules|Momentum]] to add a die to one of their own actions that aligns with a given virtue, they receive an extra die, for two dice.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
If a Scion reinforces their Virtue until it reaches either extreme of the Virtue Track, they experience the Virtuous [[WDH_Condition_Rules|Condition]].&lt;br /&gt;
====Virtuous====&lt;br /&gt;
So you&amp;#039;ve gotten embraced one virtue over another again and again, and now it embraces you back with in a bearhug.  This isn&amp;#039;t necessarily a &amp;#039;&amp;#039;bad&amp;#039;&amp;#039; thing.  Is it so bad, after all, to be virtuous? I mean, kinda, yeah.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
* You&amp;#039;ve got a single-minded focus on that virtue now, and it will not be resisted. The choice to maybe apply real life and common sense no longer applies. One of the Tuatha De Danann who has followed their Prowess finds it impossible to resist the chance to demonstrate their skill.  It&amp;#039;s not showing off, nor crowding out another&amp;#039;s opportunity, it&amp;#039;s a demonstration of very real divine skill and anyone who complains just needs to git gud.&lt;br /&gt;
* The upshot is that any time a Virtuous Character spends momentum for a bonus die in a way that further embodies this virtue, they receive yet another die, receiving &amp;#039;&amp;#039;3&amp;#039;&amp;#039; dice for one Momentum.  And like any Condition it generates Momentum when it makes problems (and it will.)&lt;br /&gt;
* The Virtuous Condition does not have a natural expiration date, but it does have an escape: by indulging their opposing virtue, they may reset their Virtue track to the middle.  The virtue that currently consumes them cannot be actively defied in the process, but threading that needle is never impossible. &lt;br /&gt;
===Remembrances (For Heirs)===&lt;br /&gt;
Unlike their Divine counterparts, Dragons don&amp;#039;t struggle between Virtues.  There&amp;#039;s just what is proper dragon-hood to embrace: although various flights have different opinions of what that looks like, each one has a Cipher to direct them properly.  Unfortunately, their Heirs have a pesky human element that sets itself in opposition like a truculent child.  Unlike Scion&amp;#039;s Virtues, an Heir&amp;#039;s Remembrances are often directly opposed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Remembrances function much &amp;#039;&amp;#039;like&amp;#039;&amp;#039; Virtues, adding extra dice when combined with Momentum, but when they reach their terminus at one end or another the results are slightly different from a Virtuous Scion, either experiencing Revelation (by maximizing their Cipher) or becoming a Defector (via reaching the end of their Defection Track).  After resolving either Condition, they reset to the middle of their Remembrance track&lt;br /&gt;
====Revelation====&lt;br /&gt;
* An Heir in Revelation adds a further extra die to Momentum used to supplement their Flight Skills, or to Invoke a [[WDH_Memory_Conditions|Memory Condition]].  However, they cannot spend Momentum to deal with ordinary mortals or reinforce their defection.&lt;br /&gt;
* The Heir receives Momentum when alienating ordinary humans or by showing them up.&lt;br /&gt;
* The Heir may Resolve their Revelation by fully embracing their Draconic nature: for a number of rounds equal to their Inheritance they activate their draconic form for free, but they cannot take any action that does not actively reinforce their cipher.&lt;br /&gt;
====Defector====&lt;br /&gt;
* An Heir who has wholly embraced Defection receives an further die to work towards their Worldly Deeds when they spend a point of Momentum.  Further, they can Invoke any non-Draconic path without fear of consequence.  Unfortunately, they cannot spend Momentum on Dragon things: Invoking a Memory, assuming Draconic form, or reinforcing their Cipher.&lt;br /&gt;
* When an Heir&amp;#039;s human nature brings them to betray their Flight or fellow dragons, they receive a point of Momentum.&lt;br /&gt;
* The Heir&amp;#039;s Defection inevitably ends, at least for a while.  But in the process, they reinforce their humanity: they complete a short-term deed or make progress towards a long-term Deed that opposes a Draconic or Memory Deed.  In the process, they refill all bond pools towards ordinary humans, and repair the connection to one non-Dragon Path that was in Suspension.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Virtues_et_al&amp;diff=17054</id>
		<title>WDH Virtues et al</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Virtues_et_al&amp;diff=17054"/>
		<updated>2026-02-24T00:19:15Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&lt;br /&gt;
===Virtues (For Scions)===&lt;br /&gt;
Gods are caught between virtues that both exemplify their legends.  The Aztec Teotl openly hunger for sacrifice but cut deep in turn for their followers. The Netjer of Egypt desire balance in all things, but also seek justice and unlike Thanos recognize that these aren&amp;#039;t always the same thing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Virtues are rarely entirely in opposition, but they often place contrasting demands all the same: the Aesir, caught between Fatalism and Audacity, know their time will come--to deny it is to deny what they are--but that&amp;#039;s no reason not to fight it all the same.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For a Scion to embrace their virtues is also to wield them as a source of power.  When a Scion spends Momentum to add a die to one of their own actions that aligns with a given virtue, they receive an extra die, for two dice.&lt;br /&gt;
====Virtuous Condition====&lt;br /&gt;
So you&amp;#039;ve gotten embraced one virtue over another again and again, and now it embraces you back with in a bearhug.  This isn&amp;#039;t necessarily a &amp;#039;&amp;#039;bad&amp;#039;&amp;#039; thing.  Is it so bad, after all, to be virtuous? I mean, kinda, yeah.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
* You&amp;#039;ve got a single-minded focus on that virtue now, and it will not be resisted. The choice to maybe apply real life and common sense no longer applies. One of the Tuatha De Danann who has followed their Prowess finds it impossible to resist the chance to demonstrate their skill.  It&amp;#039;s not showing off, nor crowding out another&amp;#039;s opportunity, it&amp;#039;s a demonstration of very real divine skill and anyone who complains just needs to git gud.&lt;br /&gt;
* The upshot is that any time a Virtuous Character spends momentum for a bonus die in a way that further embodies this virtue, they receive yet another die, receiving &amp;#039;&amp;#039;3&amp;#039;&amp;#039; dice for one Momentum.  And like any Condition it generates Momentum when it makes problems (and it will.)&lt;br /&gt;
* The Virtuous Condition does not have a natural expiration date, but it does have an escape: by indulging their opposing virtue, they may reset their Virtue track to the middle.  The virtue that currently consumes them cannot be actively defied. &lt;br /&gt;
===Remembrances (For Heirs)===&lt;br /&gt;
Unlike their Divine counterparts, Dragons don&amp;#039;t struggle between virtues.  There&amp;#039;s just what is proper dragon-hood to embrace: although various flights have different opinions of what that looks like, each one has a Cipher to direct them properly.  Unfortunately, their Heirs have a pesky human element that sets itself in opposition like a truculent child.  Unlike Scion&amp;#039;s Virtues, an Heir&amp;#039;s Remembrances are often directly opposed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Remembrances function much &amp;#039;&amp;#039;like&amp;#039;&amp;#039; Virtues, adding extra dice when combined with Momentum, but when they reach their terminus at one end or another the results are slightly different from a Virtuous Scion, either experiencing Revelation (by maximizing their Cipher) or becoming a Defector (via reaching the end of their Defection Track).  After resolving either Condition, they reset to the middle of their Remembrance track&lt;br /&gt;
====Revelation====&lt;br /&gt;
* An Heir in Revelation adds a further extra die to Momentum used to supplement their Flight Skills, or to Invoke a Memory Condition.  However, they cannot spend Momentum to deal with ordinary mortals or reinforce their defection.&lt;br /&gt;
* The Heir receives Momentum when alienating ordinary humans or by showing them up.&lt;br /&gt;
* The Heir may Resolve their Revelation by fully embracing their Draconic nature: for a number of rounds equal to their Inheritance they activate their draconic form for free, but they cannot take any action that does not actively reinforce their cipher.&lt;br /&gt;
====Defector====&lt;br /&gt;
* An Heir who has wholly embraced Defection receives an further die to work towards their Worldly Deeds when they spend a point of Momentum.  Further, they can Invoke any non-Draconic path without fear of consequence.  Unfortunately, they cannot spend Momentum on Dragon things: Invoking a Memory, assuming Draconic form, or reinforcing their Cipher.&lt;br /&gt;
* When an Heir&amp;#039;s human nature brings them to betray their Flight or fellow dragons, they receive a point of Momentum.&lt;br /&gt;
* The Heir&amp;#039;s Defection inevitably ends, at least for a while.  But in the process, they reinforce their humanity: they complete a short-term deed or make progress towards a long-term Deed that opposes a Draconic or Memory Deed.  In the process, they refill all bond pools towards ordinary humans, and repair the connection to one non-Dragon Path that was in Suspension.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Virtues_et_al&amp;diff=17053</id>
		<title>WDH Virtues et al</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Virtues_et_al&amp;diff=17053"/>
		<updated>2026-02-24T00:18:19Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Created page with &amp;quot;===Virtues (For Scions)=== Gods are caught between virtues that both exemplify their legends.  The Aztec Teotl openly hunger for sacrifice but cut deep in turn for their follo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Virtues (For Scions)===&lt;br /&gt;
Gods are caught between virtues that both exemplify their legends.  The Aztec Teotl openly hunger for sacrifice but cut deep in turn for their followers. The Netjer of Egypt desire balance in all things, but also seek justice and unlike Thanos recognize that these aren&amp;#039;t always the same thing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Virtues are rarely entirely in opposition, but they often place contrasting demands all the same: the Aesir, caught between Fatalism and Audacity, know their time will come--to deny it is to deny what they are--but that&amp;#039;s no reason not to fight it all the same.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For a Scion to embrace their virtues is also to wield them as a source of power.  When a Scion spends Momentum to add a die to one of their own actions that aligns with a given virtue, they receive an extra die, for two dice.&lt;br /&gt;
====Virtuous Condition====&lt;br /&gt;
So you&amp;#039;ve gotten embraced one virtue over another again and again, and now it embraces you back with in a bearhug.  This isn&amp;#039;t necessarily a &amp;#039;&amp;#039;bad&amp;#039;&amp;#039; thing.  Is it so bad, after all, to be virtuous? I mean, kinda, yeah.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
* You&amp;#039;ve got a single-minded focus on that virtue now, and it will not be resisted. The choice to maybe apply real life and common sense no longer applies. One of the Tuatha De Danann who has followed their Prowess finds it impossible to resist the chance to demonstrate their skill.  It&amp;#039;s not showing off, nor crowding out another&amp;#039;s opportunity, it&amp;#039;s a demonstration of very real divine skill and anyone who complains just needs to git gud.&lt;br /&gt;
* The upshot is that any time a Virtuous Character spends momentum for a bonus die in a way that further embodies this virtue, they receive yet another die, receiving &amp;#039;&amp;#039;3&amp;#039;&amp;#039; dice for one Momentum.  And like any Condition it generates Momentum when it makes problems (and it will.)&lt;br /&gt;
* The Virtuous Condition does not have a natural expiration date, but it does have an escape: by indulging their opposing virtue, they may reset their Virtue track to the middle.  The virtue that currently consumes them cannot be actively defied. &lt;br /&gt;
===Remembrances (For Heirs)===&lt;br /&gt;
Unlike their Divine counterparts, Dragons don&amp;#039;t struggle between virtues.  There&amp;#039;s just what is proper dragon-hood to embrace: although various flights have different opinions of what that looks like, each one has a Cipher to direct them properly.  Unfortunately, their Heirs have a pesky human element that sets itself in opposition like a truculent child.  Unlike Scion&amp;#039;s Virtues, an Heir&amp;#039;s Remembrances are often directly opposed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Remembrances function much &amp;#039;&amp;#039;like&amp;#039;&amp;#039; Virtues, adding extra dice when combined with Momentum, but when they reach their terminus at one end or another the results are slightly different from a Virtuous Scion, either experiencing Revelation (by maximizing their Cipher) or becoming a Defector (via reaching the end of their Defection Track).  After resolving either Condition, they reset to the middle of their Remembrance track&lt;br /&gt;
====Revelation====&lt;br /&gt;
* An Heir in Revelation adds a further extra die to Momentum used to supplement their Flight Skills, or to Invoke a Memory Condition.  However, they cannot spend Momentum to deal with ordinary mortals or reinforce their defection.&lt;br /&gt;
* The Heir receives Momentum when alienating ordinary humans or by showing them up.&lt;br /&gt;
* The Heir may Resolve their Revelation by fully embracing their Draconic nature: for a number of rounds equal to their Inheritance they activate their draconic form for free, but they cannot take any action that does not actively reinforce their cipher.&lt;br /&gt;
====Defector====&lt;br /&gt;
* An Heir who has wholly embraced Defection receives an further die to work towards their Worldly Deeds when they spend a point of Momentum.  Further, they can Invoke any non-Draconic path without fear of consequence.  Unfortunately, they cannot spend Momentum on Dragon things: Invoking a Memory, assuming Draconic form, or reinforcing their Cipher.&lt;br /&gt;
* When an Heir&amp;#039;s human nature brings them to betray their Flight or fellow dragons, they receive a point of Momentum.&lt;br /&gt;
* The Heir&amp;#039;s Defection inevitably ends, at least for a while.  But in the process, they reinforce their humanity: they complete a short-term deed or make progress towards a long-term Deed that opposes a Draconic or Memory Deed.  In the process, they refill all bond pools towards ordinary humans, and repair the connection to one non-Dragon Path that was in Suspension.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Resolution_Modifiers&amp;diff=17052</id>
		<title>WDH Resolution Modifiers</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Resolution_Modifiers&amp;diff=17052"/>
		<updated>2026-02-23T21:37:27Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: /* Stunts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion_-_Wengehua_Demon_Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Okay, just to get things out of the way, I&amp;#039;m pretty sure we all know basic Storyteller/Storytelling mechanics:  Create a dice pool based on your Attribute + Ability, roll against a target number, and the number of dice that come up at the target number or higher are successes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
We good?  Good.  Let&amp;#039;s get to the specifics of Storypath.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The target number is always 8 for characters at the mortal/Origin and Hero levels.  Ascending to the status of a Demigod or Lesser Wyrm would drop that to 7 but I anticipate that to be beyond the scope of this game.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Outside expenditures of Momentum, there are few sources that will increase or reduce a dice pool.  Instead, PC&amp;#039;s will more likely find themselves assisted with Enhancements and penalized by Complications.&lt;br /&gt;
===Enhancements===&lt;br /&gt;
Enhancements represent materials, items, and circumstances that facilitate a character&amp;#039;s goals; they do not make a roll more likely to succeed, but when it &amp;#039;&amp;#039;does&amp;#039;&amp;#039; happen, Enhancements add further successes: more challenging tasks are eased, opposition is stymied, and it looks just a bit smoother; extra successes can either make the deed more impressive on its own, or be spent on Stunts (below) to add a little flourish.  Scale (below) is a common source of Enhancement, but so is equipment, having the high ground, or trying to seduce someone when they already came to a party to have a good time.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Complications===&lt;br /&gt;
A Complication does not directly affect difficulty for the most part: roll wherein the player receives the required number of successes but cannot or does not buy off Complications still succeeds at what they intended to do, it&amp;#039;s just...messy.  Emerging from around the corner to return fire in a gunfight might open a hero to getting clipped in exchange.  A dragon whose burning breath creates a Complication can use their gouts of flame just fine, but might set the scenery (or a passerby!) alight accidentally.  Or the player could just spend a couple of successes above and beyond what they needed to succeed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
NB that reading between the lines it looks like there was an artifact of earlier development where the option existed to take a failed roll and make it a success with complication (and thus unable to buy off).  The only trace I can really find of this is in the [[WDH_Fatebinding_Rules|Apprentice Fatebinding&amp;#039;s Invoke]], and is frankly the only way this makes sense.  I&amp;#039;m going back and forth on this, and may have a house rule for the one situation where this applies.&lt;br /&gt;
===Stunts===&lt;br /&gt;
Outside of the successes to simply succeed and buy off Complications, players can also use successful dice to buy &amp;#039;&amp;#039;Stunts&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A Stunt expends one or more successes to create secondary effects, most often creating Complications, Enhancements, or increasing Difficulty for others.  In general, a stunt has to:&lt;br /&gt;
* Connect back to whatever action the player rolled their dice on,&lt;br /&gt;
* Affect a different kind of dice roll, and&lt;br /&gt;
* Be made by the player in question.   &lt;br /&gt;
That said, many actions have suggested stunts built in:  basic success on an attack roll is literally just connecting, and actual damage is a function of stunts (NB that most low-grade faceless mooks only have one or two levels of Health), in addition to blinding, disarming, or knocking down an opponent).  Likewise, Investigation has a list of stunts to help facilitate rolls, finding clues and making deductions.&lt;br /&gt;
====Twists of Fate====&lt;br /&gt;
Twists of Fate are a special form of Stunt and are a sort of dramatic editing to the scene itself.  They can only happen when a roll has been supplemented by one of the character&amp;#039;s Paths.  As a basic guideline, Twists of Fate allow one minor detail per success--they don&amp;#039;t unmake what has been established, but instead take the undefined and make it explicit.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of the time, Twists of Fate aren&amp;#039;t overtly supernatural in nature.  But the Titles accumulated by Gods and Dragons alike are also paths, are the stuff of myth, and can work undeniable miracles.&lt;br /&gt;
&lt;br /&gt;
===Scale===&lt;br /&gt;
Especially in a world more fantastic than our own, relative abilities do not exist in a vacuum.  Some giants are stronger than others, for instance, but the equivalent of a weedy asthmatic nerd among the jotnar is still brawny by human standards.  Someone riding a dirtbike is going to be more fleet than someone on foot.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Where baseline capacities are significantly different between one party and the other, Scale comes into play to benefit to the stronger party.  As such, the jotun from our earlier examples is still only rolling a single die for his strength, but if that die comes up successful, it means much more than it would were he a puny human.  To his kin, who have the same bonus to Scale, he has no such bonus in his favor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Scions and Dragons have access to Feats of Scale through various powers at their disposal, and by their Mythic Titles, and really what good is the ability to flex if you can&amp;#039;t show off?  The bonus to Scale works out in two different ways depending on whether the target is &amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Dramatic.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039; targets are what might be considered less important: often these are pursuits where a character&amp;#039;s success is more or less guaranteed, but Scale pushes this from merely a show of power to the sort of thing that shows &amp;#039;&amp;#039;why&amp;#039;&amp;#039; your name is whispered in awe, worship, and terror.  Armies of mooks, scenery, trivial characters, all of these feel the full brunt of Scale: after dice are rolled, successes are multiplied.&lt;br /&gt;
* &amp;#039;&amp;#039;Dramatic&amp;#039;&amp;#039; targets represent major focuses of the story.  Named antagonists, stalwart allies, and the like aren&amp;#039;t there to be clowned on like the hired help, but the PC&amp;#039;s are still going to shine in their areas of expertise: against a Dramatic target, Scale functions as an Enhancement (above) that adds successes to a successful roll.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17050</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17050"/>
		<updated>2026-02-22T07:39:06Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Virtues et al|About Virtues and Remembrances]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Resolution Modifiers|Enhancement, Complications, and Scale]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17049</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17049"/>
		<updated>2026-02-22T07:38:54Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: /* RULES STUFF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Virtues et al|About Virtues and Remembrances]]&lt;br /&gt;
[[WDH Resolution Modifiers|Enhancement, Complications, and Scale]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Resolution_Modifiers&amp;diff=17048</id>
		<title>WDH Resolution Modifiers</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Resolution_Modifiers&amp;diff=17048"/>
		<updated>2026-02-22T07:37:40Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Created page with &amp;quot;&amp;lt;small&amp;gt;Back to Wengehua Demon Hunters Main Page&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; Okay, just to get things out of the way, I&amp;#039;m pretty sure we all know basic Sto...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion_-_Wengehua_Demon_Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Okay, just to get things out of the way, I&amp;#039;m pretty sure we all know basic Storyteller/Storytelling mechanics:  Create a dice pool based on your Attribute + Ability, roll against a target number, and the number of dice that come up at the target number or higher are successes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
We good?  Good.  Let&amp;#039;s get to the specifics of Storypath.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The target number is always 8 for characters at the mortal/Origin and Hero levels.  Ascending to the status of a Demigod or Lesser Wyrm would drop that to 7 but I anticipate that to be beyond the scope of this game.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Outside expenditures of Momentum, there are few sources that will increase or reduce a dice pool.  Instead, PC&amp;#039;s will more likely find themselves assisted with Enhancements and penalized by Complications.&lt;br /&gt;
===Enhancements===&lt;br /&gt;
Enhancements represent materials, items, and circumstances that facilitate a character&amp;#039;s goals; they do not make a roll more likely to succeed, but when it &amp;#039;&amp;#039;does&amp;#039;&amp;#039; happen, Enhancements add further successes: more challenging tasks are eased, opposition is stymied, and it looks just a bit smoother; extra successes can either make the deed more impressive on its own, or be spent on Stunts (below) to add a little flourish.  Scale (below) is a common source of Enhancement, but so is equipment, having the high ground, or trying to seduce someone when they already came to a party to have a good time.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Complications===&lt;br /&gt;
A Complication does not directly affect difficulty for the most part: roll wherein the player receives the required number of successes but cannot or does not buy off Complications still succeeds at what they intended to do, it&amp;#039;s just...messy.  Emerging from around the corner to return fire in a gunfight might open a hero to getting clipped in exchange.  A dragon whose burning breath creates a Complication can use their gouts of flame just fine, but might set the scenery (or a passerby!) alight accidentally.  Or the player could just spend a couple of successes above and beyond what they needed to succeed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
NB that reading between the lines it looks like there was an artifact of earlier development where the option existed to take a failed roll and make it a success with complication (and thus unable to buy off).  The only trace I can really find of this is in the [[WDH_Fatebinding_Rules|Apprentice Fatebinding&amp;#039;s Invoke]], and is frankly the only way this makes sense.  I&amp;#039;m going back and forth on this, and may have a house rule for the one situation where this applies.&lt;br /&gt;
===Stunts===&lt;br /&gt;
[COMING SOON]&lt;br /&gt;
===Scale===&lt;br /&gt;
Especially in a world more fantastic than our own, relative abilities do not exist in a vacuum.  Some giants are stronger than others, for instance, but the equivalent of a weedy asthmatic nerd among the jotnar is still brawny by human standards.  Someone riding a dirtbike is going to be more fleet than someone on foot.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Where baseline capacities are significantly different between one party and the other, Scale comes into play to benefit to the stronger party.  As such, the jotun from our earlier examples is still only rolling a single die for his strength, but if that die comes up successful, it means much more than it would were he a puny human.  To his kin, who have the same bonus to Scale, he has no such bonus in his favor.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Scions and Dragons have access to Feats of Scale through various powers at their disposal, and by their Mythic Titles, and really what good is the ability to flex if you can&amp;#039;t show off?  The bonus to Scale works out in two different ways depending on whether the target is &amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Dramatic.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039; targets are what might be considered less important: often these are pursuits where a character&amp;#039;s success is more or less guaranteed, but Scale pushes this from merely a show of power to the sort of thing that shows &amp;#039;&amp;#039;why&amp;#039;&amp;#039; your name is whispered in awe, worship, and terror.  Armies of mooks, scenery, trivial characters, all of these feel the full brunt of Scale: after dice are rolled, successes are multiplied.&lt;br /&gt;
* &amp;#039;&amp;#039;Dramatic&amp;#039;&amp;#039; targets represent major focuses of the story.  Named antagonists, stalwart allies, and the like aren&amp;#039;t there to be clowned on like the hired help, but the PC&amp;#039;s are still going to shine in their areas of expertise: against a Dramatic target, Scale functions as an Enhancement (above) that adds successes to a successful roll.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17047</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17047"/>
		<updated>2026-02-21T22:11:27Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: /* RULES STUFF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Resolution Modifiers|Enhancement, Complications, and Scale]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17046</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17046"/>
		<updated>2026-02-21T22:11:10Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: /* RULES STUFF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Resolution Modifiers|Enhancement, Complications, and Scale]]&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Condition_Rules&amp;diff=17045</id>
		<title>WDH Condition Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Condition_Rules&amp;diff=17045"/>
		<updated>2026-02-21T22:09:30Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Created page with &amp;quot;&amp;lt;small&amp;gt;Back to Wengehua Demon Hunters Main Page&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;big&amp;gt;About Conditions&amp;lt;/big&amp;gt; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Conditions, mechanically, represent a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Conditions&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Conditions, mechanically, represent an enduring situation, whether physical or otherwise.  This might be reflect a broken leg, a god&amp;#039;s blessing, a satyr&amp;#039;s charm, or a particularly notable bout of public adoration.  Whatever their source, Conditions generally indicate something that won&amp;#039;t resolve immediately, or within the scene.  They may provide Enhancement, Complications, or perhaps both, alternately.  Where they create difficulties and make life harder, the table receives [[WDH_Narrative_Currency_Rules|Momentum]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Conditions are &amp;#039;&amp;#039;usually&amp;#039;&amp;#039; temporary.  Wounds heal, drugs and venoms work their way out of the system as long as one survives it, and although one may be seeing stars for a few minutes after someone flashes a camera in their face, their vision will clear in time.  Even enduring Conditions need not last forever: curses may be broken, and while some mortals and gods bear injuries with pride--would Odin even &amp;#039;&amp;#039;be&amp;#039;&amp;#039; Odin if he let someone replace his eye?--this is a world where healing miracles exist.  As such most Conditions have a simple System (i.e. what this Condition does) and usually a Resolution, an escape clause or narrative terminus to the situation. Writeups may also suggest the sort of hardships that earn Momentum for the table.  Resolving a Condition through action rather than letting it pass on of its own accord grants the table another point of Momentum.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Sometimes a Scion ends up [[WDH_Fatebinding_Rules|Fatebound]] to someone indefinitely, or is maimed in a lasting and meaningful fashion.  The Scions of the Tuatha De Danann all labor under at least one geis.  A kitsune can never truly hide his tails, and inevitably someone, &amp;#039;&amp;#039;someone&amp;#039;&amp;#039; will see through his disguise.  For a Scion who reaps the direct benefits of a Condition, its indefinite duration is likely no problem.  Where the Condition makes life more difficult, on the other hand, a player may instead console themselves by having a ready source of Momentum for the table.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17044</id>
		<title>WDH Memory Conditions</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Memory_Conditions&amp;diff=17044"/>
		<updated>2026-02-21T05:18:44Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Created page with &amp;quot;&amp;lt;small&amp;gt;Back to Wengehua Demon Hunters Main Page&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;big&amp;gt;About Memory Conditions (And Deeds)&amp;lt;/big&amp;gt; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; For all intents an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Memory Conditions (And Deeds)&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For all intents and purposes, Draconic Heirs use Inheritance as the primary source of their supernatural oomph in the same way Scions use Legend.  However, they can&amp;#039;t regenerate it in the same way: as Dragons are not beholden to Fate, they can neither become entangled in lasting [[WDH_Fatebinding_Rules|Fatebindings]] nor entangle others with them. What you get instead are Memory and Craving Conditions. Dragons are big on Memory. There&amp;#039;s a whole psychic ocean of it wherein even dead dragons swim, dream, and communicate to the modern day, an abyss of recollection containing whole worlds and ages before the Gods and their myths shaped it into what it is now--and thus, has always been. While this doesn&amp;#039;t intrude on an Heir&amp;#039;s psyches directly, it isn&amp;#039;t a list to unsubscribe from entirely either.  Periodically a PC might perceive the memories of one of their draconic ancestors, telling them, reminding them that this thing or this person is important, or that this situation is much like something they once encountered. A player can accept the basic flash of insight without accepting a Memory Condition, but if they do...&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Memory Conditions are very &amp;#039;&amp;#039;like&amp;#039;&amp;#039; Fatebindings: each one is associated with a particular [[WDH_Callings_Rules|Calling]] and have a similar structure.  A PC automatically gain a point of spent Inheritance, and a lingering Condition with multiple applications: &lt;br /&gt;
* It can be &amp;#039;&amp;#039;Invoked&amp;#039;&amp;#039; for a benefit, depending on which Calling is associated with this memory. &lt;br /&gt;
* It can be &amp;#039;&amp;#039;Resolved&amp;#039;&amp;#039;, completing the mission, for a bigger one. This also counts as a completed [[WDH_Deeds_Rules|Memory Deed]].&lt;br /&gt;
* Much like Fatebindings, Memory Conditions can be &amp;#039;&amp;#039;Compelled&amp;#039;&amp;#039;. This gives some further flashes of insight, and can restore some spent Inheritance, but the price for that is temporarily nudging oneself more towards one&amp;#039;s draconic heritage (moving towards their Cipher) and accepting the Craving Condition. The Heir can resist this at the price of no juice and nudging theirself towards human heritage instead (i.e. towards their Defection).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Craving Condition enforces a monofocus on the Calling that the Memory comes of. The Collector has to Collect, the Judge must Judge, and Primeval needs to...Primeve. Whatever. It&amp;#039;s hard to act outside of it (it costs the table [[WDH_Narrative_Currency_Rules|Momentum]]), but it&amp;#039;s easier to act within it (it &amp;#039;&amp;#039;gives&amp;#039;&amp;#039; the table Momentum). This condition can resolve in one of two ways: A player can either dedicate a [[WDH_Deeds_Rules|Draconic Deed]] to indulging their Craving, or--if one is feeling less patient and constructive--indulge their craving in a way that meaningfully harms their human connections. Either way, this restores a further point of spent Inheritance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like Fatebinding, a Player may choose to create a Memory Condition, and may choose to Compel it (although if the Player chooses to Compel, they must accept the Craving Condition, the Inheritance, and the step towards their Cipher). An Heir may have as many Memory Conditions as their permanent Inheritance score; if they accept a new one, it dislodges the old and it resolves without any benefits whatsoever.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Callings_Rules&amp;diff=17043</id>
		<title>WDH Callings Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Callings_Rules&amp;diff=17043"/>
		<updated>2026-02-21T04:34:35Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Callings&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Work in progress&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Callings are archetypes.  They aren&amp;#039;t &amp;#039;&amp;#039;quite&amp;#039;&amp;#039; a character class, but they do draw into narrative focus who a character is, and determine what Knacks a they can use as a result:  A Warrior who is also a Lover and Liminal is going to be very different from the Warrior who is a Guardian and Sage, and have a different bag of tricks.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mortals and most Denizens can have a single Calling; for Denizens who have knacks tied to their archetype, this is their Calling.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Scions, Dragons, and other greater mythic beings possess a greater capacity for complexity: they can possess three Callings at once, although Denizens who are so favored by the gods or who have built a legend about themselves still have their nature (as e.g. a Kitsune, Huldra, or Centaur) as one of them. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Callings give Legendary characters Keywords, which can be invoked on their own to perform Feats of Scale (For two [[WDH_Narrative_Currency_Rules|Momentum]] and one Legend), and also form part of the basis for her Mythic Titles, which can be invoked more cheaply.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Callings have a score from 1 to 5.  This determines both the number of Keywords associated with it, &amp;#039;&amp;#039;and&amp;#039;&amp;#039; the number of slots it provides to allocate Knacks.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The Gods have created their archetypes and must lie in the bed they&amp;#039;ve made, but their children are not so confined: A Scion may change her Callings by performing a Failure Deed for one she wishes to leave, failing to live up to its heroic archetype, and an Adoption Deed for the one she wishes to embrace.  Likewise, an Heir may perform a Memory Deed to adopt a new calling.  Upon changing Callings, the Player chooses new appropriate Keywords, but all Titles based on previous Keywords remain in place.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragons and Scions have a slightly different list of available Callings.  Sometimes this is merely a matter of focus: A Godly Leader and Draconic Ruler are related, certainly, but not identical.  On the other hand Dragons simply &amp;#039;&amp;#039;are&amp;#039;&amp;#039; and are not Creators, and while Gods can and do famously covet things and people, they don&amp;#039;t make it a whole facet of their personality like Dragons with the Collector Calling.  Where there is overlap in Callings, there is also overlap in Knacks.  Where the text differs, the Dragon text counts as errata by word of the writers.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Divine Scions have access to Titanic Callings in addition to their normal ones: Adversary, Destroyer, Monster, Primeval, and Tyrant.  Adopting may make such a character ping as &amp;quot;off&amp;quot; to the Gods, but does not affect their personality any more than any other Calling does, and more than one deity carries a Titanic Calling with them into their Ascension.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As a GM note, I don&amp;#039;t really &amp;#039;&amp;#039;care&amp;#039;&amp;#039; whether your Heir or Scion has splat-appropriate Callings, there are just rules reflecting how they slot into the Dragon or Divine play experience and that support doesn&amp;#039;t carry across splats: to use the examples above, I don&amp;#039;t know what kind of Fatebindings a Collector would be drawn to, nor what the Resolution effect of a Creator Memory would be.  If we need to make something work then talk to me and I&amp;#039;ll see what we can do.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Fatebinding_Rules&amp;diff=17042</id>
		<title>WDH Fatebinding Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Fatebinding_Rules&amp;diff=17042"/>
		<updated>2026-02-21T04:32:33Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Fatebinding&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The Legend of Scions and Gods is replenished by interacting with Fate, often through a special Condition known as Fatebinding:  Someone becomes entangled into a Scion&amp;#039;s story and for a time plays a role.  They may be a student, a friend, a rival, or a lover, but for a time they bring drama.  For Heroes, there&amp;#039;s no particular need to lean into it: while Fate picks a role that plays into their stories (as determined by their [[WDH_Callings_Rules|Callings]]) and picks someone predisposed to fit that role, it merely gives events a gentle nudge from there. &lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
All Fatebindings have a potency. The weakest last a couple sessions at most, while the most powerful bindings can never truly end: The Condition may Resolve (see below), but their role merely changes.  Even if they die, they will continue to haunt the Scion, either figuratively or literally.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For those familiar with the FATE, The Fatebinding Condition is similar to an Aspect from that system.  Each one has: &lt;br /&gt;
&lt;br /&gt;
* An &amp;#039;&amp;#039;Invoke&amp;#039;&amp;#039;: You receive a minor benefit, which may be more powerful depending on the potency of the Fatebinding.  This can reinforce the Fatebinding, however, and may add to its duration and potency. &lt;br /&gt;
* A &amp;#039;&amp;#039;Compel&amp;#039;&amp;#039;: The Player may choose to Compel their Fatebinding, or the GM may, but regardless, the Scion receives another point of Legend at the cost of their connection creating a complication in their tale that needs addressing. &lt;br /&gt;
* A &amp;#039;&amp;#039;Resolve&amp;#039;&amp;#039;: The Fatebinding&amp;#039;s narrative concludes with a powerful bonus. It also comes at a price: The target&amp;#039;s role in your story may end forever, as they die or otherwise forevermore exit your story, and leave you with a Failure Condition on the appropriate Calling.  Alternately their role in your story shifts, and their Fatebinding begins anew.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Fatebinding_Rules&amp;diff=17041</id>
		<title>WDH Fatebinding Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Fatebinding_Rules&amp;diff=17041"/>
		<updated>2026-02-20T22:46:17Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Created page with &amp;quot;&amp;lt;small&amp;gt;Back to Wengehua Demon Hunters Main Page&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;big&amp;gt;About Fatebinding&amp;lt;/big&amp;gt; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The Legend of Scions and Gods is rep...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Fatebinding&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The Legend of Scions and Gods is replenished by interacting with Fate, often through a special Condition known as Fatebinding:  Someone becomes entangled into a Scion&amp;#039;s story and for a time plays a role.  They may be a student, a friend, a rival, or a lover, but for a time they bring drama.  For Heroes, there&amp;#039;s no particular need to lean into it: while Fate picks a role that plays into their stories (as determined by their Callings) and picks someone predisposed to fit that role, it merely gives events a gentle nudge from there. &lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
All Fatebindings have a potency. The weakest last a couple sessions at most, while the most powerful bindings can never truly end: The Condition may Resolve (see below), but their role merely changes.  Even if they die, they will continue to haunt the Scion, either figuratively or literally.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For those familiar with the FATE, The Fatebinding Condition is similar to an Aspect from that system.  Each one has: &lt;br /&gt;
&lt;br /&gt;
* An &amp;#039;&amp;#039;Invoke&amp;#039;&amp;#039;: You receive a minor benefit, which may be more powerful depending on the potency of the Fatebinding.  This can reinforce the Fatebinding, however, and may add to its duration and potency. &lt;br /&gt;
* A &amp;#039;&amp;#039;Compel&amp;#039;&amp;#039;: The Player may choose to Compel their Fatebinding, or the GM may, but regardless, the Scion receives another point of Legend at the cost of their connection creating a complication in their tale that needs addressing. &lt;br /&gt;
* A &amp;#039;&amp;#039;Resolve&amp;#039;&amp;#039;: The Fatebinding&amp;#039;s narrative concludes with a powerful bonus. It also comes at a price: The target&amp;#039;s role in your story may end forever, as they die or otherwise forevermore exit your story, and leave you with a Failure Condition on the appropriate Calling.  Alternately their role in your story shifts, and their Fatebinding begins anew.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17040</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17040"/>
		<updated>2026-02-20T21:22:05Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
===DRAMATIS PERSONAE===&lt;br /&gt;
====Player Characters====&lt;br /&gt;
====Non-Player Characters====&lt;br /&gt;
===HISTORY AND RECORDS===&lt;br /&gt;
[[WDH Past and Present Deeds|Past and Present Deeds]]&lt;br /&gt;
===RULES STUFF===&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Callings_Rules&amp;diff=17039</id>
		<title>WDH Callings Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Callings_Rules&amp;diff=17039"/>
		<updated>2026-02-20T21:17:11Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Getting some initial text set down.  Will be coming back to it later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;About Callings&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Work in progress&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Callings are archetypes.  They aren&amp;#039;t &amp;#039;&amp;#039;quite&amp;#039;&amp;#039; a character class, but they do draw into narrative focus who a character is, and determine what Knacks a they can use as a result:  A Warrior who is also a Lover and Liminal is going to be very different from the Warrior who is a Guardian and Sage, and have a different bag of tricks.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mortals and most Denizens can have a single Calling; for Denizens who have knacks tied to their archetype, this is their Calling.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Scions, Dragons, and other greater mythic beings possess a greater capacity for complexity: they can possess three Callings at once, although Denizens who are so favored by the gods or who have built a legend about themselves still have their nature (as e.g. a Kitsune, Huldra, or Centaur) as one of them. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Callings give Legendary characters Keywords, which can be invoked on their own to perform Feats of Scale (For two Momentum and one Legend), and also form part of the basis for her Mythic Titles, which can be invoked more cheaply.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Callings have a score from 1 to 5.  This determines both the number of Keywords associated with it, &amp;#039;&amp;#039;and&amp;#039;&amp;#039; the number of slots it provides to allocate Knacks.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The Gods have created their archetypes and must lie in the bed they&amp;#039;ve made, but their children are not so confined: A Scion may change her Callings by performing a Failure Deed for one she wishes to leave, failing to live up to its heroic archetype, and an Adoption Deed for the one she wishes to embrace.  Likewise, an Heir may perform a Memory Deed to adopt a new calling.  Upon changing Callings, the Player chooses new appropriate Keywords, but all Titles based on previous Keywords remain in place.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragons and Scions have a slightly different list of available Callings.  Sometimes this is merely a matter of focus: A Godly Leader and Draconic Ruler are related, certainly, but not identical.  On the other hand Dragons simply &amp;#039;&amp;#039;are&amp;#039;&amp;#039; and are not Creators, and while Gods can and do famously covet things and people, they don&amp;#039;t make it a whole facet of their personality like Dragons with the Collector Calling.  Where there is overlap in Callings, there is also overlap in Knacks.  Where the text differs, the Dragon text counts as errata by word of the writers.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Divine Scions have access to Titanic Callings in addition to their normal ones: Adversary, Destroyer, Monster, Primeval, and Tyrant.  Adopting may make such a character ping as &amp;quot;off&amp;quot; to the Gods, but does not affect their personality any more than any other Calling does, and more than one deity carries one with them into their Ascension.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As a GM note, I don&amp;#039;t really &amp;#039;&amp;#039;care&amp;#039;&amp;#039; whether your Heir or Scion has splat-appropriate Callings, there are just rules reflecting how they slot into the Dragon or Divine play experience and that support doesn&amp;#039;t carry across splats: to use the examples above, I don&amp;#039;t know what kind of Fatebindings a Collector would be drawn to, nor what the Resolution effect of a Creator Memory would be.  If we need to make something work then talk to me and I&amp;#039;ll see what we can do.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Narrative_Currency_Rules&amp;diff=17038</id>
		<title>WDH Narrative Currency Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Narrative_Currency_Rules&amp;diff=17038"/>
		<updated>2026-02-20T20:09:50Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s get one thing out of the way: Momentum and Tension do not exist diegetically.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
These are narrative meta-currencies to represent the ebb and flow of story:  Heroic setbacks fill the momentum pool so that to act at their greatest and show off their tricks, the PC&amp;#039;s have had a bumpy road to get there.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Build Momentum By&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* Taking a Consolation from a failed roll.  If your roll is a Dramatic Failure, then you will receive two Momentum. Once per session, you may voluntarily turn a failed roll into a Dramatic Failure for this benefit.&lt;br /&gt;
* Failing a roll in which you have a Specialty&lt;br /&gt;
* Experiencing complications from Conditions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Spend Momentum To&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Activate your Knacks.&lt;br /&gt;
* Add a single die to your roll or someone else&amp;#039;s. While you can only add one die, everyone at the table can contribute one as well. If this aligns with one of your Virtues (or, as an Heir, your Cipher or Defection) this gives a bonus die.  &lt;br /&gt;
* Perform a Feat of Scale that uses one of your Keywords rather than a full Mythic Title. &amp;#039;&amp;#039;This costs two Momentum and one Legend&amp;#039;&amp;#039;&lt;br /&gt;
* Receive an extra Interval on an Extended Roll, buying yourself more time to accomplish something.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Spending more than half the Momentum pool in a session gives a bonus XP to everyone&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Meanwhile, Tension represents dirty tricks and villainous luck and determination, and is filled by the parts of the story where the other shoe feels about to drop.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tension Builds When&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* A PC overcomes a condition.&lt;br /&gt;
* A PC suffers a Failure Deed of one of their Callings.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NPC&amp;#039;s Can Spend Tension To&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* Power their own Knacks and Abilities.&lt;br /&gt;
* Escape.&lt;br /&gt;
* Perform extra actions.&lt;br /&gt;
* Upgrade their tier.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Narrative_Currency_Rules&amp;diff=17037</id>
		<title>WDH Narrative Currency Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Narrative_Currency_Rules&amp;diff=17037"/>
		<updated>2026-02-20T20:08:27Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Let&amp;#039;s get one thing out of the way: Momentum and Tension do not exist diegetically.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
These are narrative meta-currencies to represent the ebb and flow of story:  Heroic setbacks fill the momentum pool so that to act at their greatest and show off their tricks, the PC&amp;#039;s have had a bumpy road to get there.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Build Momentum By&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* Taking a Consolation from a failed roll.  If your roll is a Dramatic Failure, then you will receive two Momentum. Once per session, you may voluntarily turn a failed roll into a Dramatic Failure for this benefit.&lt;br /&gt;
* Failing a roll in which you have a Specialty&lt;br /&gt;
* Experiencing complications from Conditions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Spend Momentum To&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Activate your Knacks.&lt;br /&gt;
* Add a single die to your roll or someone else&amp;#039;s. While you can only add one die, everyone at the table can contribute one as well. If this aligns with one of your Virtues (or, as an Heir, your Cipher or Defection) this gives a bonus die.  &lt;br /&gt;
* Perform a Feat of Scale that uses one of your Keywords rather than a full Mythic Title. &amp;#039;&amp;#039;This costs two Momentum and one Legend&amp;#039;&amp;#039;&lt;br /&gt;
* Receive an extra Interval on an Extended Roll, buying yourself more time to accomplish something.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Spending more than half the Momentum pool in a session gives a bonus XP to everyone&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Meanwhile, Tension represents dirty tricks and villainous luck and determination, and is filled by the parts of the story where the other shoe feels about to drop.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tension Builds When&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* A PC overcomes a condition.&lt;br /&gt;
* A PC suffers a Failure Deed of one of their Callings.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NPC&amp;#039;s Can Spend Tension To&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* Power their own Knacks and Abilities.&lt;br /&gt;
* Escape.&lt;br /&gt;
* Perform extra actions.&lt;br /&gt;
* Upgrade their tier.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Narrative_Currency_Rules&amp;diff=17036</id>
		<title>WDH Narrative Currency Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Narrative_Currency_Rules&amp;diff=17036"/>
		<updated>2026-02-20T16:12:38Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Created page with &amp;quot;Let&amp;#039;s get one thing out of the way: Momentum and Tension do not exist diegetically. &amp;lt;br /&amp;gt; These are narrative meta-currencies to represent the ebb and flow of story:  Heroic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Let&amp;#039;s get one thing out of the way: Momentum and Tension do not exist diegetically.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
These are narrative meta-currencies to represent the ebb and flow of story:  Heroic setbacks fill the momentum pool so that to act at their greatest and show off their tricks, the PC&amp;#039;s have had a bumpy road to get there.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Build Momentum By&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* Taking a Consolation from a failed roll.  If your roll is a Dramatic Failure, then you will receive two Momentum. Once per session, you may voluntarily turn a failed roll into a Dramatic Failure for this benefit.&lt;br /&gt;
* Failing a roll in which you have a Specialty&lt;br /&gt;
* Experiencing complications from Conditions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Spend Momentum To&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Activate your Knacks.&lt;br /&gt;
* Add a single die to your roll or someone else&amp;#039;s. While you can only add one die, everyone at the table can contribute one as well. If this aligns with one of your Virtues (or, as an Heir, your Cipher or Defection) this gives a bonus die.  &lt;br /&gt;
* Perform a Feat of Scale that uses one of your Keywords rather than a full Mythic Title. &amp;#039;&amp;#039;This costs two Momentum and one Legend&amp;#039;&amp;#039;&lt;br /&gt;
* Receive an extra Interval on an Extended Roll, buying yourself more time to accomplish something.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Spending more than half the Momentum pool in a session gives a bonus XP to everyone&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Meanwhile, Tension represents dirty tricks and villainous luck and determination, and is filled by the parts of the story where the other shoe feels about to drop.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tension Builds When&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* A PC overcomes a condition.&lt;br /&gt;
* A PC suffers a Failure Deed of one of their Callings.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NPC&amp;#039;s Can Spend Tension To&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* Power their own Knacks and Abilities.&lt;br /&gt;
* Escape.&lt;br /&gt;
* Perform extra actions.&lt;br /&gt;
* Upgrade their tier.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17035</id>
		<title>Scion - Wengehua Demon Hunters</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Scion_-_Wengehua_Demon_Hunters&amp;diff=17035"/>
		<updated>2026-02-20T15:25:13Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: /* Rules Stuff: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FLAVOR TEXT COMING&lt;br /&gt;
&lt;br /&gt;
===Rules Stuff:===&lt;br /&gt;
&lt;br /&gt;
[[WDH Condition Rules|About Conditions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Narrative Currency Rules|About Momentum and Tension]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Callings Rules| About Callings]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Deeds Rules|About Deeds]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Fatebinding Rules|About Fatebinding (For Scions)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Memory Conditions|About Memory Conditions and Deeds (For Dragons)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[WDH Mortal Lens|The Mortal Lens (House Rule)]]&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Deeds_Rules&amp;diff=17034</id>
		<title>WDH Deeds Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Deeds_Rules&amp;diff=17034"/>
		<updated>2026-02-20T15:20:39Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Added a link back to the main page of this game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Deeds. Where do we begin?&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Deeds are exactly what it says on the tin—what your characters do—but they hook into the system a bit more than that.  They&amp;#039;re also the mechanism by which your characters grow and change.  A significant majority of your Experience Points will come from the Deeds you perform and experience.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Scions:&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Minor Deeds&amp;#039;&amp;#039;&amp;#039;:  Character beats.  Experiences.  Things that are important for you but not necessarily big.  You can have up to 3 of these going, and can add one a session. Completing a Minor Deed is 1 XP.  If everyone completes a Minor Deed in a session, then everyone gets an additional XP.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Major Deeds&amp;#039;&amp;#039;&amp;#039;:  These are the big ones.  These help engrave your personal legend, and are the sort of things you&amp;#039;ll refer back to when creating Mythic Titles.  They grant 3 XP.  You can only have one Major Deed going at a time, and can only complete one infrequently (more on that later).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Band Deeds&amp;#039;&amp;#039;&amp;#039;: These are a special sort of Major Deed.  This is shared by all the PC&amp;#039;s.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Legend increases once you&amp;#039;ve completed at least one Minor Deed, one Major Deed, and your Band Deed has been completed.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Dragons:&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Draconic Heirs, as always, are torn whether they like it or not between being a Dragon and being a Human.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Draconic Deeds&amp;#039;&amp;#039;&amp;#039;: An Heir always has something sitting in the background of their mind. This furthers or indulges their Draconic side, or at least accomplishes something in away that their Handler would approve of.  The work, sadly, is never done: your reward for completing a Draconic Deed (aside from 1 XP and whatever rewards accomplishing it may bring) is a new one, immediately assigned.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Worldly Deeds&amp;#039;&amp;#039;&amp;#039;: Just because your Handler wants you to do things doesn&amp;#039;t mean that those are the only things that are worthwhile.  Worldly Deeds are for you, or for their own sake. Most are just short-term, functionally identical to Minor Deeds for Scions. (1 XP) The other is a &amp;#039;&amp;#039;&amp;#039;Brood Deed&amp;#039;&amp;#039;&amp;#039;.  This, effectively, is identical to a Band Deed and for the purposes of this game will be treated identically.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Memory Deeds&amp;#039;&amp;#039;&amp;#039;: The successful resolution of a Memory Condition, fulfilling the plans of your Handler or Flight. (3 XP)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;An Heir&amp;#039;s Inheritance rises when they have completed one Draconic Deed, one Memory Deed, and their Brood Deed.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;NB that Long-Term Deeds, Band Deeds, and Brood Deeds can only be performed once per Legend or Inheritance.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Mortal_Lens&amp;diff=17033</id>
		<title>WDH Mortal Lens</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Mortal_Lens&amp;diff=17033"/>
		<updated>2026-02-20T15:20:03Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Adding a link back to the main page for this game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;[[Scion - Wengehua Demon Hunters|Back to Wengehua Demon Hunters Main Page]]&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039;  This is a house rule, and honestly something to play fast and loose with, primarily an attempt to thread the needle of a world which more or less resembles our own while also having the supernatural acknowledged.&lt;br /&gt;
&lt;br /&gt;
People know that the gods &amp;#039;&amp;#039;are&amp;#039;&amp;#039;.  Their existence is about as in doubt as snow, trees, or dogs.  So too are the other signs of myth: miracles, monsters, and the strange creatures of legend who persist into the modern day.  But for the average mortal of the World, our existence is no more miraculous than theirs.  Most human beings have a slight filter in their considerations and perceptions.  These aren&amp;#039;t strictly blinders: people react to the preternatural with appropriate concern, giving a little extra berth to a giant or ogre if they step into the elevator, asking a satyr to tread a little more quietly if they&amp;#039;re trying to focus, or the like.  &lt;br /&gt;
&lt;br /&gt;
But for the overwhelming majority, they operate under a simple illusion:  &amp;quot;The magical, mythic, and wondrous happens to other people.&amp;quot;  It&amp;#039;s simple, reasserts itself readily, and is subtle enough that even Gods wonder if this is an actual thing.&lt;br /&gt;
&lt;br /&gt;
In general, characters with a Calling, Path, or Condition that reflects a connection to the un-, sub-, or supernatural have this effect wholly suspended.  As a result, people who have wounds dealt by a Scion, Titanspawn, or Denizen find themselves uncomfortably aware of how strange the world really is for a bit.  Getting Fatebound means one is wrapped up in a Scion&amp;#039;s legend and getting dragged along for the ride.  Folks with significant scars or maiming tend to be remain attuned to these things (for reference, think of the grandmother with her missing finger-joints in Roald Dahl&amp;#039;s The Witches).  And that detective who always gets the weird cases lives in the same world everyone else does, but she sees it differently.&lt;br /&gt;
&lt;br /&gt;
If the Condition parting the veil ends, these encounters tend to just fade to the back of one&amp;#039;s mind.  The real world has demands on one&amp;#039;s time and attention and that time a siren nearly pulled you across six lanes of traffic just isn&amp;#039;t as important once it&amp;#039;s in the rear view mirror.  It&amp;#039;s a cool story if something sparks the memory, but again, folks have other concerns.&lt;br /&gt;
&lt;br /&gt;
This is just a roundabout way of saying that narratively, there&amp;#039;s a significant doublethink among the general populace and it has tendencies, not rules.&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=WDH_Deeds_Rules&amp;diff=17032</id>
		<title>WDH Deeds Rules</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=WDH_Deeds_Rules&amp;diff=17032"/>
		<updated>2026-02-20T15:16:40Z</updated>

		<summary type="html">&lt;p&gt;Bysmerian2: Created page with &amp;quot;Deeds. Where do we begin? &amp;lt;br /&amp;gt; Deeds are exactly what it says on the tin—what your characters do—but they hook into the system a bit more than that.  They&amp;#039;re also the m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deeds. Where do we begin?&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Deeds are exactly what it says on the tin—what your characters do—but they hook into the system a bit more than that.  They&amp;#039;re also the mechanism by which your characters grow and change.  A significant majority of your Experience Points will come from the Deeds you perform and experience.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Scions:&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Minor Deeds&amp;#039;&amp;#039;&amp;#039;:  Character beats.  Experiences.  Things that are important for you but not necessarily big.  You can have up to 3 of these going, and can add one a session. Completing a Minor Deed is 1 XP.  If everyone completes a Minor Deed in a session, then everyone gets an additional XP.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Major Deeds&amp;#039;&amp;#039;&amp;#039;:  These are the big ones.  These help engrave your personal legend, and are the sort of things you&amp;#039;ll refer back to when creating Mythic Titles.  They grant 3 XP.  You can only have one Major Deed going at a time, and can only complete one infrequently (more on that later).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Band Deeds&amp;#039;&amp;#039;&amp;#039;: These are a special sort of Major Deed.  This is shared by all the PC&amp;#039;s.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Legend increases once you&amp;#039;ve completed at least one Minor Deed, one Major Deed, and your Band Deed has been completed.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Dragons:&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Draconic Heirs, as always, are torn whether they like it or not between being a Dragon and being a Human.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Draconic Deeds&amp;#039;&amp;#039;&amp;#039;: An Heir always has something sitting in the background of their mind. This furthers or indulges their Draconic side, or at least accomplishes something in away that their Handler would approve of.  The work, sadly, is never done: your reward for completing a Draconic Deed (aside from 1 XP and whatever rewards accomplishing it may bring) is a new one, immediately assigned.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Worldly Deeds&amp;#039;&amp;#039;&amp;#039;: Just because your Handler wants you to do things doesn&amp;#039;t mean that those are the only things that are worthwhile.  Worldly Deeds are for you, or for their own sake. Most are just short-term, functionally identical to Minor Deeds for Scions. (1 XP) The other is a &amp;#039;&amp;#039;&amp;#039;Brood Deed&amp;#039;&amp;#039;&amp;#039;.  This, effectively, is identical to a Band Deed and for the purposes of this game will be treated identically.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Memory Deeds&amp;#039;&amp;#039;&amp;#039;: The successful resolution of a Memory Condition, fulfilling the plans of your Handler or Flight. (3 XP)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;An Heir&amp;#039;s Inheritance rises when they have completed one Draconic Deed, one Memory Deed, and their Brood Deed.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;NB that Long-Term Deeds, Band Deeds, and Brood Deeds can only be performed once per Legend or Inheritance.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Bysmerian2</name></author>
		
	</entry>
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